Foundry Virtual Tabletop - API Documentation - Version 14
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    An extension of PIXI.Mesh which emulate a PIXI.Sprite with a specific shader.

    Texture bound to this sprite mesh.

    Shader class used by this sprite mesh.

    Hierarchy (View Summary)

    Index

    Properties

    _transformID: number = -1

    The transform ID.

    _transformTrimmedID: number = -1

    The transform ID.

    indices: Uint16Array

    The indices of the geometry.

    _anchor: ObservablePoint<any>

    The anchor point defines the normalized coordinates in the texture that map to the position of this sprite.

    By default, this is (0,0) (or texture.defaultAnchor if you have modified that), which means the position (x,y) of this Sprite will be the top-left corner.

    Note: Updating texture.defaultAnchor after constructing a Sprite does not update its anchor.

    https://docs.cocos2d-x.org/cocos2d-x/en/sprites/manipulation.html

    _batchData: {
        _texture: Texture;
        _tintRGB: number;
        blendMode: BLEND_MODES;
        indices: number[];
        uvs: number[];
        vertexData: number[];
        worldAlpha: number;
    } = ...

    Snapshot of some parameters of this display object to render in batched mode.

    _cachedTint: [red: number, green: number, blue: number, alpha: number] = ...

    Cached tint value so we can tell when the tint is changed.

    _height: number = 0

    The height of the sprite (this is initially set by the texture)

    _paddingX: number
    _paddingY: number

    The shader bound to this mesh.

    _texture: Texture<Resource>

    The texture that the sprite is using.

    _textureID: number = -1

    The texture ID.

    _textureTrimmedID: number = -1

    The texture trimmed ID.

    _textureUvs: TextureUvs | null = null

    An instance of a texture uvs used for padded SpriteMesh. Instanced only when padding becomes non-zero.

    _tintAlphaDirty: boolean = true

    Used to track a tint or alpha change to execute a recomputation of _cachedTint.

    _tintColor: Color = ...

    The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.

    _tintRGB: number = 0xFFFFFF

    The tint applied to the sprite. This is a RGB value. A value of 0xFFFFFF will remove any tint effect.

    _width: number = 0

    The width of the sprite (this is initially set by the texture).

    "#renderedFrameId": number = -1

    Last renderer pass in which this mesh actually drew its own content.

    uvs: Float32Array

    This is used to store the uvs data of the sprite, assigned at the same time as the vertexData in calculateVertices().

    vertexData: Float32Array

    This is used to store the vertex data of the sprite (basically a quad).

    vertexTrimmedData: Float32Array | null = null

    This is used to calculate the bounds of the object IF it is a trimmed sprite.

    Accessors

    • get alphaMode(): ALPHA_MODES

      Used to force an alpha mode on this sprite mesh. If this property is non null, this value will replace the texture alphaMode when computing color channels. Affects how tint, worldAlpha and alpha are computed each others.

      Returns ALPHA_MODES

    • get anchor(): ObservablePoint<any>

      The anchor sets the origin point of the sprite. The default value is taken from the texture and passed to the constructor.

      The default is (0,0), this means the sprite's origin is the top left.

      Setting the anchor to (0.5,0.5) means the sprite's origin is centered.

      Setting the anchor to (1,1) would mean the sprite's origin point will be the bottom right corner.

      If you pass only single parameter, it will set both x and y to the same value as shown in the example below.

      Returns ObservablePoint<any>

    • set blendMode(value: BLEND_MODES): void

      The blend mode applied to the SpriteMesh.

      Parameters

      • value: BLEND_MODES

      Returns void

      PIXI.BLEND_MODES.NORMAL
      
    • get culledThisPass(): boolean

      True if the mesh was culld (visited but not drawn) during the current pass.

      Returns boolean

    • get height(): number

      Returns number

    • set height(height: number): void

      The height of the Container, setting this will actually modify the scale to achieve the value set.

      Parameters

      • height: number

      Returns void

    • get isVideo(): boolean

      Is this SpriteMesh rendering a video texture?

      Returns boolean

    • get padding(): number

      The maximum x/y padding in pixels (must be a non-negative value.)

      Returns number

    • get paddingX(): number

      The x padding in pixels (must be a non-negative value.)

      Returns number

    • get paddingY(): number

      They y padding in pixels (must be a non-negative value.)

      Returns number

    • get pluginName(): string | null

      Returns the SpriteMesh associated batch plugin. By default the returned plugin is that of the associated shader. If a plugin is forced, it will returns the forced plugin. A null value means that this SpriteMesh has no associated plugin.

      Returns string | null

    • get renderedThisPass(): boolean

      True if this mesh drew its own content during the current renderer pass.

      Returns boolean

    • set roundPixels(value: boolean): void

      If true PixiJS will Math.round() x/y values when rendering, stopping pixel interpolation. Advantages can include sharper image quality (like text) and faster rendering on canvas. The main disadvantage is movement of objects may appear less smooth. To set the global default, change PIXI.settings.ROUND_PIXELS

      Parameters

      • value: boolean

      Returns void

      PIXI.settings.ROUND_PIXELS
      
    • get sourceElement(): ImageSource | null

      The HTML source element for this SpriteMesh texture.

      Returns ImageSource | null

    • get texture(): Texture<Resource>

      The texture that the sprite is using.

      Returns Texture<Resource>

    • get tint(): number

      The tint applied to the sprite. This is a hex value.

      A value of 0xFFFFFF will remove any tint effect.

      Returns number

      0xFFFFFF
      
    • get visitedThisPass(): boolean

      True if this mesh was visited by the renderer during the current pass.

      Returns boolean

    • get width(): number

      Returns number

    • set width(width: number): void

      The width of the Container, setting this will actually modify the scale to achieve the value set.

      Parameters

      • width: number

      Returns void

    Methods

    • Returns void

    • Parameters

      • renderer: any

      Returns void

    • Parameters

      • renderer: any

      Returns void

    • Calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData.

      This is used to ensure that the true width and height of a trimmed texture is respected.

      Returns void

    • Calculates worldTransform * vertices, store it in vertexData.

      Returns void

    • Check to see if a point is contained within this SpriteMesh Quad.

      Parameters

      • point: Point

        Point to check if it's contained.

      Returns boolean

      true if the point is contained within geometry.

    • Parameters

      • options: any

      Returns void

    • Parameters

      • rect: any

      Returns Rectangle

    • Initialize shader based on the shader class type.

      Parameters

      Returns void

    • Returns void

    • Update uvs and push vertices and uv buffers on GPU if necessary.

      Returns void

    • Protected

      Called when the anchor position updates.

      Returns void

    • Protected

      When the texture is updated, this event will fire to update the scale and frame.

      Returns void

    • Protected

      Update the batch data object.

      Returns void

    • Create a SpriteMesh from another source. You can specify texture options and a specific shader class derived from BaseSamplerShader.

      Parameters

      • source: string | Texture<Resource> | HTMLVideoElement | HTMLCanvasElement

        Source to create texture from.

      • OptionaltextureOptions: object

        See PIXI.BaseTexture's constructor for options.

      • OptionalshaderClass: BaseSamplerShader

        The shader class to use. BaseSamplerShader by default.

      Returns SpriteMesh