Eugenius Posted September 22, 2014 Share Posted September 22, 2014 Hi guys It's been a long time since working with Pixi.js. Since the version 1.6 is 'in da house' with the ability to fill up complex polygons, I resumed my project again. As the title says, I draw thousands of lines on WebGL using Pixi.js Graphics class. Then I change the style of the lines. For example, say I drew 1000 lines on the screen, then I want to update their styles (width, color and etc) somehow not by drawing them again. Is there a way to achieve this? (possibly for polygons as well?) Quote Link to comment Share on other sites More sharing options...
Sebi Posted September 22, 2014 Share Posted September 22, 2014 You could access the graphicsData property of your graphic. The data it holds are all paths defined as:{lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[], type:PIXI.Graphics.POLY} However pixi will always redraw the whole graphic (all 1000 lines) whenever you call the render function unless you have cached your graphic as a bitmap.It's probably much easier to just discard the old graphics object and create a new one when you are changing something instead of fiddling around with the pathdata. evilmolen 1 Quote Link to comment Share on other sites More sharing options...
Eugenius Posted September 22, 2014 Author Share Posted September 22, 2014 Thanks Sebastian, I tried the way you suggested. However the graphicsData object doesn't seem to be associated with rendering but only bounds. Actually, I draw around 20000 vertices and draw (create) them all again and style needs to change, which means I have to do all the unnecessary moveto and lineto again. Would there a be a way to manipulate the graphicsData then draw from the array? Quote Link to comment Share on other sites More sharing options...
Eugenius Posted September 22, 2014 Author Share Posted September 22, 2014 Explored a little more and found Graphics.dirty and Graphics.clearDirty flags needs to be set true to update from graphicsData. Here's my code PIXI.Graphics.prototype.updateLineStyle = function(lineWidth, color, alpha){ // console.log('lineUpdate'); var len = this.graphicsData.length; for (var i = 0; i < len; i++) { var data = this.graphicsData[i]; if (data.lineWidth && lineWidth) { data.lineWidth = lineWidth; } if (data.lineColor && color) { data.lineColor = color; } if (data.alpha && alpha) { data.alpha = alpha; } this.dirty = true; this.clearDirty = true; } // return this;};Thanks again Sebastian T 1 Quote Link to comment Share on other sites More sharing options...
psyrendust Posted May 5, 2017 Share Posted May 5, 2017 In case anyone is trying this in PIXI v4 things are a bit different. dirty and clearDirty are now numbers not booleans, so you have to increment them. Here is a little function you can use to change any of the props for a given graphic. function updateGraphicProps(graphic, props) { const graphicsData = graphic.graphicsData; const keys = Object.keys(props); const jlen = keys.length; let i; let j; let ilen; let key; let shape; // Update the props on the graphic. for (j = 0; j < jlen; j++) { key = keys[j]; graphic[key] = props[key]; } // Update the props for each shape. for (i = 0, ilen = graphicsData.length; i < ilen; i++) { shape = graphicsData[i]; for (j = 0; j < jlen; j++) { key = keys[j]; shape[key] = props[key]; } } graphic.dirty++; graphic.clearDirty++; } Here it is in action: OSUblake and Siddi 1 1 Quote Link to comment Share on other sites More sharing options...
Renato Fabbri Posted May 24, 2019 Share Posted May 24, 2019 this does not work for PIXI v5. Does anyone know how to update line style with PIXI v5? Quote Link to comment Share on other sites More sharing options...
Hooman Askari Posted July 23, 2019 Share Posted July 23, 2019 graphicsData seems to be moved under Graphics.geometry.graphicsData but the graphic.dirty++; graphic.clearDirty++; seems to be having no effect in Pixi 5 This is very important and has been reported several times, but no answer so far. Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted July 23, 2019 Share Posted July 23, 2019 v5 has GraphicsGeometry (graphics.geometry), it works differently. > This is very important and has been reported several times, but no answer so far. where? Quote Link to comment Share on other sites More sharing options...
Hooman Askari Posted July 23, 2019 Share Posted July 23, 2019 Alright, so how can we update the lineStyle in v5 then? Any ideas? Quote Link to comment Share on other sites More sharing options...
Hooman Askari Posted July 23, 2019 Share Posted July 23, 2019 0 Advanced issues found ▲ 10 minutes ago, ivan.popelyshev said: > where? Just a search on google will reveal several results, here on this thread Renato asked before me, it's been asked on StackOverflow too. Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted July 24, 2019 Share Posted July 24, 2019 Im looking at all threads in this subforum and in pixijs github issues (https://github.com/pixijs/pixi.js/issues). I dont remember who's actually answers pixi questions in stackpverflow. Single post can be missed of course As for the issue, I'm sure that there was no major requests. Usually features are implemented either by need of someone in pixijs team, or by community if people complain enough. In that case, I tell how to achieve that theoretically and if the person does it and shares, I put it in wiki: https://github.com/pixijs/pixi.js/wiki/v5-Migration-Guide https://github.com/pixijs/pixi.js/wiki/v4-Resources I know that some people used dynamic changing of colors/textures in v4, but so far no one used it in v5 due to different approach on "graphics.geometry.updateBatches" method. which produces data TWO ways: "batched" and "single drawcall". I believe it is possible, but the estimation is like 30 minutes for me, and two hours for people who first look into that code, and for such questions I usually ask "Why do you need that?", because there can be a simpler existing way Quote Link to comment Share on other sites More sharing options...
Hooman Askari Posted July 25, 2019 Share Posted July 25, 2019 16 hours ago, ivan.popelyshev said: Why do you need that? I am creating a graphic design app with pixijs, migrating my existing app from Fabricjs. I need this feature so that 1) Users can easily edit shapes, 2) When I change width and height in pixijs it is scaling the shapes, and I need to change the border thickness to match the new scale (scale.x * lineStyle.width or something like that) You can see a live example of this in mirro.com (former realtimeboard.com) which I believe are using pixijs (look at the source code, the canvas is wrapped in a div named pixiContainer) and perhaps they are still using V4 Lack of this feature will force me to either use V4 or give up on pixijs (which is a shame because it is awesome) Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted July 25, 2019 Share Posted July 25, 2019 Its easier to clear() and refill the shape. I remind you that both Flash and Canvas2D dont have API to edit paths, why shoould pixijs make a feature specifically for your type of apps? Even vector backend in chromium, skia, doesnt allow to do that. Its hard and Its paperjs territoty. You just want renderer to somehow embed a vector editor capabilities. About realtimeboard - I dont remember how did they achieve that I know that similar project uses just SVG and re-rendered shapes into pixi texture every time it was changed. Of course its possible but its actual work, it costs time. We even can do some of that stuff in shaders. > Lack of this feature will force me to either use V4 or give up on pixijs (which is a shame because it is awesome) PixiJS is a webgl-oriented and those things are hard to do in webgl. Try PaperJS or p5, they are more design and vector-oriented, and its ok to use tools that are more suited for your task. If they dont have those features - you'll have to code it yourself as most of us do In that case, I recommend to hack PIXI Graphics or make your component by CTRL+C its sources and editing them. (That's actually why pixijs exists - people hack it to add more features for their project) I , again, remind you that even the most vector-y thing in web, FLASH, didnt have that feature. Quote Link to comment Share on other sites More sharing options...
Hooman Askari Posted July 25, 2019 Share Posted July 25, 2019 2 minutes ago, ivan.popelyshev said: I remind you that both Flash and Canvas2D dont have API to edit paths, why shoould pixijs make a feature specifically for your type of apps? Oh, I did not know that thanks for clarifying it, actually clearing and refilling could work for us since it's fast enough to look seamless to the user. 3 minutes ago, ivan.popelyshev said: PixiJS is a webgl-oriented and those things are hard to do in webgl. Shapes are just a small part of our app, we mostly deal with images, for which pixijs is the best possible solution out there, I tried almost all of them, none worked better than pixijs. I just hope the support for vectors and shapes become better for pixijs in future (I mean the things that are possible of course) 4 minutes ago, ivan.popelyshev said: I recommend to hack PIXI Graphics or make your component by CTRL+C its sources and editing them. I should extend the classes perhaps. I will share them if I achieved anything useful Thanks for the help and clarifications. ivan.popelyshev 1 Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted July 25, 2019 Share Posted July 25, 2019 > I just hope the support for vectors and shapes become better for pixijs in future (I mean the things that are possible of course) I'm working on that on my main job for 2.5 years. And you're actually not the only one who requests that, there are several companies that come from flash and all want better shapes, but it also tied to Anti-Aliasing problem and its HUGE, its bigger than shapes editing. AwayJS have good progress in that, but they too dont have shapes editing. As for extending - you have to extends both Graphics and GraphicsGeometry and maybe GraphicsData too but maybe its easier to just hack prototypes (Graphics.prototype.render = ... and so on) The problem is actually that Graphics is not designed as dynamic data storage. For example, if you use any arcs or QuadraticCurves - they get converted to polygons very early, you wont have a chance to change their params! When we improve it and make paths like in skia or flash the problem will go away. I think you can start here: https://github.com/pixijs/pixi.js/blob/dev/packages/graphics/src/GraphicsGeometry.js#L225 , you can copy clear method and make one that doesnt empty GraphicsData. That way you can call it after you change something in graphicsData. I think that's the easiest way. Quote Link to comment Share on other sites More sharing options...
Hooman Askari Posted July 25, 2019 Share Posted July 25, 2019 21 minutes ago, ivan.popelyshev said: Its easier to clear() and refill the shape. With that said, is there an easy way to clone and edit a Graphics element? For example if I have the following: let roundedRectangle = new PIXI.Graphics(); roundedRectangle.lineStyle(1, 0xFF00FF, 1); roundedRectangle.name = 'roundedRectangle'; roundedRectangle.selectable = true; roundedRectangle.angle = 0; roundedRectangle.drawRoundedRect(0, 0, 100, 100, 16); this.setPivotToCenter(roundedRectangle); roundedRectangle.position.set(700 + roundedRectangle.pivot.x, 500 + roundedRectangle.pivot.y); roundedRectangle.hitArea = roundedRectangle.getLocalBounds(); this.viewport.addChild(roundedRectangle); Now when I scale it, I would like to clear, refill and keep all of the styles, but I want to resize the shape and keep the lineStyle width at 1px. I am looking for something built-in, if it does not exist, I will create my own. ivan.popelyshev 1 Quote Link to comment Share on other sites More sharing options...
Hooman Askari Posted July 25, 2019 Share Posted July 25, 2019 4 minutes ago, ivan.popelyshev said: As for extending - you have to extends both Graphics and GraphicsGeometry and maybe GraphicsData too but maybe its easier to just hack prototypes Awesome, I will look into it ivan.popelyshev 1 Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted July 25, 2019 Share Posted July 25, 2019 cloning is not deep, it actually creates graphics with same geometry, ha-ha. You have to implement that one too. https://github.com/pixijs/pixi.js/blob/dev/packages/graphics/src/Graphics.js#L184 It was done this way in case people need 10000 objects with same geometry. Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted July 25, 2019 Share Posted July 25, 2019 Anyway, welcome to ther forums, congratulations with first informational post! Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted July 25, 2019 Share Posted July 25, 2019 @Hooman Askari I congratulate you, you were right! The issue appeared in pixi-spine plugin : https://github.com/pixijs/pixi-spine/issues/307 , and it was actually easy to fix! https://github.com/pixijs/pixi-spine/blob/master/src/Spine.ts#L14 - here is the code. I inject "invalidate" function inside GraphicsGeometry and it abuses clear(). Copy the code, call that function after you change something in "geometry.graphicsData". I'll try to make PR in vanilla pixijs, and its probable that thing thing will appear in next minor release as official part of Graphics API. Quote Link to comment Share on other sites More sharing options...
Hooman Askari Posted July 26, 2019 Share Posted July 26, 2019 Awesome, at least I did something useful here ivan.popelyshev 1 Quote Link to comment Share on other sites More sharing options...
Hooman Askari Posted July 26, 2019 Share Posted July 26, 2019 Just an update on the matters, updating lineStyle in geometry.graphicsData and setting dirty and clearDirty to dirty works if forceCanvas is set to true. Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted July 26, 2019 Share Posted July 26, 2019 yeah, I even found problem in canvas implementation PR: https://github.com/pixijs/pixi.js/pull/5952 Broken: https://www.pixiplayground.com/#/edit/LP7TfzH7XSAQ3G02WZ_MbFixed: https://www.pixiplayground.com/#/edit/GYy0QCPK1I62IyCxr2WH1 , it uses pixijs from a branch, look in "settings", there's a link. Quote Link to comment Share on other sites More sharing options...
Hooman Askari Posted July 26, 2019 Share Posted July 26, 2019 Yes I can also confirm the Canvas implementation is also broken, the attempt on redrawing Graphics (clearing and refilling) will set the fill color to black, no matter what. Quote Link to comment Share on other sites More sharing options...
Aaron McGuire Posted September 10, 2019 Share Posted September 10, 2019 For this looking for an example of linestyle being updated in pixi 5, here yea go... https://www.pixiplayground.com/#/edit/JwIW3ToNCG1AYloElAoRm Quote Link to comment Share on other sites More sharing options...
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