Files
nothoughts/node_modules/pixi.js/lib/scene/mesh/shared/Mesh.mjs
2025-08-04 18:57:35 +02:00

206 lines
6.3 KiB
JavaScript

import { pointInTriangle } from '../../../maths/point/pointInTriangle.mjs';
import { Geometry } from '../../../rendering/renderers/shared/geometry/Geometry.mjs';
import { State } from '../../../rendering/renderers/shared/state/State.mjs';
import { Texture } from '../../../rendering/renderers/shared/texture/Texture.mjs';
import { deprecation, v8_0_0 } from '../../../utils/logging/deprecation.mjs';
import { ViewContainer } from '../../view/View.mjs';
import { MeshGeometry } from './MeshGeometry.mjs';
"use strict";
class Mesh extends ViewContainer {
constructor(...args) {
let options = args[0];
if (options instanceof Geometry) {
deprecation(v8_0_0, "Mesh: use new Mesh({ geometry, shader }) instead");
options = {
geometry: options,
shader: args[1]
};
if (args[3]) {
deprecation(v8_0_0, "Mesh: drawMode argument has been removed, use geometry.topology instead");
options.geometry.topology = args[3];
}
}
const { geometry, shader, texture, roundPixels, state, ...rest } = options;
super({
label: "Mesh",
...rest
});
this.renderPipeId = "mesh";
/** @ignore */
this._shader = null;
this.allowChildren = false;
this.shader = shader ?? null;
this.texture = texture ?? shader?.texture ?? Texture.WHITE;
this.state = state ?? State.for2d();
this._geometry = geometry;
this._geometry.on("update", this.onViewUpdate, this);
this.roundPixels = roundPixels ?? false;
}
/** Alias for {@link scene.Mesh#shader}. */
get material() {
deprecation(v8_0_0, "mesh.material property has been removed, use mesh.shader instead");
return this._shader;
}
/**
* Represents the vertex and fragment shaders that processes the geometry and runs on the GPU.
* Can be shared between multiple Mesh objects.
*/
set shader(value) {
if (this._shader === value)
return;
this._shader = value;
this.onViewUpdate();
}
get shader() {
return this._shader;
}
/**
* Includes vertex positions, face indices, colors, UVs, and
* custom attributes within buffers, reducing the cost of passing all
* this data to the GPU. Can be shared between multiple Mesh objects.
*/
set geometry(value) {
if (this._geometry === value)
return;
this._geometry?.off("update", this.onViewUpdate, this);
value.on("update", this.onViewUpdate, this);
this._geometry = value;
this.onViewUpdate();
}
get geometry() {
return this._geometry;
}
/** The texture that the Mesh uses. Null for non-MeshMaterial shaders */
set texture(value) {
value || (value = Texture.EMPTY);
const currentTexture = this._texture;
if (currentTexture === value)
return;
if (currentTexture && currentTexture.dynamic)
currentTexture.off("update", this.onViewUpdate, this);
if (value.dynamic)
value.on("update", this.onViewUpdate, this);
if (this.shader) {
this.shader.texture = value;
}
this._texture = value;
this.onViewUpdate();
}
get texture() {
return this._texture;
}
get batched() {
if (this._shader)
return false;
if ((this.state.data & 12) !== 0)
return false;
if (this._geometry instanceof MeshGeometry) {
if (this._geometry.batchMode === "auto") {
return this._geometry.positions.length / 2 <= 100;
}
return this._geometry.batchMode === "batch";
}
return false;
}
/**
* The local bounds of the mesh.
* @type {rendering.Bounds}
*/
get bounds() {
return this._geometry.bounds;
}
/**
* Adds the bounds of this object to the bounds object.
* @param bounds - The output bounds object.
*/
addBounds(bounds) {
bounds.addBounds(this.geometry.bounds);
}
/**
* Checks if the object contains the given point.
* @param point - The point to check
*/
containsPoint(point) {
const { x, y } = point;
if (!this.bounds.containsPoint(x, y))
return false;
const vertices = this.geometry.getBuffer("aPosition").data;
const step = this.geometry.topology === "triangle-strip" ? 3 : 1;
if (this.geometry.getIndex()) {
const indices = this.geometry.getIndex().data;
const len = indices.length;
for (let i = 0; i + 2 < len; i += step) {
const ind0 = indices[i] * 2;
const ind1 = indices[i + 1] * 2;
const ind2 = indices[i + 2] * 2;
if (pointInTriangle(
x,
y,
vertices[ind0],
vertices[ind0 + 1],
vertices[ind1],
vertices[ind1 + 1],
vertices[ind2],
vertices[ind2 + 1]
)) {
return true;
}
}
} else {
const len = vertices.length / 2;
for (let i = 0; i + 2 < len; i += step) {
const ind0 = i * 2;
const ind1 = (i + 1) * 2;
const ind2 = (i + 2) * 2;
if (pointInTriangle(
x,
y,
vertices[ind0],
vertices[ind0 + 1],
vertices[ind1],
vertices[ind1 + 1],
vertices[ind2],
vertices[ind2 + 1]
)) {
return true;
}
}
}
return false;
}
/** @ignore */
onViewUpdate() {
this._didViewChangeTick++;
if (this.didViewUpdate)
return;
this.didViewUpdate = true;
const renderGroup = this.renderGroup || this.parentRenderGroup;
if (renderGroup) {
renderGroup.onChildViewUpdate(this);
}
}
/**
* Destroys this sprite renderable and optionally its texture.
* @param options - Options parameter. A boolean will act as if all options
* have been set to that value
* @param {boolean} [options.texture=false] - Should it destroy the current texture of the renderable as well
* @param {boolean} [options.textureSource=false] - Should it destroy the textureSource of the renderable as well
*/
destroy(options) {
super.destroy(options);
const destroyTexture = typeof options === "boolean" ? options : options?.texture;
if (destroyTexture) {
const destroyTextureSource = typeof options === "boolean" ? options : options?.textureSource;
this._texture.destroy(destroyTextureSource);
}
this._geometry?.off("update", this.onViewUpdate, this);
this._texture = null;
this._geometry = null;
this._shader = null;
}
}
export { Mesh };
//# sourceMappingURL=Mesh.mjs.map