import math from '../math'; import TransformBase from './TransformBase'; /** * Generic class to deal with traditional 2D matrix transforms * local transformation is calculated from position,scale,skew and rotation * * @class * @extends PIXI.TransformBase * @memberof PIXI */ class Transform extends TransformBase { constructor() { super(); /** * The coordinate of the object relative to the local coordinates of the parent. * * @member {PIXI.Point} */ this.position = new math.Point(0,0); /** * The scale factor of the object. * * @member {PIXI.Point} */ this.scale = new math.Point(1,1); /** * The skew amount, on the x and y axis. * * @member {PIXI.ObservablePoint} */ this.skew = new math.ObservablePoint(this.updateSkew, this, 0,0); /** * The pivot point of the displayObject that it rotates around * * @member {PIXI.Point} */ this.pivot = new math.Point(0,0); /** * The rotation value of the object, in radians * * @member {Number} * @private */ this._rotation = 0; this._sr = Math.sin(0); this._cr = Math.cos(0); this._cy = Math.cos(0);//skewY); this._sy = Math.sin(0);//skewY); this._nsx = Math.sin(0);//skewX); this._cx = Math.cos(0);//skewX); } updateSkew() { this._cy = Math.cos(this.skew.y); this._sy = Math.sin(this.skew.y); this._nsx = Math.sin(this.skew.x); this._cx = Math.cos(this.skew.x); } /** * Updates only local matrix */ updateLocalTransform() { const lt = this.localTransform; let a, b, c, d; a = this._cr * this.scale.x; b = this._sr * this.scale.x; c = -this._sr * this.scale.y; d = this._cr * this.scale.y; lt.a = this._cy * a + this._sy * c; lt.b = this._cy * b + this._sy * d; lt.c = this._nsx * a + this._cx * c; lt.d = this._nsx * b + this._cx * d; } /** * Updates the values of the object and applies the parent's transform. * @param parentTransform {PIXI.Transform} The transform of the parent of this object */ updateTransform(parentTransform) { const pt = parentTransform.worldTransform; const wt = this.worldTransform; const lt = this.localTransform; let a, b, c, d; a = this._cr * this.scale.x; b = this._sr * this.scale.x; c = -this._sr * this.scale.y; d = this._cr * this.scale.y; lt.a = this._cy * a + this._sy * c; lt.b = this._cy * b + this._sy * d; lt.c = this._nsx * a + this._cx * c; lt.d = this._nsx * b + this._cx * d; lt.tx = this.position.x - (this.pivot.x * lt.a + this.pivot.y * lt.c); lt.ty = this.position.y - (this.pivot.x * lt.b + this.pivot.y * lt.d); // concat the parent matrix with the objects transform. wt.a = lt.a * pt.a + lt.b * pt.c; wt.b = lt.a * pt.b + lt.b * pt.d; wt.c = lt.c * pt.a + lt.d * pt.c; wt.d = lt.c * pt.b + lt.d * pt.d; wt.tx = lt.tx * pt.a + lt.ty * pt.c + pt.tx; wt.ty = lt.tx * pt.b + lt.ty * pt.d + pt.ty; this._worldID ++; } /** * Decomposes a matrix and sets the transforms properties based on it. * @param matrix {PIXI.Matrix} The matrix to decompose */ setFromMatrix(matrix) { matrix.decompose(this); } /** * The rotation of the object in radians. * * @member {number} * @memberof PIXI.Transform# */ get rotation() { return this._rotation; } set rotation(value) { this._rotation = value; this._sr = Math.sin(value); this._cr = Math.cos(value); } } export default Transform;