scratch-render/src/Skin.js

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const EventEmitter = require('events');
const twgl = require('twgl.js');
const RenderConstants = require('./RenderConstants');
const Silhouette = require('./Silhouette');
/**
* Truncate a number into what could be stored in a 32 bit floating point value.
* @param {number} num Number to truncate.
* @return {number} Truncated value.
*/
const toFloat32 = (function () {
const memory = new Float32Array(1);
return function (num) {
memory[0] = num;
return memory[0];
};
}());
class Skin extends EventEmitter {
/**
* Create a Skin, which stores and/or generates textures for use in rendering.
* @param {int} id - The unique ID for this Skin.
* @constructor
*/
constructor (id) {
super();
/** @type {int} */
this._id = id;
/** @type {Vec3} */
this._rotationCenter = twgl.v3.create(0, 0);
/**
* The uniforms to be used by the vertex and pixel shaders.
* Some of these are used by other parts of the renderer as well.
* @type {Object.<string,*>}
* @private
*/
this._uniforms = {
/**
* The nominal (not necessarily current) size of the current skin.
* @type {Array<number>}
*/
u_skinSize: [0, 0],
/**
* The actual WebGL texture object for the skin.
* @type {WebGLTexture}
*/
u_skin: null
};
/**
* A silhouette to store touching data, skins are responsible for keeping it up to date.
* @private
*/
this._silhouette = new Silhouette();
this.setMaxListeners(RenderConstants.SKIN_SHARE_SOFT_LIMIT);
}
/**
* Dispose of this object. Do not use it after calling this method.
*/
dispose () {
this._id = RenderConstants.ID_NONE;
}
/**
* @returns {boolean} true for a raster-style skin (like a BitmapSkin), false for vector-style (like SVGSkin).
*/
get isRaster () {
return false;
}
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/**
* @returns {boolean} true if alpha is premultiplied, false otherwise
*/
get hasPremultipliedAlpha () {
return false;
}
/**
* @return {int} the unique ID for this Skin.
*/
get id () {
return this._id;
}
/**
* @returns {Vec3} the origin, in object space, about which this Skin should rotate.
*/
get rotationCenter () {
return this._rotationCenter;
}
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/**
* @abstract
* @return {Array<number>} the "native" size, in texels, of this skin.
*/
get size () {
return [0, 0];
}
/**
* Set the origin, in object space, about which this Skin should rotate.
* @param {number} x - The x coordinate of the new rotation center.
* @param {number} y - The y coordinate of the new rotation center.
* @fires Skin.event:WasAltered
*/
setRotationCenter (x, y) {
const emptySkin = this.size[0] === 0 && this.size[1] === 0;
// Compare a 32 bit x and y value against the stored 32 bit center
// values.
const changed = (
toFloat32(x) !== this._rotationCenter[0] ||
toFloat32(y) !== this._rotationCenter[1]);
if (!emptySkin && changed) {
this._rotationCenter[0] = x;
this._rotationCenter[1] = y;
this.emit(Skin.Events.WasAltered);
}
}
/**
* Get the center of the current bounding box
* @return {Array<number>} the center of the current bounding box
*/
calculateRotationCenter () {
return [this.size[0] / 2, this.size[1] / 2];
}
/**
* @abstract
* @param {Array<number>} scale - The scaling factors to be used.
* @return {WebGLTexture} The GL texture representation of this skin when drawing at the given size.
*/
// eslint-disable-next-line no-unused-vars
getTexture (scale) {
return null;
}
/**
* Get the bounds of the drawable for determining its fenced position.
* @param {Array<number>} drawable - The Drawable instance this skin is using.
* @param {?Rectangle} result - Optional destination for bounds calculation.
* @return {!Rectangle} The drawable's bounds.
*/
getFenceBounds (drawable, result) {
return drawable.getFastBounds(result);
}
/**
* Update and returns the uniforms for this skin.
* @param {Array<number>} scale - The scaling factors to be used.
* @returns {object.<string, *>} the shader uniforms to be used when rendering with this Skin.
*/
getUniforms (scale) {
this._uniforms.u_skin = this.getTexture(scale);
this._uniforms.u_skinSize = this.size;
return this._uniforms;
}
/**
* If the skin defers silhouette operations until the last possible minute,
* this will be called before isTouching uses the silhouette.
* @abstract
*/
updateSilhouette () {}
/**
* Does this point touch an opaque or translucent point on this skin?
* Nearest Neighbor version
* @param {twgl.v3} vec A texture coordinate.
* @return {boolean} Did it touch?
*/
isTouchingNearest (vec) {
return this._silhouette.isTouchingNearest(vec);
}
/**
* Does this point touch an opaque or translucent point on this skin?
* Linear Interpolation version
* @param {twgl.v3} vec A texture coordinate.
* @return {boolean} Did it touch?
*/
isTouchingLinear (vec) {
return this._silhouette.isTouchingLinear(vec);
}
}
/**
* These are the events which can be emitted by instances of this class.
* @enum {string}
*/
Skin.Events = {
/**
* Emitted when anything about the Skin has been altered, such as the appearance or rotation center.
* @event Skin.event:WasAltered
*/
WasAltered: 'WasAltered'
};
module.exports = Skin;