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points = points.points;
}
if (!Array.isArray(points))
{
// prevents an argument leak deopt
// see section 3.2: https://github.com/petkaantonov/bluebird/wiki/Optimization-killers#3-managing-arguments
points = new Array(arguments.length);
for (let i = 0; i < points.length; ++i)
{
points[i] = arguments[i]; // eslint-disable-line prefer-rest-params
}
}
const shape = new Polygon(points);
shape.closeStroke = closeStroke;
this.drawShape(shape);
return this;
}
points = points.points;
}
if (!Array.isArray(points))
{
// prevents an argument leak deopt
// see section 3.2: https://github.com/petkaantonov/bluebird/wiki/Optimization-killers#3-managing-arguments
points = new Array(arguments.length);
for (let i = 0; i < points.length; ++i)
{
points[i] = arguments[i]; // eslint-disable-line prefer-rest-params
}
}
const shape = new Polygon(points);
shape.closed = closed;
this.drawShape(shape);
return this;
}
import { State } from '@pixi/core';
import { DRAW_MODES } from '@pixi/constants';
import { Point, Polygon } from '@pixi/math';
import { Container } from '@pixi/display';
const tempPoint = new Point();
const tempPolygon = new Polygon();
/**
* Base mesh class.
* The reason for this class is to empower you to have maximum flexibility to render any kind of webGL you can think of.
* This class assumes a certain level of webGL knowledge.
* If you know a bit this should abstract enough away to make you life easier!
* Pretty much ALL WebGL can be broken down into the following:
* Geometry - The structure and data for the mesh. This can include anything from positions, uvs, normals, colors etc..
* Shader - This is the shader that pixi will render the geometry with. (attributes in the shader must match the geometry!)
* Uniforms - These are the values passed to the shader when the mesh is rendered.
* As a shader can be reused across multiple objects, it made sense to allow uniforms to exist outside of the shader
* State - This is the state of WebGL required to render the mesh.
* Through a combination of the above elements you can render anything you want, 2D or 3D!
*
* @class
* @extends PIXI.Container
moveTo(x, y)
{
const shape = new Polygon([x, y]);
shape.closed = false;
this.drawShape(shape);
return this;
}
import { State } from '@pixi/core';
import { Point, Polygon } from '@pixi/math';
import { BLEND_MODES, DRAW_MODES } from '@pixi/constants';
import { Container } from '@pixi/display';
import { settings } from '@pixi/settings';
import { MeshBatchUvs } from './MeshBatchUvs';
const tempPoint = new Point();
const tempPolygon = new Polygon();
/**
* Base mesh class.
*
* This class empowers you to have maximum flexibility to render any kind of WebGL visuals you can think of.
* This class assumes a certain level of WebGL knowledge.
* If you know a bit this should abstract enough away to make you life easier!
*
* Pretty much ALL WebGL can be broken down into the following:
* - Geometry - The structure and data for the mesh. This can include anything from positions, uvs, normals, colors etc..
* - Shader - This is the shader that PixiJS will render the geometry with (attributes in the shader must match the geometry)
* - State - This is the state of WebGL required to render the mesh.
*
* Through a combination of the above elements you can render anything you want, 2D or 3D!
*
* @class
import { State } from '@pixi/core';
import { DRAW_MODES } from '@pixi/constants';
import { Point, Polygon } from '@pixi/math';
import { Container } from '@pixi/display';
const tempPoint = new Point();
const tempPolygon = new Polygon();
/**
* Base mesh class.
* The reason for this class is to empower you to have maximum flexibility to render any kind of webGL you can think of.
* This class assumes a certain level of webGL knowledge.
* If you know a bit this should abstract enough away to make you life easier!
* Pretty much ALL WebGL can be broken down into the following:
* Geometry - The structure and data for the mesh. This can include anything from positions, uvs, normals, colors etc..
* Shader - This is the shader that pixi will render the geometry with. (attributes in the shader must match the geometry!)
* Uniforms - These are the values passed to the shader when the mesh is rendered.
* As a shader can be reused across multiple objects, it made sense to allow uniforms to exist outside of the shader
* State - This is the state of WebGL required to render the mesh.
* Through a combination of the above elements you can render anything you want, 2D or 3D!
*
* @class
* @extends PIXI.Container
if (this.currentPath)
{
const points = this.currentPath.points;
const len = this.currentPath.points.length;
if (len > 2)
{
this.drawShape(this.currentPath);
this.currentPath = new Polygon();
this.currentPath.closeStroke = false;
this.currentPath.points.push(points[len - 2], points[len - 1]);
}
}
else
{
this.currentPath = new Polygon();
this.currentPath.closeStroke = false;
}
}