import * as math from '../math'; /** * Generic class to deal with traditional 2D matrix transforms * * @class * @memberof PIXI */ export default class TransformBase { /** * */ constructor() { /** * The global matrix transform. It can be swapped temporarily by some functions like getLocalBounds() * * @member {PIXI.Matrix} */ this.worldTransform = new math.Matrix(); /** * The local matrix transform * * @member {PIXI.Matrix} */ this.localTransform = new math.Matrix(); this._worldID = 0; } /** * TransformBase does not have decomposition, so this function wont do anything */ updateLocalTransform() { // empty } /** * Updates the values of the object and applies the parent's transform. * * @param {PIXI.TransformBase} parentTransform - The transform of the parent of this object */ updateTransform(parentTransform) { const pt = parentTransform.worldTransform; const wt = this.worldTransform; const lt = this.localTransform; // 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 ++; } } /** * Updates the values of the object and applies the parent's transform. * @param parentTransform {PIXI.Transform} The transform of the parent of this object * */ TransformBase.prototype.updateWorldTransform = TransformBase.prototype.updateTransform; TransformBase.IDENTITY = new TransformBase();