mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 05:03:37 +00:00
Split out the debug rendering process into single methods, so they can be called externally if required
This commit is contained in:
parent
352863d664
commit
f126f28121
1 changed files with 284 additions and 175 deletions
|
@ -214,6 +214,7 @@ var World = new Class({
|
|||
|
||||
renderFill: GetFastValue(debugConfig, 'renderFill', true),
|
||||
renderStroke: GetFastValue(debugConfig, 'renderStroke', true),
|
||||
lineThickness: GetFastValue(debugConfig, 'lineThickness', 1),
|
||||
|
||||
fillColor: GetFastValue(debugConfig, 'fillColor', 0x106909),
|
||||
strokeColor: GetFastValue(debugConfig, 'strokeColor', 0x28de19),
|
||||
|
@ -765,7 +766,9 @@ var World = new Class({
|
|||
},
|
||||
|
||||
/**
|
||||
* Renders the array of bodies.
|
||||
* Renders the given array of Bodies to the debug graphics instance.
|
||||
*
|
||||
* Called automatically by the `postUpdate` method.
|
||||
*
|
||||
* @method Phaser.Physics.Matter.World#renderBodies
|
||||
* @private
|
||||
|
@ -790,6 +793,7 @@ var World = new Class({
|
|||
|
||||
var fillColor = config.fillColor;
|
||||
var strokeColor = config.strokeColor;
|
||||
var lineThickness = config.lineThickness;
|
||||
|
||||
var staticFillColor = config.staticFillColor;
|
||||
var staticStrokeColor = config.staticStrokeColor;
|
||||
|
@ -800,13 +804,9 @@ var World = new Class({
|
|||
|
||||
var hullColor = config.hullColor;
|
||||
|
||||
var body;
|
||||
var part;
|
||||
var render;
|
||||
|
||||
for (var i = 0; i < bodies.length; i++)
|
||||
{
|
||||
body = bodies[i];
|
||||
var body = bodies[i];
|
||||
|
||||
// 1) Don't show invisible bodies
|
||||
if (!body.render.visible)
|
||||
|
@ -821,21 +821,7 @@ var World = new Class({
|
|||
continue;
|
||||
}
|
||||
|
||||
// Handle compound parts
|
||||
var partsLength = body.parts.length;
|
||||
|
||||
for (var k = (partsLength > 1) ? 1 : 0; k < partsLength; k++)
|
||||
{
|
||||
part = body.parts[k];
|
||||
render = part.render;
|
||||
|
||||
if (!render.visible)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var opacity = render.opacity;
|
||||
|
||||
var opacity = body.render.opacity;
|
||||
var lineStyle = strokeColor;
|
||||
var fillStyle = fillColor;
|
||||
|
||||
|
@ -858,61 +844,159 @@ var World = new Class({
|
|||
fillStyle = staticFillColor;
|
||||
}
|
||||
|
||||
graphics.lineStyle(1, lineStyle, opacity);
|
||||
graphics.fillStyle(fillStyle, opacity);
|
||||
if (!renderFill)
|
||||
{
|
||||
fillStyle = null;
|
||||
}
|
||||
|
||||
if (!renderStroke)
|
||||
{
|
||||
lineStyle = null;
|
||||
}
|
||||
|
||||
this.renderBody(body, graphics, showInternalEdges, lineStyle, fillStyle, opacity, lineThickness);
|
||||
|
||||
var partsLength = body.parts.length;
|
||||
|
||||
if (showConvexHulls && partsLength > 1)
|
||||
{
|
||||
this.renderConvexHull(body, graphics, hullColor, lineThickness);
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* Renders a single Matter Body to the given Phaser Graphics Game Object.
|
||||
*
|
||||
* This method is used internally by the Matter Debug Renderer, but is also exposed publically should
|
||||
* you wish to render a Body to your own Graphics instance.
|
||||
*
|
||||
* @method Phaser.Physics.Matter.World#renderBody
|
||||
* @since 3.22.0
|
||||
*
|
||||
* @param {MatterJS.Body} body - The Matter Body to be rendered.
|
||||
* @param {Phaser.GameObjects.Graphics} graphics - The Graphics object to render to.
|
||||
* @param {boolean} showInternalEdges - Render internal edges of the polygon?
|
||||
* @param {number} [lineColor] - The stroke color. Set to `null` if you don't want to render a stroke.
|
||||
* @param {number} [fillColor] - The fill color. Set to `null` if you don't want to render a fill.
|
||||
* @param {number} [opacity] - The opacity, between 0 and 1. Set to `null` if you want to use the opacity defined in the Body render object.
|
||||
* @param {number} [lineThickness=1] - The stroke line thickness.
|
||||
*
|
||||
* @return {this} This Matter World instance for method chaining.
|
||||
*/
|
||||
renderBody: function (body, graphics, showInternalEdges, lineColor, fillColor, opacity, lineThickness)
|
||||
{
|
||||
if (lineColor === undefined) { lineColor = null; }
|
||||
if (fillColor === undefined) { fillColor = null; }
|
||||
if (opacity === undefined) { opacity = null; }
|
||||
if (lineThickness === undefined) { lineThickness = 1; }
|
||||
|
||||
var usePartOpacity = !opacity;
|
||||
|
||||
// Handle compound parts
|
||||
var parts = body.parts;
|
||||
var partsLength = parts.length;
|
||||
|
||||
for (var k = (partsLength > 1) ? 1 : 0; k < partsLength; k++)
|
||||
{
|
||||
var part = parts[k];
|
||||
var render = part.render;
|
||||
|
||||
if (usePartOpacity)
|
||||
{
|
||||
opacity = render.opacity;
|
||||
}
|
||||
|
||||
if (!render.visible || opacity === 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Part polygon
|
||||
if (part.circleRadius)
|
||||
var circleRadius = part.circleRadius;
|
||||
|
||||
if (circleRadius)
|
||||
{
|
||||
graphics.beginPath();
|
||||
graphics.arc(part.position.x, part.position.y, part.circleRadius, 0, 2 * Math.PI);
|
||||
graphics.arc(part.position.x, part.position.y, circleRadius, 0, 2 * Math.PI);
|
||||
}
|
||||
else
|
||||
{
|
||||
graphics.beginPath();
|
||||
graphics.moveTo(part.vertices[0].x, part.vertices[0].y);
|
||||
var vertices = part.vertices;
|
||||
var vertLength = vertices.length;
|
||||
|
||||
var vertLength = part.vertices.length;
|
||||
graphics.beginPath();
|
||||
graphics.moveTo(vertices[0].x, vertices[0].y);
|
||||
|
||||
for (var j = 1; j < vertLength; j++)
|
||||
{
|
||||
if (!part.vertices[j - 1].isInternal || showInternalEdges)
|
||||
var vert = vertices[j];
|
||||
|
||||
if (!vertices[j - 1].isInternal || showInternalEdges)
|
||||
{
|
||||
graphics.lineTo(part.vertices[j].x, part.vertices[j].y);
|
||||
graphics.lineTo(vert.x, vert.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
graphics.moveTo(part.vertices[j].x, part.vertices[j].y);
|
||||
graphics.moveTo(vert.x, vert.y);
|
||||
}
|
||||
|
||||
if (part.vertices[j].isInternal && !showInternalEdges)
|
||||
if (vert.isInternal && !showInternalEdges)
|
||||
{
|
||||
graphics.moveTo(part.vertices[(j + 1) % part.vertices.length].x, part.vertices[(j + 1) % part.vertices.length].y);
|
||||
}
|
||||
}
|
||||
var nextIndex = (j + 1) % vertLength;
|
||||
|
||||
graphics.lineTo(part.vertices[0].x, part.vertices[0].y);
|
||||
graphics.moveTo(vertices[nextIndex].x, vertices[nextIndex].y);
|
||||
}
|
||||
}
|
||||
|
||||
graphics.closePath();
|
||||
}
|
||||
|
||||
if (renderFill)
|
||||
if (fillColor !== null)
|
||||
{
|
||||
graphics.fillStyle(fillColor, opacity);
|
||||
graphics.fillPath();
|
||||
}
|
||||
|
||||
if (renderStroke)
|
||||
if (lineColor !== null)
|
||||
{
|
||||
graphics.lineStyle(lineThickness, lineColor, opacity);
|
||||
graphics.strokePath();
|
||||
}
|
||||
}
|
||||
|
||||
return this;
|
||||
},
|
||||
|
||||
/**
|
||||
* Renders the Convex Hull for a single Matter Body to the given Phaser Graphics Game Object.
|
||||
*
|
||||
* This method is used internally by the Matter Debug Renderer, but is also exposed publically should
|
||||
* you wish to render a Body hull to your own Graphics instance.
|
||||
*
|
||||
* @method Phaser.Physics.Matter.World#renderConvexHull
|
||||
* @since 3.22.0
|
||||
*
|
||||
* @param {MatterJS.Body} body - The Matter Body to be rendered.
|
||||
* @param {Phaser.GameObjects.Graphics} graphics - The Graphics object to render to.
|
||||
* @param {number} hullColor - The stroke color used to render the hull.
|
||||
* @param {number} [lineThickness=1] - The stroke line thickness.
|
||||
*
|
||||
* @return {this} This Matter World instance for method chaining.
|
||||
*/
|
||||
renderConvexHull: function (body, graphics, hullColor, lineThickness)
|
||||
{
|
||||
if (lineThickness === undefined) { lineThickness = 1; }
|
||||
|
||||
var parts = body.parts;
|
||||
var partsLength = parts.length;
|
||||
|
||||
// Render Convex Hulls
|
||||
if (showConvexHulls && partsLength > 1)
|
||||
if (partsLength > 1)
|
||||
{
|
||||
var verts = body.vertices;
|
||||
|
||||
graphics.lineStyle(1, hullColor);
|
||||
graphics.lineStyle(lineThickness, hullColor);
|
||||
|
||||
graphics.beginPath();
|
||||
|
||||
|
@ -927,11 +1011,14 @@ var World = new Class({
|
|||
|
||||
graphics.strokePath();
|
||||
}
|
||||
}
|
||||
|
||||
return this;
|
||||
},
|
||||
|
||||
/**
|
||||
* Renders world constraints.
|
||||
* Renders all of the constraints in the world (unless they are specifically set to invisible).
|
||||
*
|
||||
* Called automatically by the `postUpdate` method.
|
||||
*
|
||||
* @method Phaser.Physics.Matter.World#renderJoints
|
||||
* @private
|
||||
|
@ -955,22 +1042,49 @@ var World = new Class({
|
|||
|
||||
for (var i = 0; i < constraints.length; i++)
|
||||
{
|
||||
var constraint = constraints[i];
|
||||
this.renderConstraint(constraints[i], graphics, jointColor, jointLineThickness, springColor, pinColor, pinSize, anchorColor, anchorSize);
|
||||
}
|
||||
},
|
||||
|
||||
if (!constraint.render.visible || !constraint.pointA || !constraint.pointB)
|
||||
/**
|
||||
* Renders a single Matter Constraint, such as a Pin or a Spring, to the given Phaser Graphics Game Object.
|
||||
*
|
||||
* This method is used internally by the Matter Debug Renderer, but is also exposed publically should
|
||||
* you wish to render a Constraint to your own Graphics instance.
|
||||
*
|
||||
* @method Phaser.Physics.Matter.World#renderConstraint
|
||||
* @since 3.22.0
|
||||
*
|
||||
* @param {MatterJS.Constraint} constraint - The Matter Constraint to render.
|
||||
* @param {Phaser.GameObjects.Graphics} graphics - The Graphics object to render to.
|
||||
* @param {number} lineColor - The line color used when rendering this constraint.
|
||||
* @param {number} lineThickness - The line thickness.
|
||||
* @param {number} springColor - The color used when rendering, if this constraint is a spring.
|
||||
* @param {number} pinColor - The color used when rendering, if this constraint is a pin.
|
||||
* @param {number} pinSize - If this constraint is a pin, this sets the size of the pin circle.
|
||||
* @param {number} anchorColor - The color used when rendering this constraints anchors. Set to `null` to not render anchors.
|
||||
* @param {number} anchorSize - The size of the anchor circle, if this constraint has anchors and is rendering them.
|
||||
*
|
||||
* @return {this} This Matter World instance for method chaining.
|
||||
*/
|
||||
renderConstraint: function (constraint, graphics, lineColor, lineThickness, springColor, pinColor, pinSize, anchorColor, anchorSize)
|
||||
{
|
||||
continue;
|
||||
var render = constraint.render;
|
||||
|
||||
if (!render.visible || !constraint.pointA || !constraint.pointB)
|
||||
{
|
||||
return this;
|
||||
}
|
||||
|
||||
var custom = constraint.render.custom;
|
||||
var custom = render.custom;
|
||||
|
||||
if (custom)
|
||||
{
|
||||
graphics.lineStyle(constraint.render.lineWidth, Common.colorToNumber(constraint.render.strokeStyle));
|
||||
graphics.lineStyle(render.lineWidth, Common.colorToNumber(render.strokeStyle));
|
||||
}
|
||||
else
|
||||
{
|
||||
graphics.lineStyle(jointLineThickness, jointColor);
|
||||
graphics.lineStyle(lineThickness, lineColor);
|
||||
}
|
||||
|
||||
var bodyA = constraint.bodyA;
|
||||
|
@ -987,16 +1101,14 @@ var World = new Class({
|
|||
start = constraint.pointA;
|
||||
}
|
||||
|
||||
if (constraint.render.type === 'pin')
|
||||
if (render.type === 'pin')
|
||||
{
|
||||
if (!custom)
|
||||
{
|
||||
graphics.lineStyle(jointLineThickness, pinColor);
|
||||
graphics.lineStyle(lineThickness, pinColor);
|
||||
}
|
||||
|
||||
graphics.beginPath();
|
||||
graphics.arc(start.x, start.y, pinSize, 0, 2 * Math.PI);
|
||||
graphics.closePath();
|
||||
graphics.strokeCircle(start.x, start.y, pinSize);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1012,11 +1124,11 @@ var World = new Class({
|
|||
graphics.beginPath();
|
||||
graphics.moveTo(start.x, start.y);
|
||||
|
||||
if (constraint.render.type === 'spring')
|
||||
if (render.type === 'spring')
|
||||
{
|
||||
if (!custom)
|
||||
{
|
||||
graphics.lineStyle(jointLineThickness, springColor);
|
||||
graphics.lineStyle(lineThickness, springColor);
|
||||
}
|
||||
|
||||
var delta = Vector.sub(end, start);
|
||||
|
@ -1040,17 +1152,14 @@ var World = new Class({
|
|||
|
||||
graphics.strokePath();
|
||||
|
||||
if (constraint.render.anchors)
|
||||
if (render.anchors && anchorSize > 0)
|
||||
{
|
||||
graphics.fillStyle(anchorColor);
|
||||
graphics.fillCircle(start.x, start.y, anchorSize);
|
||||
graphics.fillCircle(end.x, end.y, anchorSize);
|
||||
}
|
||||
|
||||
graphics.beginPath();
|
||||
graphics.arc(start.x, start.y, anchorSize, 0, 2 * Math.PI);
|
||||
graphics.arc(end.x, end.y, anchorSize, 0, 2 * Math.PI);
|
||||
graphics.closePath();
|
||||
graphics.fillPath();
|
||||
}
|
||||
}
|
||||
return this;
|
||||
},
|
||||
|
||||
/**
|
||||
|
|
Loading…
Reference in a new issue