Commit graph

2529 commits

Author SHA1 Message Date
Richard Davey
881019e55d No longer requires temp matrices 2020-11-02 22:39:42 +00:00
Richard Davey
47ec3d33c7 Remove texture setters 2020-11-02 16:20:22 +00:00
Richard Davey
bf7e7f352a Container can how set a pipeline that overrides all children 2020-10-29 17:22:16 +00:00
Richard Davey
ce69c22e86 Added new private forcePipeline property and pipeline methods 2020-10-29 17:22:04 +00:00
Richard Davey
60c834e2c8 Use the new Graphics Pipeline 2020-10-28 17:39:06 +00:00
Richard Davey
4ba2b0eb7b All swapped to using renderer matrices to make pipelines smaller 2020-10-28 16:52:59 +00:00
Richard Davey
4b3cc7145e Testing new pipelineData object. 2020-10-27 18:06:53 +00:00
Richard Davey
ba9b837739 You can now pass a pipeline instance to the GameObject.setPipeline method, as well as a string. 2020-10-27 14:05:37 +00:00
Richard Davey
d670edd708 No need to reference via game 2020-10-27 13:55:27 +00:00
Richard Davey
371425a5d2 Use new pipeline resize method 2020-10-26 14:04:55 +00:00
Richard Davey
af01b23696 JSDocs fix 2020-10-26 14:03:35 +00:00
Kshitiz Srivastava
4941ca3b64
Added loadMediaStream method 2020-10-25 01:24:55 +05:30
Richard Davey
6ed84e2f34 Added Mesh.ignoreDirtyCache flag. 2020-10-21 10:15:12 +01:00
Rex
34635c582e Don't add white space when measure last word 2020-10-20 14:52:20 +08:00
Richard Davey
8bb1151aca Fixed RenderTexture.fill rgb order. Fix #5364 2020-10-20 00:50:49 +01:00
Richard Davey
48d9eb6321 The GameObjects.Graphics.fillGradientStyle method can now accept a different alpha value for each of the fill colors. The default is still 1. If you only provide a single alpha, it'll be used for all colors. Fix #5044 2020-10-16 18:08:31 +01:00
Richard Davey
85a284d095 Particles.EmitterOp now cleanly separates between the different types of property configuration options. start | end will now ease between the two values, min | max will pick a random value between them and random: [] will pick a random element. They no longer get mixed together. Fix #3608 2020-10-16 17:52:59 +01:00
Richard Davey
1aaecbe703 Particles.EmitterOp.setMethods will now reset both onEmit and onUpdate to their default values. This allows you to reconfigure an emitter op with a new type of value and not have it stuck on the previous one. Fix #3663 2020-10-16 17:32:22 +01:00
Richard Davey
ae6112297a Default tint value should now be 0xffffff. Fix #5358 2020-10-15 12:19:17 +01:00
Richard Davey
0f87981f47 Improved docs 2020-10-15 11:07:22 +01:00
Richard Davey
f17743dadf Changed updateProjectionMatrix to setPerspective and added setOrtho counterpart 2020-10-14 16:32:29 +01:00
Richard Davey
cc167e158f Much better effect from the light shader 2020-10-14 11:57:58 +01:00
Richard Davey
b1a5ce7f55 Testing new batched lights 2020-10-13 18:17:30 +01:00
Richard Davey
61c0e1c499 Moved Text out of 'static' folder, as it doesn't need to be in there 2020-10-13 11:04:46 +01:00
Richard Davey
8708255948 Removed Layer3D Game Object and old MeshPipeline 2020-10-13 10:56:21 +01:00
Richard Davey
9d23735a23 Lint fix 2020-10-13 10:51:17 +01:00
Richard Davey
19f581327e Removed Animation component because it would reset the UV coords every frame, so makes things overly complex 2020-10-13 10:50:42 +01:00
Richard Davey
caa69b673d Better debug rendering 2020-10-09 14:57:07 +01:00
Richard Davey
65e4a7734a Updated docs 2020-10-09 12:07:37 +01:00
Richard Davey
abdd62dd57 Will no longer render Faces it cannot see in the Camera 2020-10-09 11:54:37 +01:00
Richard Davey
88feadb577 Fixed JSDocs, added totalRendered property. 2020-10-09 11:54:19 +01:00
Richard Davey
bf8cd60aab Added ability to rotate data on import 2020-10-08 15:53:13 +01:00
Richard Davey
af0a4dbd37 Updated Mesh to include new functions and docs 2020-10-08 13:24:23 +01:00
Richard Davey
e3f7048e22 Removed moved defs 2020-10-08 13:23:44 +01:00
Richard Davey
2e988801ce Made obj material parsing external 2020-10-08 10:45:03 +01:00
Richard Davey
324fa6a3b2 Removed MeshCamera, updated Mesh to focus on ortho projections 2020-10-07 22:27:04 +01:00
Richard Davey
8f67ffca5f Starting to add materials 2020-10-07 18:06:33 +01:00
Richard Davey
90824e1485 Removed normalMatrix 2020-10-07 18:06:22 +01:00
Richard Davey
dda4431366 Merged the Layer3D Game Object and pipeline back in for now 2020-10-07 17:44:36 +01:00
Richard Davey
75fd64ace7 Modified cam layout 2020-10-07 13:16:24 +01:00
Richard Davey
f6a0a8d96b Transform based on z value 2020-10-07 13:16:10 +01:00
Richard Davey
55d7b36217 Pass in the z value 2020-10-07 13:16:01 +01:00
Richard Davey
8ff78ef08a Fixed addVerts face addition 2020-10-07 12:45:31 +01:00
Richard Davey
caf545d042 Added position, rotation and scale vectors, caching and removed old methods 2020-10-07 12:04:46 +01:00
Richard Davey
7a0b056fef Trying out MeshCamera 2020-10-06 18:05:14 +01:00
Richard Davey
4b7c344497 Added parseOBJMaterial method and set default texture to __WHITE 2020-10-06 16:00:22 +01:00
Richard Davey
dff414fe82 Added Grid Config typedefs 2020-10-06 13:47:49 +01:00
Richard Davey
1f1edd3742 addGrid now takes config object and works with texture frames, with or without repeating 2020-10-06 13:42:44 +01:00
Richard Davey
440c33deb8 Use config object 2020-10-06 11:11:28 +01:00
Richard Davey
7287a760ae Added ParseOBJ type defs 2020-10-06 10:38:21 +01:00
Richard Davey
816c45937d Removed the Quad Game Object. Mesh can do it better now. 2020-10-06 10:16:46 +01:00
Richard Davey
a0020b2ad4 Fixed paths and addGrid 2020-10-05 17:40:42 +01:00
Richard Davey
b774df9426 More documentation 2020-10-05 17:25:24 +01:00
Richard Davey
57974c120a Updated docs 2020-10-05 17:12:18 +01:00
Richard Davey
7aaf77a2c6 Merged the Mesh Game Object back in 2020-10-05 16:52:01 +01:00
Richard Davey
8091f09c10 Don't set OutlineStyle if undefined 2020-10-05 13:53:11 +01:00
Richard Davey
2b99623cdc Group now extends EventEmitter, allowing you to emit custom events from within a Group. 2020-10-03 10:05:38 +01:00
Richard Davey
3baecb19d4 Moved old mesh pipeline and code into own folder 2020-10-01 17:56:49 +01:00
Richard Davey
1907bda5ee Update GameObjectFactory.js 2020-09-30 16:30:12 +01:00
Richard Davey
8823f7f0e4 Removed Layer3D and Quad Game Objects 2020-09-30 11:03:19 +01:00
Richard Davey
0e72b3d3a0 Container doesn't need to be on the updateList, so remove the handler. 2020-09-30 09:20:16 +01:00
Richard Davey
24de03ca96 Added missing ADDED_TO_SCENE handlers 2020-09-29 20:14:30 +01:00
Richard Davey
12c8ddfd05 Use getXRound 2020-09-29 18:05:39 +01:00
Richard Davey
9619995527 Add to UpdateList if not on Display List 2020-09-29 18:05:29 +01:00
Richard Davey
8119ce7da1 Fixed use of old camera private properties 2020-09-29 16:44:11 +01:00
Richard Davey
83542ff51d
Merge pull request #5330 from somnolik/fix-render-texture-group
Fix drawing Group to RenderTexture
2020-09-29 12:22:07 +01:00
Richard Davey
f9803774dd The Line Game Object will now default its width and height to 1, rather than zero. This allows you to give Line objects a physics body (although you will still need to re-adjust the center of the body manually). Fix #4596 2020-09-28 17:00:15 +01:00
Stefan Karner
f4b2b34535 Fix drawing Group to RenderTexture
Group children (generic GameObjects) expect a 'camera' argument
in their 'willRender' function
2020-09-26 10:25:22 +02:00
Richard Davey
e004fa47fc Creating a Bitmap Mask from a texture atlas that was then used to mask another Game Object also using that same texture atlas would throw the error GL_INVALID_OPERATION : glDrawArrays: Source and destination textures of the draw are the same.. It now renders as expected. Fix #4675 2020-09-23 18:10:12 +01:00
Richard Davey
c6f533b872 Fixed legacy interpolation parameters 2020-09-23 17:55:29 +01:00
Richard Davey
212e7aa301 The Shape class now includes the ComputedSize component properties and methods directly in the class, rather than applying as a mixin. setSize is now flagged as being private, because it shouldn't be used on Shape classes, which was leading to confusion as it appeared in the public-facing API. Fix #4811 2020-09-23 12:46:55 +01:00
Richard Davey
f16e1c09f3 Lint fix 2020-09-23 12:39:21 +01:00
Richard Davey
e7926674b8 The Graphics WebGL Renderer will now default to pathOpen = true. This fixes issues under WebGL where, for example, adding an arc and calling strokePath, without first calling beginPath will no longer cause rendering artefacts when WebGL tries to close the path with a single tri. 2020-09-23 12:34:20 +01:00
Richard Davey
559127a53f Graphics.strokeRoundedRect now issues moveTo commands as part of the drawing sequence, preventing issues under WebGL where on older Android devices it would project additional vertices into the display. Fix #3955 2020-09-23 12:34:06 +01:00
Richard Davey
b86d982c00 The ParticleManagerCanvasRenderer now calculates its transform matrix differently, splitting out the parent matrix and factoring in the follow offsets separately. It also uses setToContext internally. This fixes numerous issues with particle emitters being incorrectly offset when added to Containers, or having the Camera zoomed, running under Canvas. Fix #4908 #4531 #4131 2020-09-23 12:06:29 +01:00
Richard Davey
a459ec090f Fixed lint issue 2020-09-23 11:50:07 +01:00
Richard Davey
fb849ae0dc The ParticleManagerWebGLRenderer now calculates its transform matrix differently, splitting out the parent matrix and factoring in follow offsets separately. This fixes numerous issues with particle emitters being incorrectly offset when added to Containers. Fix #5319 #5195 #4739 #4691 2020-09-23 11:50:00 +01:00
Richard Davey
d5de353890 You can now use setMaxWidth on DynamicBitmapText, which wasn't previously possible. Fix #4997 2020-09-22 16:52:36 +01:00
Richard Davey
6bf36083a8 Added setMaxWidth docs. Fix #4997 2020-09-22 16:48:38 +01:00
Richard Davey
5a6dec237c Fixed RetroFont Parser. Fix #5310 2020-09-22 16:47:05 +01:00
Richard Davey
4fd46f4d1f Fixed DynamicBitmapText WebGL Renderer. Fix #5303 2020-09-22 16:38:17 +01:00
Richard Davey
b317f89404 Renderer updates the camera 2020-09-22 15:25:09 +01:00
Richard Davey
674966280e
Merge pull request #5320 from vforsh/master
Add reserve property to particle emitter config
2020-09-22 15:24:16 +01:00
Richard Davey
6ff21af807 Added start of controls 2020-09-22 12:48:32 +01:00
Richard Davey
6cf95f3548 Updated missing docs 2020-09-22 12:48:15 +01:00
Richard Davey
06b3a01d87 Added layer property 2020-09-22 12:48:03 +01:00
Richard Davey
183e68580f Fixed dirty flag reset 2020-09-22 11:45:49 +01:00
Richard Davey
9ec300d618 Updated JSDocs 2020-09-22 11:12:40 +01:00
Richard Davey
820ea7799c Completed JSDocs 2020-09-22 11:12:32 +01:00
Richard Davey
248d2352b6 Update the camera if dirty 2020-09-22 10:59:36 +01:00
Richard Davey
d08a6c657c Added all documentation and dirty flag handling 2020-09-22 10:59:28 +01:00
Richard Davey
4945fc95e1 Not yet fixed, but no longer crashes build 2020-09-21 18:25:02 +01:00
Richard Davey
333945a89e Remove Mesh Game Object and add Layer3D 2020-09-21 18:24:38 +01:00
Richard Davey
33734309f1 Clean the mesh after rendering 2020-09-21 15:57:21 +01:00
Richard Davey
989e3e6e07 Swapped to use RGB objects 2020-09-21 15:57:11 +01:00
Richard Davey
82c8ada236 Added fog, dirty refresh and preUpdate handler 2020-09-21 15:56:58 +01:00
Richard Davey
27eafe3661 New Face and Vertex typedefs 2020-09-21 15:56:21 +01:00
Vladislav Forsh
4d7301a4be Improve types for particle emitter deathZone and emitZone 2020-09-21 12:38:29 +03:00
Vladislav Forsh
530c7a3d92 Add reserve property to particle emitter config 2020-09-21 12:06:49 +03:00
Richard Davey
99953b94b6
Merge pull request #5311 from vforsh/master
Add ability to use custom easing function(s) with particle emitters
2020-09-21 09:40:26 +01:00
Richard Davey
48272312ed
Merge pull request #5318 from samme/fix/getMatching
Fix Group#getMatching()
2020-09-21 09:34:03 +01:00
Richard Davey
78c1eb7934 Removed debug, modified signatuers, added fog 2020-09-21 00:17:58 +01:00
samme
d4059c8f6e Fix Group#getMatching 2020-09-19 10:10:25 -07:00
Richard Davey
374cc84be8 Now the pipeline does it all 2020-09-18 17:52:41 +01:00
Richard Davey
561a1b54a2 Handle vertex normals too 2020-09-18 17:52:30 +01:00
Richard Davey
640ce49d93 Update MeshCamera.js 2020-09-18 17:52:20 +01:00
Richard Davey
6e62ada207 Created new MeshLight class 2020-09-18 17:52:15 +01:00
Richard Davey
5b8e490c7e Flush during render so we can have models with more vertices than the batch allows 2020-09-17 18:08:25 +01:00
Richard Davey
5ff9894925 MeshCamera now supports orbit and pan modes 2020-09-17 18:08:07 +01:00
Richard Davey
6ce58ed73b Let them define the orientation 2020-09-17 10:08:15 +01:00
Richard Davey
c5412df09e Fix docs 2020-09-16 17:48:56 +01:00
Richard Davey
8085952507 Expose MeshCamera 2020-09-16 17:35:54 +01:00
Richard Davey
c306229478 Final JSDocs 2020-09-16 17:33:17 +01:00
Richard Davey
1d0b5cc6a9 Added Size component 2020-09-16 17:15:37 +01:00
Richard Davey
a38166ce2b Now allows a texture per model, not mesh 2020-09-16 16:39:06 +01:00
Richard Davey
851775ae19 New MeshCamera class 2020-09-16 16:38:39 +01:00
Richard Davey
8ff008b740 Removed un-used components, refactored method names and added MeshCamera 2020-09-16 16:38:32 +01:00
Richard Davey
da6a300474 Iterates and renders the new models array 2020-09-16 13:51:39 +01:00
Richard Davey
4f7442ee96 Moving all dependencies to the Model object 2020-09-16 13:51:30 +01:00
Richard Davey
a96d380933 Created new Geom.Mesh namespace for all of the Mesh related functions and classes 2020-09-16 13:50:36 +01:00
Vladislav Forsh
8fd4754b03 Add ability to use custom easing function(s) with particle emitters 2020-09-16 12:43:38 +03:00
Richard Davey
45412157c2 Added JSDocs 2020-09-16 09:50:24 +01:00
Richard Davey
b74928b2f8 Added hideCCW, addOBJ, addModel, sortByDepth, rotateX, rotateY, rotateZ, depthSort, addVertex and addFace methods. 2020-09-15 18:09:19 +01:00
Richard Davey
431eb69b42 Much cleaner rendering function, skipping invalid faces 2020-09-15 18:07:51 +01:00
Richard Davey
3e133c900a New method signature order 2020-09-15 18:07:24 +01:00
Richard Davey
a2a199818e Added contains and isCounterClockwise methods and depth property 2020-09-15 18:07:14 +01:00
Richard Davey
229d27dc9e Updated docs and added load method 2020-09-15 18:06:48 +01:00
Richard Davey
d8a8aa8448 Added clearVertices and renamed to addVertices so you can append on more verts post-creation 2020-09-15 11:57:44 +01:00
Richard Davey
b763fa0f18 The Mesh now renders by iterating through the Faces array, not the vertices. This allows you to use Array methods such as BringToTop to reposition a Face, thus changing the drawing order without having to repopulate all of the vertices. 2020-09-15 11:57:22 +01:00
Richard Davey
92982d810b Added ability to get InCenter. translate and rotate Face 2020-09-14 17:35:06 +01:00
Richard Davey
52d5b00fe5 Added setPosition and translate methods 2020-09-14 17:34:47 +01:00
Richard Davey
6a966e3f3b Removed interpolationPercentage parameter from all render methods, as it has never been used. 2020-09-14 15:33:58 +01:00
Richard Davey
83f8f007d1 Now uses GetCalcMatrix 2020-09-14 15:22:16 +01:00
Richard Davey
1057ead114 Dump all of the old mega arrays and replace with an array of Vertex instances. 2020-09-14 15:09:34 +01:00
Richard Davey
36a33745b6 Expose Vertex and Face 2020-09-14 15:09:12 +01:00
Richard Davey
6a3ce21702 GameObject.Face is a new micro class that consists of references to the three Vertex instances that construct the single Face. 2020-09-14 15:08:36 +01:00
Richard Davey
8fc969088c GameObject.Vertex is a new micro class that encapsulates all of the data required for a single vertex, such as position, uv, color and alpha. This class is now created internally by the Mesh Game Object. 2020-09-14 15:08:25 +01:00
Richard Davey
87c8e75ece Updated JSDocs 2020-09-14 15:02:21 +01:00
Richard Davey
951457c881 As a result of the change to the shader, all uses of the WebGL Util function getTintAppendFloatAlphaAndSwap have been replaced with getTintAppendFloatAlpha instead. 2020-09-14 15:02:13 +01:00
Richard Davey
194257d199 Create GetCalcMatrixResults.js 2020-09-14 15:01:45 +01:00
Richard Davey
8d25510b61 GameObjects.GetCalcMatrix is a new function that is used to calculate the transformed Game Object matrix, based on the given Game Object, Camera and Parent. This function is now used by the following Game Objects: BitmapText (Static and Dynamic), Graphics, Mesh, Rope, Shader, Arc, Curve, Ellipse, Grid, IsoBox, IsoTriangle, Line, Polygon, Rectangle, Star and Triangle. This dramatically reduces the amount of duplicate code across the API. 2020-09-14 15:01:40 +01:00
Richard Davey
81b63cdf20 The Rope.tintFill property is now a boolean, not an integer, and can no longer take 2 as a value for a complete fill. Instead, you should provide a solid color texture with no alpha. 2020-09-14 11:12:41 +01:00
Richard Davey
e5ce83aebd New direct tint value 2020-09-14 11:06:16 +01:00
Richard Davey
4ade25fc79 No longer read private values for tint
The `Multi Pipeline`, `Bitmap Text`, `Render Texture`, `Text`, `TileSprite` and `Camera` now all read the tint values from the public properties instead of the private `_tintTL` etc ones. They also now set the `tintEffect` value directly from the `tintFill` property, removing another conditional check.
2020-09-14 11:05:09 +01:00
Richard Davey
6d09f1fe40 Refactored Tint component
* `Tint.tintTopLeft` is now a normal property in RGB order, not a setter, and no longer passes through the `GetColorFromValue` function. This directly replaces the private property `_tintTL` which has now been removed.
* `Tint.tintTopRight` is now a normal property in RGB order, not a setter, and no longer passes through the `GetColorFromValue` function. This directly replaces the private property `_tintTR` which has now been removed.
* `Tint.tintBottomLeft` is now a normal property in RGB order, not a setter, and no longer passes through the `GetColorFromValue` function. This directly replaces the private property `_tintBL` which has now been removed.
* `Tint.tintBottomRight` is now a normal property in RGB order, not a setter, and no longer passes through the `GetColorFromValue` function. This directly replaces the private property `_tintBR` which has now been removed.
* The property `Tint._isTinted` has been removed as it's no longer required.
2020-09-14 10:59:32 +01:00
Richard Davey
25b5c2d1d1 Loads of new Mesh updates
* `Mesh.setVertices` is a new method that allows you to set the verts of a Mesh Game Object from the given parameters. This allows you to modify a mesh post-creation, or populate it with data at a later stage.
* The Mesh constructor signature has changed to `scene, x, y, vertices, uvs, indicies, colors, alphas, texture, frame`, where `indicies` is the new parameter added to the list. It allows you to provide indexed vertex data to create the Mesh from, where the `indicies` array holds the vertex index information. The final list of vertices is built from this index along with the provided vertices and uvs arrays.
* You can now supply just a single numerical value as the `color` parameter in the constructor, factory method and `setVertices` method. If a number, instead of an array, it will be used as the color for all vertices created.
* You can now supply just a single numerical value as the `alpha` parameter in the constructor, factory method and `setVertices` method. If a number, instead of an array, it will be used as the alpha for all vertices created.
* The `Mesh` Game Object now extends the `SingleAlpha` component and the alpha value is factored into the final alpha value per vertex during rendering. This means you can now set the whole alpha across the Mesh using the standard `setAlpha` methods. But, if you wish to, you can still control the alpha on a per-vertex basis as well.
* The `Mesh` Game Object now has the Animation State Component. This allows you to create and play animations across the texture of a Mesh, something that previously wasn't possible. As a result, the Mesh now adds itself to the Update List when added to a Scene.
* `Mesh.setDebug` is a new method that allows you to render a debug visualisation of the Mesh vertices to a Graphics Game Object. You can provide your own Graphics instance and optionally callback that is invoked during rendering. This allows you to easily visualise the vertices of your Mesh to help debug UV mapping.
* `Mesh.debugGraphic` is a new property that holds the debug Graphics instance reference.
* `Mesh.debugCallback` is a new property that holds the debug render callback.
* `Mesh.renderDebugVerts` is a new method that acts as the default render callback for `setDebug` if none is provided.
* `Mesh.preDestroy` is a new method that will clean-up the Mesh arrays and debug references on destruction.
2020-09-13 23:11:04 +01:00
Richard Davey
3fd52ecdd3 Added debug draw 2020-09-13 17:16:17 +01:00
Richard Davey
c76b084f2e Merge branch 'master' of https://github.com/photonstorm/phaser 2020-09-13 15:17:13 +01:00
Richard Davey
cd0a27acfa Fix #5308 2020-09-13 15:17:07 +01:00
Rex
0cb806c11e Fix add.existing bug
Add game object to updateList if it dose not add to displayList.
( Group game object dose not have `renderCanvas` or `renderWebGL` method)
2020-09-13 17:05:55 +08:00