iwmlib/lib/pixi/flippable.js

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2019-03-21 09:57:27 +01:00
/* globals Power2, Sine */
/*eslint no-console: ["error", { allow: ["log", "info", "error"] }]*/
/**
* Callback for the flippable onStart function.
*
* @callback onStartCallback
* @param {Flippable} flippable - A reference to the flippable (also this refers to the flippable).
*/
/**
* Callback for the flippable onUpdate function.
*
* @callback onUpdateCallback
* @param {Flippable} flippable - A reference to the flippable (also this refers to the flippable).
*/
/**
* Callback for the flippable onComplete function.
*
* @callback onCompleteCallback
* @param {Flippable} flippable - A reference to the flippable (also this refers to the flippable).
*/
/**
* Class that represents a PixiJS Flippable.
*
* @example
* const front = PIXI.Sprite.fromImage('./assets/front.jpg')
* const back = PIXI.Sprite.fromImage('./assets/back.jpg')
* app.scene.addChild(front)
*
* // Create the flippable
* const flippable = new Flippable(front, back, app.renderer)
*
* front.interactive = true
* front.on('click', event => flippable.toggle())
*
* @class
* @extends PIXI.projection.Camera3d
* @see {@link https://github.com/pixijs/pixi-projection|PixiJS Projection}
* @see {@link https://www.iwm-tuebingen.de/iwmbrowser/lib/pixi/flippable.html|DocTest}
*/
export default class Flippable extends PIXI.projection.Camera3d {
/**
* Creates an instance of a Flippable.
*
* @constructor
* @param {PIXI.DisplayObject} front - The object to show initially. Should have been added to the scene.
* @param {PIXI.DisplayObject} back - The object to show on the backside. Should have not been added to the scene.
* @param {PIXI.WebGLRenderer|PIXI.CanvasRenderer} renderer - The renderer of the application.
* @param {object} [opts] - An options object which can contain the following properties.
* @param {number} [opts.duration=1] - The duration of the flip animation in seconds.
* @param {GSAP.Ease} [opts.ease=Power2.easeOut] - The ease of the flip animation.
* @param {boolean} [opts.shadow=false] - Should be a shadow been display during the animation?
* @param {numer} [opts.eulerX=0] - The shift of the x-axis during the animation.
* @param {numer} [opts.eulerY=0] - The shift of the y-axis during the animation.
* @param {GSAP.Ease} [opts.eulerEase=Sine.easeOut] - The ease of the shift.
* @param {boolean} [opts.useBackTransforms=false] - When set to true, the flip animation also animates to the transform parameters of the back-object.
* @param {GSAP.Ease} [opts.transformEase=Power2.easeOut] - The ease of the transform.
* @param {numer} [opts.focus=800] - The value of the focus of the 3D camera (see pixi-projection).
* @param {numer} [opts.near=10] - The near value of the 3D camera (see pixi-projection).
* @param {numer} [opts.far=10000] - The far value of the 3D camera (see pixi-projection).
* @param {boolean} [opts.orthographic=false] - Should the flip animation be an orthographic animation?
* @param {function} [opts.onStart=null] - A callback executed on start of the flip animation.
* @param {function} [opts.onUpdate=null] - A callback executed on each step of the flip animation.
* @param {function} [opts.onComplete=null] - A callback executed when the flip animation is finished.
*/
constructor(front, back, renderer, opts = {}) {
super()
this.opts = Object.assign({}, {
front,
back,
renderer,
duration: 1,
ease: Power2.easeOut,
shadow: false,
eulerX: 0,
eulerY: 0,
eulerEase: Sine.easeOut,
useBackTransforms: false,
transformEase: Power2.easeOut,
focus: 800,
near: 10,
far: 10000,
orthographic: false
}, opts)
// planes
//--------------------
this.setPlanes(this.opts.focus, this.opts.near, this.opts.far, this.opts.orthographic)
// flipped
//--------------------
this._flipped = false
// objects
//--------------------
this.objects = {}
// setup
//--------------------
this.setup()
}
/**
* Creates children and instantiates everything.
*
* @private
* @return {Flippable} A reference to the flippable for chaining.
*/
setup() {
const scale = .5
// filters
//--------------------
const blurFilter = new PIXI.filters.BlurFilter()
blurFilter.blur = 0.2
this.objects.blurFilter = blurFilter
// outer
//--------------------
const outer = new PIXI.projection.Container3d()
outer.scale3d.set(scale)
this.addChild(outer)
this.objects.outer = outer
// shadow
//--------------------
const shadow = new PIXI.projection.Sprite3d(PIXI.Texture.fromImage('../../assets/images/shadow.png'))
shadow.renderable = false
shadow.anchor.set(0.5)
shadow.scale3d.set(.98)
shadow.alpha = 0.7
shadow.filters = [blurFilter]
shadow.visible = this.opts.shadow
outer.addChild(shadow)
this.objects.shadow = shadow
// inner
//--------------------
const inner = new PIXI.projection.Container3d()
inner.euler.y = Math.PI
outer.addChild(inner)
this.objects.inner = inner
// front
//--------------------
const front = new PIXI.projection.Sprite3d(PIXI.Texture.EMPTY)
front.scale.set(-1 / scale, 1 / scale)
front.renderable = true
front.anchor.set(.5)
inner.addChild(front)
this.objects.front = front
// back
//--------------------
const back = new PIXI.projection.Sprite3d(PIXI.Texture.EMPTY)
back.scale.set(1 / scale, 1 / scale)
back.renderable = false
back.anchor.set(.5)
inner.addChild(back)
this.objects.back = back
return this
}
/**
* Gets or sets the flipped state.
*
* @member {boolean}
*/
get flipped() {
return this._flipped
}
set flipped(toBack) {
this._flipped = toBack
// references
//--------------------
const front = this.objects.front
const back = this.objects.back
const inner = this.objects.inner
const shadow = this.objects.shadow
const blurFilter = this.objects.blurFilter
const half = this.opts.duration / 2
const ease = this.opts.eulerEase
const fromObject = toBack ? this.opts.front : this.opts.back
const toObject = toBack ? this.opts.back : this.opts.front
// set textures for virtual front and virtual back
//--------------------
front.texture = this.generateTexture(this.opts.front)
back.texture = this.generateTexture(this.opts.back)
// switch objects and set params for virtual objects
//--------------------
const fromCenter = this.anchorToCenter(fromObject)
const toCenter = this.anchorToCenter(toObject)
// from values
//--------------------
this.x = fromCenter.x
this.y = fromCenter.y
front.width = fromObject.width * 2
front.height = fromObject.height * 2
back.width = fromObject.width * 2
back.height = fromObject.height * 2
this.rotation = fromObject.rotation
this.skew.x = fromObject.skew.x
this.skew.y = fromObject.skew.y
// calculate to values
//--------------------
const to = {
x: this.opts.useBackTransforms ? toCenter.x : fromCenter.x,
y: this.opts.useBackTransforms ? toCenter.y : fromCenter.y,
anchorX: this.opts.useBackTransforms ? toObject.x : fromObject.x,
anchorY: this.opts.useBackTransforms ? toObject.y : fromObject.y,
width: this.opts.useBackTransforms ? toObject.width * 2 : fromObject.width * 2,
height: this.opts.useBackTransforms ? toObject.height * 2 : fromObject.height * 2,
rotation: this.opts.useBackTransforms ? toObject.rotation : fromObject.rotation,
skewX: this.opts.useBackTransforms ? toObject.skew.x : fromObject.skew.x,
skewY: this.opts.useBackTransforms ? toObject.skew.y : fromObject.skew.y
}
// set toObject end values
//--------------------
toObject.x = to.anchorX
toObject.y = to.anchorY
toObject.width = to.width / 2
toObject.height = to.height / 2
toObject.rotation = to.rotation
toObject.skew.x = to.skewX
toObject.skew.y = to.skewY
// flip
//--------------------
TweenLite.to(inner.euler, this.opts.duration, {
y: toBack ? 0 : Math.PI,
ease: this.opts.ease,
onStart: () => {
this.switchDisplayObject(fromObject, this)
shadow.renderable = true
if (this.opts.onStart) {
this.opts.onStart(this, this)
}
},
onUpdate: () => {
this.layout()
if (this.opts.onUpdate) {
this.opts.onUpdate(this, this)
}
},
onComplete: () => {
this.switchDisplayObject(this, toObject)
shadow.renderable = false
if (this.opts.onComplete) {
this.opts.onComplete(this, this)
}
}
})
// x & y
//--------------------
TweenLite.to(this, this.opts.duration, {
x: to.x,
y: to.y,
ease: this.opts.transformEase
})
// width & height
//--------------------
TweenLite.to([front, back], this.opts.duration, {
width: to.width,
height: to.height,
ease: this.opts.transformEase
})
// rotation
//--------------------
TweenLite.to(this, this.opts.duration, {
directionalRotation: {
rotation: `${to.rotation}_short`,
useRadians: true
},
ease: this.opts.transformEase
})
// skewX & skewY
//--------------------
TweenLite.to(this.skew, this.opts.duration, {
x: to.skewX,
y: to.skewY,
ease: this.opts.transformEase
})
// camera
//--------------------
new TimelineMax()
.to(this.euler, half, {x: this.opts.eulerX, y: this.opts.eulerY, ease})
.to(this.euler, half, {x: 0, y: 0, ease})
// shadow
//--------------------
new TimelineMax()
.to(shadow, half, {alpha: .3, ease})
.to(shadow, half, {alpha: .7, ease})
// blurfilter
//--------------------
new TimelineMax()
.to(blurFilter, half, {blur: 6, ease})
.to(blurFilter, half, {blur: .2, ease})
}
/**
* Should be called to refresh the layout of the camera.
*
* @return {Flippable} A reference to the flippable for chaining.
*/
layout() {
const front = this.objects.front
const back = this.objects.back
const shadow = this.objects.shadow
const inner = this.objects.inner
inner.position3d.z = -Math.sin(inner.euler.y) * front.texture.baseTexture.width * 2
//this.objects.shadow.euler = this.objects.inner.euler
shadow.euler.x = -inner.euler.x
shadow.euler.y = -inner.euler.y
if (this.frontSideInFront) {
front.renderable = true
back.renderable = false
shadow.width = front.width
shadow.height = front.height
} else {
front.renderable = false
back.renderable = true
shadow.width = back.width
shadow.height = back.height
}
return this
}
/**
* Toggles the flippable. Switches the sides.
*
* @private
* @return {Flippable} A reference to the flippable for chaining.
*/
toggle() {
this.flipped = !this.flipped
return this
}
/**
* Gets the alignment state. true if the front side is in front, false otherwise.
*
* @member {boolean}
*/
get frontSideInFront() {
return !this.objects.inner.isFrontFace()
}
/**
* Calculates the center point of an PIXI.DisplayObject.
*
* @private
* @param {PIXI.DisplayObject} displayObject - The DisplayObject from which to calculate the center.
* @return {object} Return an object with x and y.
*/
anchorToCenter(displayObject) {
const bounds = displayObject.getBounds()
return {
x: bounds.x + bounds.width / 2,
y: bounds.y + bounds.height / 2
}
}
/**
* Creates children and instantiates everything.
*
* @private
* @param {PIXI.DisplayObject} displayObject - The DisplayObject from which to generate the texture.
* @return {PIXI.Texture} The generated PIXI.Texture.
*/
generateTexture(displayObject) {
// renderTexture
//--------------------
const renderTexture = PIXI.RenderTexture.create(displayObject.width, displayObject.height)
// save position
const transform = [displayObject.x, displayObject.y, displayObject.scale.x, displayObject.scale.y, displayObject.rotation, displayObject.skew.x, displayObject.skew.y, displayObject.pivot.x, displayObject.pivot.y]
displayObject.position.set(0, 0)
displayObject.skew.set(0, 0)
displayObject.rotation = 0
// render
//--------------------
this.opts.renderer.render(displayObject, renderTexture)
// restore position
displayObject.setTransform(...transform)
return renderTexture
}
/**
* Removed the first DisplayObject and adds the second one at the exactly same position.
*
* @private
* @param {PIXI.DisplayObject} first - The old DisplayObject.
* @param {PIXI.DisplayObject} second - The new DisplayObject.
* @return {Flippable} A reference to the flippable for chaining.
*/
switchDisplayObject(first, second) {
if (first && second && first.parent) {
const parent = first.parent
const index = parent.getChildIndex(first)
parent.addChildAt(second, index)
parent.removeChild(first)
}
return this
}
}