/** * @author Mat Groves http://matgroves.com/ @Doormat23 */ /** * this is the base class for all objects that are rendered on the screen. * @class DisplayObject * @constructor */ PIXI.DisplayObject = function() { /** * The coordinate of the object relative to the local coordinates of the parent. * @property position * @type Point */ this.position = new PIXI.Point(); /** * The scale factor of the object. * @property scale * @type Point */ this.scale = new PIXI.Point(1,1);//{x:1, y:1}; /** * The rotation of the object in radians. * @property rotation * @type Number */ this.rotation = 0; /** * The opacity of the object. * @property alpha * @type Number */ this.alpha = 1; /** * The visibility of the object. * @property visible * @type Boolean */ this.visible = true; this.cacheVisible = false; /** * [read-only] The display object container that contains this display object. * @property parent * @type DisplayObjectContainer */ this.parent = null; /** * [read-only] The stage the display object is connected to, or undefined if it is not connected to the stage. * @property stage * @type Stage */ this.stage = null; this.worldAlpha = 1; this.color = []; this.worldTransform = PIXI.mat3.create()//mat3.identity(); this.localTransform = PIXI.mat3.create()//mat3.identity(); this.dynamic = true; // chach that puppy! this._sr = 0; this._cr = 1; this.renderable = false; // NOT YET :/ This only applies to children within the container.. this.interactive = true; } // constructor PIXI.DisplayObject.constructor = PIXI.DisplayObject; /** * @private */ PIXI.DisplayObject.prototype.updateTransform = function() { // TODO OPTIMIZE THIS!! with dirty if(this.rotation != this.rotationCache) { this.rotationCache = this.rotation; this._sr = Math.sin(this.rotation); this._cr = Math.cos(this.rotation); } var localTransform = this.localTransform; var parentTransform = this.parent.worldTransform; var worldTransform = this.worldTransform; //console.log(localTransform) localTransform[0] = this._cr * this.scale.x; localTransform[1] = -this._sr * this.scale.y localTransform[3] = this._sr * this.scale.x; localTransform[4] = this._cr * this.scale.y; ///AAARR GETTER SETTTER! localTransform[2] = this.position.x; localTransform[5] = this.position.y; // Cache the matrix values (makes for huge speed increases!) var a00 = localTransform[0], a01 = localTransform[1], a02 = localTransform[2], a10 = localTransform[3], a11 = localTransform[4], a12 = localTransform[5]; b00 = parentTransform[0], b01 = parentTransform[1], b02 = parentTransform[2], b10 = parentTransform[3], b11 = parentTransform[4], b12 = parentTransform[5]; worldTransform[0] = b00 * a00 + b01 * a10; worldTransform[1] = b00 * a01 + b01 * a11; worldTransform[2] = b00 * a02 + b01 * a12 + b02; worldTransform[3] = b10 * a00 + b11 * a10; worldTransform[4] = b10 * a01 + b11 * a11; worldTransform[5] = b10 * a02 + b11 * a12 + b12; // because we are using affine transformation, we can optimise the matrix concatenation process.. wooo! // mat3.multiply(this.localTransform, this.parent.worldTransform, this.worldTransform); this.worldAlpha = this.alpha * this.parent.worldAlpha; }