0
0
Fork 0
mirror of https://github.com/liabru/matter-js.git synced 2024-12-26 13:49:01 -05:00

Merge pull request #31 from mrspeaker/topic/addBounds

added view bounds for RenderPixi
This commit is contained in:
Liam Brummitt 2014-07-12 18:07:32 +01:00
commit 6652bb4f34

View file

@ -25,6 +25,7 @@ var RenderPixi = {};
height: 600,
background: '#fafafa',
wireframeBackground: '#222',
hasBounds: false,
enabled: true,
wireframes: true,
showSleeping: true,
@ -47,7 +48,19 @@ var RenderPixi = {};
// init pixi
render.context = new PIXI.WebGLRenderer(render.options.width, render.options.height, render.canvas, transparent, true);
render.canvas = render.context.view;
render.container = new PIXI.DisplayObjectContainer();
render.stage = new PIXI.Stage();
render.stage.addChild(render.container);
render.bounds = render.bounds || {
min: {
x: 0,
y: 0
},
max: {
x: render.options.width,
y: render.options.height
}
};
// caches
render.textures = {};
@ -56,7 +69,7 @@ var RenderPixi = {};
// use a sprite batch for performance
render.spriteBatch = new PIXI.SpriteBatch();
render.stage.addChild(render.spriteBatch);
render.container.addChild(render.spriteBatch);
// insert canvas
if (Common.isElement(render.element)) {
@ -78,12 +91,12 @@ var RenderPixi = {};
* @param {RenderPixi} render
*/
RenderPixi.clear = function(render) {
var stage = render.stage,
var container = render.container,
spriteBatch = render.spriteBatch;
// clear stage
while (stage.children[0]) {
stage.removeChild(stage.children[0]);
// clear stage container
while (container.children[0]) {
container.removeChild(container.children[0]);
}
// clear sprite batch
@ -103,8 +116,8 @@ var RenderPixi = {};
if (bgSprite)
spriteBatch.addChildAt(bgSprite, 0);
// add sprite batch back into stage
render.stage.addChild(render.spriteBatch);
// add sprite batch back into container
render.container.addChild(render.spriteBatch);
// reset background state
render.currentBackground = null;
@ -155,9 +168,11 @@ var RenderPixi = {};
world = engine.world,
context = render.context,
stage = render.stage,
container = render.container,
options = render.options,
bodies = Composite.allBodies(world),
constraints = Composite.allConstraints(world),
allConstraints = Composite.allConstraints(world),
constraints = [],
i;
if (options.wireframes) {
@ -166,6 +181,44 @@ var RenderPixi = {};
RenderPixi.setBackground(render, options.background);
}
// handle bounds
var boundsWidth = render.bounds.max.x - render.bounds.min.x,
boundsHeight = render.bounds.max.y - render.bounds.min.y,
boundsScaleX = boundsWidth / render.options.width,
boundsScaleY = boundsHeight / render.options.height;
if (options.hasBounds) {
// Hide bodies that are not in view
for (i = 0; i < bodies.length; i++) {
var body = bodies[i];
body.render.sprite.visible = Bounds.overlaps(body.bounds, render.bounds);
}
// filter out constraints that are not in view
for (i = 0; i < allConstraints.length; i++) {
var constraint = allConstraints[i],
bodyA = constraint.bodyA,
bodyB = constraint.bodyB,
pointAWorld = constraint.pointA,
pointBWorld = constraint.pointB;
if (bodyA) pointAWorld = Vector.add(bodyA.position, constraint.pointA);
if (bodyB) pointBWorld = Vector.add(bodyB.position, constraint.pointB);
if (!pointAWorld || !pointBWorld)
continue;
if (Bounds.contains(render.bounds, pointAWorld) || Bounds.contains(render.bounds, pointBWorld))
constraints.push(constraint);
}
// transform the view
container.scale.set(1 / boundsScaleX, 1 / boundsScaleY);
container.position.set(-render.bounds.min.x, -render.bounds.min.y);
} else {
constraints = allConstraints;
}
for (i = 0; i < bodies.length; i++)
RenderPixi.body(engine, bodies[i]);
@ -188,7 +241,7 @@ var RenderPixi = {};
bodyB = constraint.bodyB,
pointA = constraint.pointA,
pointB = constraint.pointB,
stage = render.stage,
container = render.container,
constraintRender = constraint.render,
primitiveId = 'c-' + constraint.id,
primitive = render.primitives[primitiveId];
@ -204,8 +257,8 @@ var RenderPixi = {};
}
// add to scene graph if not already there
if (stage.children.indexOf(primitive) === -1)
stage.addChild(primitive);
if (container.children.indexOf(primitive) === -1)
container.addChild(primitive);
// render the constraint on every update, since they can change dynamically
primitive.clear();
@ -260,7 +313,7 @@ var RenderPixi = {};
} else {
var primitiveId = 'b-' + body.id,
primitive = render.primitives[primitiveId],
stage = render.stage;
container = render.container;
// initialise body primitive if not existing
if (!primitive) {
@ -269,8 +322,8 @@ var RenderPixi = {};
}
// add to scene graph if not already there
if (stage.children.indexOf(primitive) === -1)
stage.addChild(primitive);
if (container.children.indexOf(primitive) === -1)
container.addChild(primitive);
// update body primitive
primitive.position.x = body.position.x;