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.} * @private */ this._uniforms = { /** * The nominal (not necessarily current) size of the current skin. * @type {Array} */ 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; } /** * @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; } /** * @abstract * @return {Array} 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} the center of the current bounding box */ calculateRotationCenter () { return [this.size[0] / 2, this.size[1] / 2]; } /** * @abstract * @param {Array} 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} 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} scale - The scaling factors to be used. * @returns {object.} 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;