mirror of
https://github.com/photonstorm/phaser
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154 lines
4.5 KiB
JavaScript
154 lines
4.5 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var Class = require('../../utils/Class');
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var Components = require('../components');
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var GameObject = require('../GameObject');
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var MeshRender = require('./MeshRender');
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/**
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* @classdesc
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* A Mesh Game Object.
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*
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* @class Mesh
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* @extends Phaser.GameObjects.GameObject
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* @memberOf Phaser.GameObjects
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* @constructor
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* @webglOnly
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* @since 3.0.0
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*
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* @extends Phaser.GameObjects.Components.Alpha
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* @extends Phaser.GameObjects.Components.BlendMode
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* @extends Phaser.GameObjects.Components.Depth
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* @extends Phaser.GameObjects.Components.Flip
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* @extends Phaser.GameObjects.Components.GetBounds
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* @extends Phaser.GameObjects.Components.Origin
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* @extends Phaser.GameObjects.Components.Pipeline
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* @extends Phaser.GameObjects.Components.ScaleMode
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* @extends Phaser.GameObjects.Components.Size
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* @extends Phaser.GameObjects.Components.Texture
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* @extends Phaser.GameObjects.Components.Transform
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* @extends Phaser.GameObjects.Components.Visible
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* @extends Phaser.GameObjects.Components.ScrollFactor
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*
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* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
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* @param {number} x - The horizontal position of this Game Object in the world.
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {float[]} vertices - An array containing the vertices data for this Mesh.
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* @param {float[]} uv - An array containing the uv data for this Mesh.
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* @param {float[]} colors - An array containing the color data for this Mesh.
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* @param {float[]} alphas - An array containing the alpha data for this Mesh.
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* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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*/
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var Mesh = new Class({
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Extends: GameObject,
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Mixins: [
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Components.Alpha,
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Components.BlendMode,
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Components.Depth,
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Components.Flip,
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Components.GetBounds,
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Components.Origin,
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Components.Pipeline,
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Components.ScaleMode,
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Components.Size,
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Components.Texture,
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Components.Transform,
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Components.Visible,
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Components.ScrollFactor,
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MeshRender
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],
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initialize:
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function Mesh (scene, x, y, vertices, uv, colors, alphas, texture, frame)
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{
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GameObject.call(this, scene, 'Mesh');
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this.setTexture(texture, frame);
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this.setPosition(x, y);
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this.setSizeToFrame();
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this.setOrigin();
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this.initPipeline('TextureTintPipeline');
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if (vertices.length !== uv.length)
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{
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throw new Error('Mesh Vertex count must match UV count');
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}
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var verticesUB = (vertices.length / 2) | 0;
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if (colors.length > 0 && colors.length < verticesUB)
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{
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throw new Error('Mesh Color count must match Vertex count');
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}
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if (alphas.length > 0 && alphas.length < verticesUB)
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{
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throw new Error('Mesh Alpha count must match Vertex count');
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}
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var i;
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if (colors.length === 0)
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{
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for (i = 0; i < verticesUB; ++i)
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{
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colors[i] = 0xFFFFFF;
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}
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}
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if (alphas.length === 0)
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{
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for (i = 0; i < verticesUB; ++i)
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{
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alphas[i] = 1.0;
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}
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}
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/**
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* [description]
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*
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* @name Phaser.GameObjects.Mesh#vertices
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* @type {Float32Array}
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* @since 3.0.0
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*/
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this.vertices = new Float32Array(vertices);
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/**
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* [description]
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*
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* @name Phaser.GameObjects.Mesh#uv
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* @type {Float32Array}
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* @since 3.0.0
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*/
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this.uv = new Float32Array(uv);
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/**
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* [description]
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*
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* @name Phaser.GameObjects.Mesh#colors
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* @type {Uint32Array}
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* @since 3.0.0
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*/
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this.colors = new Uint32Array(colors);
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/**
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* [description]
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*
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* @name Phaser.GameObjects.Mesh#alphas
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* @type {Float32Array}
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* @since 3.0.0
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*/
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this.alphas = new Float32Array(alphas);
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}
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});
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module.exports = Mesh;
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