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