import * as 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 */ export default 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); } /** * Updates the skew values when the skew changes. * * @private */ 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; const a = this._cr * this.scale.x; const b = this._sr * this.scale.x; const c = -this._sr * this.scale.y; const 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 {PIXI.Transform} parentTransform - The transform of the parent of this object */ updateTransform(parentTransform) { const pt = parentTransform.worldTransform; const wt = this.worldTransform; const lt = this.localTransform; const a = this._cr * this.scale.x; const b = this._sr * this.scale.x; const c = -this._sr * this.scale.y; const 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 {PIXI.Matrix} 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 the rotation of the transform. * * @param {number} value - The value to set to. */ set rotation(value) { this._rotation = value; this._sr = Math.sin(value); this._cr = Math.cos(value); } }