/** * @author Mat Groves http://matgroves.com/ @Doormat23 */ /** * The Matrix class is now an object, which makes it a lot faster, * here is a representation of it : * | a | b | tx| * | c | d | ty| * | 0 | 0 | 1 | * * @class Matrix * @constructor */ PIXI.Matrix = function() { this.a = 1; this.b = 0; this.c = 0; this.d = 1; this.tx = 0; this.ty = 0; }; /** * Creates a pixi matrix object based on the array given as a parameter * * @method fromArray * @param array {Array} The array that the matrix will be filled with */ PIXI.Matrix.prototype.fromArray = function(array) { this.a = array[0]; this.b = array[1]; this.c = array[3]; this.d = array[4]; this.tx = array[2]; this.ty = array[5]; }; /** * Creates an array from the current Matrix object * * @method toArray * @param transpose {Boolean} Whether we need to transpose the matrix or not * @return {Array} the newly created array which contains the matrix */ PIXI.Matrix.prototype.toArray = function(transpose) { if(!this.array) this.array = new Float32Array(9); var array = this.array; if(transpose) { array[0] = this.a; array[1] = this.c; array[2] = 0; array[3] = this.b; array[4] = this.d; array[5] = 0; array[6] = this.tx; array[7] = this.ty; array[8] = 1; } else { array[0] = this.a; array[1] = this.b; array[2] = this.tx; array[3] = this.c; array[4] = this.d; array[5] = this.ty; array[6] = 0; array[7] = 0; array[8] = 1; } return array; }; /** * Get a new position with the current transormation applied. * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering) * * @method apply * @param pos {Point} The origin * @param [newPos] {Point} The point that the new position is assigned to (allowed to be same as input) * @return {Point} The new point, transformed trough this matrix */ PIXI.Matrix.prototype.apply = function(pos, newPos) { newPos = newPos || new PIXI.Point(); newPos.x = this.a * pos.x + this.b * pos.y + this.tx; newPos.y = this.c * pos.x + this.d * pos.y + this.ty; return newPos; }; /** * Get a new position with the inverse of the current transormation applied. * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input) * * @method apply * @param pos {Point} The origin * @param [newPos] {Point} The point that the new position is assigned to (allowed to be same as input) * @return {Point} The new point, inverse-transformed trough this matrix */ PIXI.Matrix.prototype.applyInverse = function(pos, newPos) { newPos = newPos || new PIXI.Point(); var id = 1 / (this.a * this.d + this.b * -this.c); newPos.x = this.d * id * pos.x - this.b * id * pos.y + (this.ty * this.b - this.tx * this.d) * id; newPos.y = this.a * id * pos.y - this.c * id * pos.x + (this.tx * this.c - this.ty * this.a) * id; return newPos; }; PIXI.identityMatrix = new PIXI.Matrix(); PIXI.determineMatrixArrayType = function() { return (typeof Float32Array !== 'undefined') ? Float32Array : Array; }; /** * The Matrix2 class will choose the best type of array to use between * a regular javascript Array and a Float32Array if the latter is available * * @class Matrix2 * @constructor */ PIXI.Matrix2 = PIXI.determineMatrixArrayType();