var math = require('../math'); /** * Generic class to deal with traditional 2D matrix transforms * This will be reworked in v4.1, please do not use it yet unless you know what are you doing! * * @class * @memberof PIXI */ function Transform() { /** * The global matrix transform. * * @member {PIXI.Matrix} */ this.worldTransform = new math.Matrix(); /** * The local matrix transform. * * @member {PIXI.Matrix} */ this.localTransform = new math.Matrix(); /** * 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); this._dirty = false; this.updated = true; this._worldID = 0; } Transform.prototype.constructor = Transform; Transform.prototype.updateSkew = function () { 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 the values of the object and applies the parent's transform. * @param parentTransform {PIXI.Transform} The transform of the parent of this object */ Transform.prototype.updateTransform = function (parentTransform) { var pt = parentTransform.worldTransform; var wt = this.worldTransform; var lt = this.localTransform; var 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 {PIXI.Matrix} The matrix to decompose */ Transform.prototype.setFromMatrix = function (matrix) { matrix.decompose(this); }; Object.defineProperties(Transform.prototype, { /** * The rotation of the object in radians. * * @member {number} * @memberof PIXI.Transform# */ rotation: { get: function () { return this._rotation; }, set: function (value) { this._rotation = value; this._sr = Math.sin(value); this._cr = Math.cos(value); } } }); module.exports = Transform;