const Node = require('../Node');
const CONST = require('../../const');
/**
* The ParticleContainer class is a really fast version of the Node built solely for speed,
* so use when you need a lot of sprites or particles. The tradeoff of the ParticleContainer is that advanced
* functionality will not work. ParticleContainer implements only the basic object transform (position, scale, rotation).
* Any other functionality like tinting, masking, etc will not work on sprites in this batch.
*
* It's extremely easy to use :
*
* ```js
* var container = new ParticleContainer();
*
* for (var i = 0; i < 100; ++i) {
* var sprite = new Sprite("myImage.png");
* container.addChild(sprite);
* }
* ```
*
* And here you have a hundred sprites that will be renderer at the speed of light.
*
* @class
* @extends Node
*/
class ParticleContainer extends Node {
/**
* @constructor
* @param {number} [maxSize=15000] The maximum number of particles that can be renderer by the container.
* @param {object} [properties] The properties of children that should be uploaded to the gpu and applied.
* @param {boolean} [properties.scale=false] When true, scale be uploaded and applied.
* @param {boolean} [properties.position=true] When true, position be uploaded and applied.
* @param {boolean} [properties.rotation=false] When true, rotation be uploaded and applied.
* @param {boolean} [properties.uvs=false] When true, uvs be uploaded and applied.
* @param {boolean} [properties.alpha=false] When true, alpha be uploaded and applied.
* @param {number} [batchSize=15000] Number of particles per batch.
*/
constructor(maxSize, properties, batchSize) {
super();
batchSize = batchSize || 15000; // CONST.SPRITE_BATCH_SIZE; // 2000 is a nice balance between mobile / desktop
maxSize = maxSize || 15000;
// Making sure the batch size is valid
// 65535 is max vertex index in the index buffer (see ParticleRenderer)
// so max number of particles is 65536 / 4 = 16384
var maxBatchSize = 16384;
if (batchSize > maxBatchSize) {
batchSize = maxBatchSize;
}
if (batchSize > maxSize) {
batchSize = maxSize;
}
/**
* Set properties to be dynamic (true) / static (false)
*
* @member {boolean[]}
* @private
*/
this._properties = [false, true, false, false, false];
/**
* @member {number}
* @private
*/
this._maxSize = maxSize;
/**
* @member {number}
* @private
*/
this._batchSize = batchSize;
/**
* @member {WebGLBuffer}
* @private
*/
this._buffers = null;
/**
* @member {number}
* @private
*/
this._bufferToUpdate = 0;
/**
* @member {boolean}
*
*/
this.interactiveChildren = false;
/**
* The blend mode to be applied to the sprite. Apply a value of `BLEND_MODES.NORMAL` to reset the blend mode.
*
* @member {number}
* @default BLEND_MODES.NORMAL
* @see BLEND_MODES
*/
this.blendMode = CONST.BLEND_MODES.NORMAL;
/**
* Used for canvas renderering. If true then the elements will be positioned at the nearest pixel. This provides a nice speed boost.
*
* @member {boolean}
* @default true;
*/
this.roundPixels = true;
this.setProperties(properties);
}
}
/**
* Sets the private properties array to dynamic / static based on the passed properties object
*
* @param {object} properties The properties to be uploaded
*/
ParticleContainer.prototype.setProperties = function(properties) {
if (properties) {
this._properties[0] = 'scale' in properties ? !!properties.scale : this._properties[0];
this._properties[1] = 'position' in properties ? !!properties.position : this._properties[1];
this._properties[2] = 'rotation' in properties ? !!properties.rotation : this._properties[2];
this._properties[3] = 'uvs' in properties ? !!properties.uvs : this._properties[3];
this._properties[4] = 'alpha' in properties ? !!properties.alpha : this._properties[4];
}
};
/**
* Updates the object transform for rendering
*
* @private
*/
ParticleContainer.prototype.updateTransform = function() {
// TODO don't need to!
this.displayObjectUpdateTransform();
};
/**
* Renders the container using the WebGL renderer
*
* @param {WebGLRenderer} renderer The webgl renderer
* @private
*/
ParticleContainer.prototype.renderWebGL = function(renderer) {
if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) {
return;
}
renderer.setObjectRenderer(renderer.plugins.particle);
renderer.plugins.particle.render(this);
};
/**
* Set the flag that static data should be updated to true
* @private
* @param {Number} smallestChildIndex The very first child index
*/
ParticleContainer.prototype.onChildrenChange = function(smallestChildIndex) {
var bufferIndex = Math.floor(smallestChildIndex / this._batchSize);
if (bufferIndex < this._bufferToUpdate) {
this._bufferToUpdate = bufferIndex;
}
};
/**
* Renders the object using the Canvas renderer
*
* @param {CanvasRenderer} renderer The canvas renderer
* @private
*/
ParticleContainer.prototype.renderCanvas = function(renderer) {
if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) {
return;
}
var context = renderer.context;
var transform = this.worldTransform;
var isRotated = true;
var positionX = 0;
var positionY = 0;
var finalWidth = 0;
var finalHeight = 0;
var compositeOperation = renderer.blendModes[this.blendMode];
if (compositeOperation !== context.globalCompositeOperation) {
context.globalCompositeOperation = compositeOperation;
}
context.globalAlpha = this.worldAlpha;
this.displayObjectUpdateTransform();
for (var i = 0; i < this.children.length; ++i) {
var child = this.children[i];
if (!child.visible) {
continue;
}
var frame = child.texture.frame;
context.globalAlpha = this.worldAlpha * child.alpha;
if (child.rotation % (Math.PI * 2) === 0) {
// this is the fastest way to optimise! - if rotation is 0 then we can avoid any kind of setTransform call
if (isRotated) {
context.setTransform(
transform.a,
transform.b,
transform.c,
transform.d,
transform.tx,
transform.ty
);
isRotated = false;
}
positionX = ((child.anchor.x) * (-frame.width * child.scale.x) + child.position.x + 0.5);
positionY = ((child.anchor.y) * (-frame.height * child.scale.y) + child.position.y + 0.5);
finalWidth = frame.width * child.scale.x;
finalHeight = frame.height * child.scale.y;
}
else {
if (!isRotated) {
isRotated = true;
}
child.displayObjectUpdateTransform();
var childTransform = child.worldTransform;
if (renderer.roundPixels) {
context.setTransform(
childTransform.a,
childTransform.b,
childTransform.c,
childTransform.d,
childTransform.tx | 0,
childTransform.ty | 0
);
}
else {
context.setTransform(
childTransform.a,
childTransform.b,
childTransform.c,
childTransform.d,
childTransform.tx,
childTransform.ty
);
}
positionX = ((child.anchor.x) * (-frame.width) + 0.5);
positionY = ((child.anchor.y) * (-frame.height) + 0.5);
finalWidth = frame.width;
finalHeight = frame.height;
}
context.drawImage(
child.texture.baseTexture.source,
frame.x,
frame.y,
frame.width,
frame.height,
positionX,
positionY,
finalWidth,
finalHeight
);
}
};
/**
* Destroys the container
*
* @param {boolean} [destroyChildren=false] if set to true, all the children will have their destroy method called as well
*/
ParticleContainer.prototype.destroy = function() {
Node.prototype.destroy.apply(this, arguments);
if (this._buffers) {
for (var i = 0; i < this._buffers.length; ++i) {
this._buffers[i].destroy();
}
}
this._properties = null;
this._buffers = null;
};
module.exports = ParticleContainer;