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import { DisplayObject } from '@pixi/display';
import { SpatialHash } from './SpatialHash';
import { Renderer, System } from '@pixi/core';
import { Rectangle } from '@pixi/math';
import { Ticker } from '@pixi/ticker';
const tempRect = new Rectangle();
/**
* @ignore
* @public
*/
export const _System = System || (class System
{
destroy(): void
{
// Blank
}
});
/**
* System plugin to the renderer for providing spatial hashing on the whole scene graph.
*
* ```js
* import { SpatialHashSystem } from "pixi-spatial-hash";
*
* renderer.addSystem(SpatialHashSystem, "spatialHash");
* renderer.spatialHash.addTarget(stage);
* ```
*
* This system provides a shared spatial hash for the whole scene graph. It is designed to be updated on
* each tick. By default, it will update itself before each render (on the {@code prerender} event). This
* may cause redundant updates if you render multiple times each tick; in that case, you can custom set a
* ticker using {@link SpatialHashSystem#setTicker}.
*
* ```js
* renderer.spatialHash.setTicker(Ticker.shared);
* ```
*
* You must register the "stage" as a hash-target in order to add it to the hash.
*
* @public
*/
export class SpatialHashSystem extends _System
{
public hash2D: SpatialHash<DisplayObject>;
public hashTargets: Set<DisplayObject>;
public updateBeforeRender: boolean;
public updateTicker: Ticker;
public skipBoundsUpdate: boolean;
constructor(renderer: Renderer)
{
super(renderer);
/**
* The spatial-hash object used by this system.
*/
this.hash2D = new SpatialHash<DisplayObject>(SpatialHashSystem.SCENE_CELL_SIZE);
/**
* The display-object which are updated in the spatial hash on each frame, including all their direct and
* indirect children.
*/
this.hashTargets = new Set<DisplayObject>();
/**
* Whether to update the spatial hash on the prerender event. You should turn this off if invoke {@code render}
* multiple times on each tick.
*/
this.updateBeforeRender = true;
/**
* The ticker on which the spatial hash is being updated.
*/
this.updateTicker = null;
/**
* Whether the bounds should be recalculated whenever {@code update} is invoked.
*
* You should turn it off if you can guarantee the bounds are correct when calling {@code update}. This
* can be done by adding a high-priority bounds-updating callback on the ticker before the spatial-hash
* update callback.
*/
this.skipBoundsUpdate = false;
}
/**
* Adds the display-object to the hash-targets list. It will be updated in the spatial-hash on each tick.
*
* @param displayObject
*/
addTarget(displayObject: DisplayObject): this
{
this.hashTargets.add(displayObject);
return this;
}
/**
* Removes the display-object from the hash-targets list.
*
* @param displayObject
*/
removeTarget(displayObject: DisplayObject): this
{
this.hashTargets.delete(displayObject);
return this;
}
/**
* Searches for display-objects in the hash that intersect with the given rectangle bounds or
* that of the display-object passed.
*
* @param objectOrBounds - display-object or a rectangle
*/
search(objectOrBounds: Rectangle | DisplayObject): Set<DisplayObject>
{
const bounds = objectOrBounds;
if (objectOrBounds instanceof DisplayObject || 'getBounds' in objectOrBounds)
{
objectOrBounds = objectOrBounds.getBounds();
}
return this.hash2D.search(bounds as Rectangle);
}
/**
* Prerender event handler. This will invoke {@code update} if {@code updateBeforeRender} is enabled.
*/
prerender(): void
{
if (this.updateBeforeRender)
{
this.update();
}
}
/**
* Sets the ticker on which the spatial hash is updated.
*
* If a ticker was already set, then the update callback is safely removed. If you want to turn off updating
* on each tick, then you can pass null as the ticker.
*
* {@code updateBeforeRender} is automatically disable when setting the ticker to a non-null value.
*/
setTicker(ticker: Ticker): this
{
if (this.updateTicker)
{
this.updateTicker.remove(this.update);
}
this.updateTicker = ticker;
if (this.updateTicker)
{
this.updateBeforeRender = false;
this.updateTicker.add(this.update);
}
return this;
}
/**
* Updates the spatial-hash for the whole scene graph.
*
* If {@code updateBeforeRender} is enabled, this will be invoked on each render call.
*
* @override
*/
update = (): void =>
{
const hashTargets = this.hashTargets;
this.hash2D.reset();
hashTargets.forEach((target) =>
{
// TODO: PixiJS should guarantee this before the "prerender" event
if (!this.skipBoundsUpdate)
{
// Updates the bounds of the target
target.getBounds(false, tempRect);
}
this.updateRecursive(target);
});
};
/**
* Puts the display-object and its subtree into the spatial hash.
*
* @param displayObject
*/
protected updateRecursive(displayObject: DisplayObject): void
{
this.hash2D.put(displayObject, displayObject.getBounds(true, tempRect));
const children: Array<DisplayObject> = (displayObject as any).children;
if (!children || !children.length)
{
return;
}
for (let i = 0, j = children.length; i < j; i++)
{
this.updateRecursive(children[i]);
}
}
/**
* The 2D hashing cell size for the spatial-hash system. This must be set before the renderer is
* created (or the spatial-hash system is added to the renderer).
*/
static SCENE_CELL_SIZE = 256;
}