/**
* Basic Shape Stimulus.
*
* @author Alain Pitiot
* @version 2022.2.3
* @copyright (c) 2017-2020 Ilixa Ltd. (http://ilixa.com) (c) 2020-2022 Open Science Tools Ltd. (https://opensciencetools.org)
* @license Distributed under the terms of the MIT License
*/
import * as PIXI from "pixi.js-legacy";
import { WindowMixin } from "../core/WindowMixin.js";
import { Color } from "../util/Color.js";
import { ColorMixin } from "../util/ColorMixin.js";
import { to_pixiPoint } from "../util/Pixi.js";
import * as util from "../util/Util.js";
import { VisualStim } from "./VisualStim.js";
/**
* <p>This class provides the basic functionality of shape stimuli.</p>
*
* @extends VisualStim
* @mixes ColorMixin
*/
export class ShapeStim extends util.mix(VisualStim).with(ColorMixin, WindowMixin)
{
/**
* @memberOf module:visual
* @param {Object} options
* @param {String} options.name - the name used when logging messages from this stimulus
* @param {module:core.Window} options.win - the associated Window
* @param {number} options.lineWidth - the line width
* @param {Color} [options.lineColor= 'white'] the line color
* @param {Color} options.fillColor - the fill color
* @param {number} [options.opacity= 1.0] - the opacity
* @param {Array.<Array.<number>>} [options.vertices= [[-0.5, 0], [0, 0.5], [0.5, 0]]] - the shape vertices
* @param {boolean} [options.closeShape= true] - whether or not the shape is closed
* @param {Array.<number>} [options.pos= [0, 0]] - the position of the center of the shape
* @param {number} [options.size= 1.0] - the size
* @param {number} [options.ori= 0.0] - the orientation (in degrees)
* @param {string} options.units - the units of the stimulus vertices, size and position
* @param {number} [options.contrast= 1.0] - the contrast
* @param {number} [options.depth= 0] - the depth
* @param {boolean} [options.interpolate= true] - whether or not the shape is interpolated
* @param {boolean} [options.autoDraw= false] - whether or not the stimulus should be automatically drawn on every frame flip
* @param {boolean} [options.autoLog= false] - whether or not to log
*/
constructor({ name, win, lineWidth, lineColor, fillColor, opacity, vertices, closeShape, pos, size, ori, units, contrast, depth, interpolate, autoDraw, autoLog } = {})
{
super({ name, win, units, ori, opacity, pos, depth, size, autoDraw, autoLog });
// the PIXI polygon corresponding to the vertices, in pixel units:
this._pixiPolygon_px = undefined;
// the vertices (in pixel units):
this._vertices_px = undefined;
// shape:
if (typeof size === "undefined" || size === null)
{
this.size = [1.0, 1.0];
}
this._addAttribute(
"vertices",
vertices,
[[-0.5, 0], [0, 0.5], [0.5, 0]],
);
this._addAttribute(
"closeShape",
closeShape,
true,
this._onChange(true, false),
);
this._addAttribute(
"interpolate",
interpolate,
true,
this._onChange(true, false),
);
this._addAttribute(
"lineWidth",
lineWidth,
1.5,
this._onChange(true, true),
);
// colors:
this._addAttribute(
"lineColor",
lineColor,
"white",
this._onChange(true, false),
);
this._addAttribute(
"fillColor",
fillColor,
undefined,
this._onChange(true, false),
);
this._addAttribute(
"contrast",
contrast,
1.0,
this._onChange(true, false),
);
}
/**
* Setter for the vertices attribute.
*
* @param {Array.<Array.<number>>} vertices - the vertices
* @param {boolean} [log= false] - whether of not to log
*/
setVertices(vertices, log = false)
{
const response = {
origin: "ShapeStim.setVertices",
context: "when setting the vertices of ShapeStim: " + this._name,
};
this._psychoJS.logger.debug("set the vertices of ShapeStim:", this.name);
try
{
// if vertices is a string, we check whether it is a known shape:
if (typeof vertices === "string")
{
if (vertices in ShapeStim.KnownShapes)
{
vertices = ShapeStim.KnownShapes[vertices];
}
else
{
throw `unknown shape: ${vertices}`;
}
}
this._setAttribute("vertices", vertices, log);
this._onChange(true, true)();
}
catch (error)
{
throw Object.assign(response, { error: error });
}
}
/**
* Determine whether an object is inside the bounding box of the ShapeStim.
*
* This is overridden in order to provide a finer inclusion test.
*
* @override
* @param {Object} object - the object
* @param {string} units - the units
* @return {boolean} whether or not the object is inside the bounding box of the ShapeStim
*/
contains(object, units)
{
// get the position of the object, in pixel coordinates:
const objectPos_px = util.getPositionFromObject(object, units);
if (typeof objectPos_px === "undefined")
{
throw {
origin: "VisualStim.contains",
context: "when determining whether VisualStim: " + this._name + " contains object: " + util.toString(object),
error: "unable to determine the position of the object",
};
}
// test for inclusion:
const pos_px = util.to_px(this.pos, this.units, this.win);
this._getVertices_px();
const polygon_px = this._vertices_px.map((v) => [v[0] + pos_px[0], v[1] + pos_px[1]]);
return util.IsPointInsidePolygon(objectPos_px, polygon_px);
}
/**
* Estimate the bounding box.
*
* @override
* @protected
*/
_estimateBoundingBox()
{
this._getVertices_px();
// left, top, right, bottom limits:
const limits_px = [
Number.POSITIVE_INFINITY,
Number.POSITIVE_INFINITY,
Number.NEGATIVE_INFINITY,
Number.NEGATIVE_INFINITY,
];
for (const vertex of this._vertices_px)
{
limits_px[0] = Math.min(limits_px[0], vertex[0]);
limits_px[1] = Math.min(limits_px[1], vertex[1]);
limits_px[2] = Math.max(limits_px[2], vertex[0]);
limits_px[3] = Math.max(limits_px[3], vertex[1]);
}
this._boundingBox = new PIXI.Rectangle(
this._pos[0] + this._getLengthUnits(limits_px[0]),
this._pos[1] + this._getLengthUnits(limits_px[1]),
this._getLengthUnits(limits_px[2] - limits_px[0]),
this._getLengthUnits(limits_px[3] - limits_px[1]),
);
// TODO take the orientation into account
}
/**
* Update the stimulus, if necessary.
*
* @protected
*/
_updateIfNeeded()
{
if (!this._needUpdate)
{
return;
}
this._needUpdate = false;
// update the PIXI representation, if need be:
if (this._needPixiUpdate)
{
this._needPixiUpdate = false;
if (typeof this._pixi !== "undefined")
{
this._pixi.destroy(true);
}
this._pixi = undefined;
// get the PIXI polygon (this also updates _vertices_px):
this._getPixiPolygon();
// prepare the polygon in the given color and opacity:
this._pixi = new PIXI.Graphics();
this._pixi.lineStyle(this._lineWidth, this._lineColor.int, this._opacity, 0.5);
if (typeof this._fillColor !== "undefined" && this._fillColor !== null)
{
const contrastedColor = this.getContrastedColor(new Color(this._fillColor), this._contrast);
this._pixi.beginFill(contrastedColor.int, this._opacity);
}
this._pixi.drawPolygon(this._pixiPolygon_px);
if (typeof this._fillColor !== "undefined" && this._fillColor !== null)
{
this._pixi.endFill();
}
this._pixi.zIndex = -this._depth;
}
// set polygon position and rotation:
this._pixi.position = to_pixiPoint(this.pos, this.units, this.win);
this._pixi.rotation = -this.ori * Math.PI / 180.0;
}
/**
* Get the PIXI polygon (in pixel units) corresponding to the vertices.
*
* @protected
* @return {Object} the PIXI polygon corresponding to this stimulus vertices.
*/
_getPixiPolygon()
{
// make sure the vertices in pixel units are available:
this._getVertices_px();
// flatten the vertex_px, which is an array of arrays:
let coords_px = [];
for (const vertex_px of this._vertices_px)
{
coords_px.push.apply(coords_px, vertex_px);
}
// close the polygon if need be:
if (coords_px.length >= 6 && this._closeShape)
{
// note: we first check whether the vertices already define a closed polygon:
const n = coords_px.length;
if (coords_px[0] !== coords_px[n - 2] || coords_px[1] !== coords_px[n - 1])
{
coords_px.push(coords_px[0]);
coords_px.push(coords_px[1]);
}
}
// destroy the previous PIXI polygon and create a new one:
this._pixiPolygon_px = new PIXI.Polygon(coords_px);
this._pixiPolygon_px.closeStroke = this._closeShape;
return this._pixiPolygon_px;
}
/**
* Get the vertices in pixel units.
*
* @protected
* @return {Array.<number[]>} the vertices (in pixel units)
*/
_getVertices_px()
{
// handle flipping:
let flip = [1.0, 1.0];
if ("_flipHoriz" in this && this._flipHoriz)
{
flip[0] = -1.0;
}
if ("_flipVert" in this && this._flipVert)
{
flip[1] = -1.0;
}
// handle size, flipping, and convert to pixel units:
this._vertices_px = this._vertices.map((v) =>
util.to_px(
[v[0] * this._size[0] * flip[0], v[1] * this._size[1] * flip[1]],
this._units,
this._win,
)
);
return this._vertices_px;
}
}
/**
* Known shapes.
*
* @readonly
*/
ShapeStim.KnownShapes = {
cross: [
[-0.1, +0.5], // up
[+0.1, +0.5],
[+0.1, +0.1],
[+0.5, +0.1], // right
[+0.5, -0.1],
[+0.1, -0.1],
[+0.1, -0.5], // down
[-0.1, -0.5],
[-0.1, -0.1],
[-0.5, -0.1], // left
[-0.5, +0.1],
[-0.1, +0.1],
],
star7: [
[0.0, 0.5],
[0.09, 0.18],
[0.39, 0.31],
[0.19, 0.04],
[0.49, -0.11],
[0.16, -0.12],
[0.22, -0.45],
[0.0, -0.2],
[-0.22, -0.45],
[-0.16, -0.12],
[-0.49, -0.11],
[-0.19, 0.04],
[-0.39, 0.31],
[-0.09, 0.18],
],
};