import Point from './Point'; /** * The pixi Matrix class as an object, which makes it a lot faster, * here is a representation of it : * | a | b | tx| * | c | d | ty| * | 0 | 0 | 1 | * * @class * @memberof PIXI */ class Matrix { constructor() { /** * @member {number} * @default 1 */ this.a = 1; /** * @member {number} * @default 0 */ this.b = 0; /** * @member {number} * @default 0 */ this.c = 0; /** * @member {number} * @default 1 */ this.d = 1; /** * @member {number} * @default 0 */ this.tx = 0; /** * @member {number} * @default 0 */ this.ty = 0; this.array = null; } /** * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows: * * a = array[0] * b = array[1] * c = array[3] * d = array[4] * tx = array[2] * ty = array[5] * * @param array {number[]} The array that the matrix will be populated from. */ fromArray(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]; } /** * sets the matrix properties * * @param {number} a * @param {number} b * @param {number} c * @param {number} d * @param {number} tx * @param {number} ty * * @return {PIXI.Matrix} This matrix. Good for chaining method calls. */ set(a, b, c, d, tx, ty) { this.a = a; this.b = b; this.c = c; this.d = d; this.tx = tx; this.ty = ty; return this; } /** * Creates an array from the current Matrix object. * * @param transpose {boolean} Whether we need to transpose the matrix or not * @param [out=new Float32Array(9)] {Float32Array} If provided the array will be assigned to out * @return {number[]} the newly created array which contains the matrix */ toArray(transpose, out) { if (!this.array) { this.array = new Float32Array(9); } let array = out || this.array; if (transpose) { array[0] = this.a; array[1] = this.b; array[2] = 0; array[3] = this.c; 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.c; array[2] = this.tx; array[3] = this.b; 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 transformation applied. * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering) * * @param pos {PIXI.Point} The origin * @param [newPos] {PIXI.Point} The point that the new position is assigned to (allowed to be same as input) * @return {PIXI.Point} The new point, transformed through this matrix */ apply(pos, newPos) { newPos = newPos || new Point(); let x = pos.x; let y = pos.y; newPos.x = this.a * x + this.c * y + this.tx; newPos.y = this.b * x + this.d * y + this.ty; return newPos; } /** * Get a new position with the inverse of the current transformation applied. * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input) * * @param pos {PIXI.Point} The origin * @param [newPos] {PIXI.Point} The point that the new position is assigned to (allowed to be same as input) * @return {PIXI.Point} The new point, inverse-transformed through this matrix */ applyInverse(pos, newPos) { newPos = newPos || new Point(); let id = 1 / (this.a * this.d + this.c * -this.b); let x = pos.x; let y = pos.y; newPos.x = this.d * id * x + -this.c * id * y + (this.ty * this.c - this.tx * this.d) * id; newPos.y = this.a * id * y + -this.b * id * x + (-this.ty * this.a + this.tx * this.b) * id; return newPos; } /** * Translates the matrix on the x and y. * * @param {number} x How much to translate x by * @param {number} y How much to translate y by * @return {PIXI.Matrix} This matrix. Good for chaining method calls. */ translate(x, y) { this.tx += x; this.ty += y; return this; } /** * Applies a scale transformation to the matrix. * * @param {number} x The amount to scale horizontally * @param {number} y The amount to scale vertically * @return {PIXI.Matrix} This matrix. Good for chaining method calls. */ scale(x, y) { this.a *= x; this.d *= y; this.c *= x; this.b *= y; this.tx *= x; this.ty *= y; return this; } /** * Applies a rotation transformation to the matrix. * * @param {number} angle - The angle in radians. * @return {PIXI.Matrix} This matrix. Good for chaining method calls. */ rotate(angle) { let cos = Math.cos( angle ); let sin = Math.sin( angle ); let a1 = this.a; let c1 = this.c; let tx1 = this.tx; this.a = a1 * cos-this.b * sin; this.b = a1 * sin+this.b * cos; this.c = c1 * cos-this.d * sin; this.d = c1 * sin+this.d * cos; this.tx = tx1 * cos - this.ty * sin; this.ty = tx1 * sin + this.ty * cos; return this; } /** * Appends the given Matrix to this Matrix. * * @param {PIXI.Matrix} matrix * @return {PIXI.Matrix} This matrix. Good for chaining method calls. */ append(matrix) { let a1 = this.a; let b1 = this.b; let c1 = this.c; let d1 = this.d; this.a = matrix.a * a1 + matrix.b * c1; this.b = matrix.a * b1 + matrix.b * d1; this.c = matrix.c * a1 + matrix.d * c1; this.d = matrix.c * b1 + matrix.d * d1; this.tx = matrix.tx * a1 + matrix.ty * c1 + this.tx; this.ty = matrix.tx * b1 + matrix.ty * d1 + this.ty; return this; } /** * Sets the matrix based on all the available properties * * @param {number} x Position on the x axis * @param {number} y Position on the y axis * @param {number} pivotX Pivot on the x axis * @param {number} pivotY Pivot on the y axis * @param {number} scaleX Scale on the x axis * @param {number} scaleY Scale on the y axis * @param {number} rotation Rotation in radians * @param {number} skewX Skew on the x axis * @param {number} skewY Skew on the y axis * * @return {PIXI.Matrix} This matrix. Good for chaining method calls. */ setTransform(x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) { let a, b, c, d, sr, cr, cy, sy, nsx, cx; sr = Math.sin(rotation); cr = Math.cos(rotation); cy = Math.cos(skewY); sy = Math.sin(skewY); nsx = -Math.sin(skewX); cx = Math.cos(skewX); a = cr * scaleX; b = sr * scaleX; c = -sr * scaleY; d = cr * scaleY; this.a = cy * a + sy * c; this.b = cy * b + sy * d; this.c = nsx * a + cx * c; this.d = nsx * b + cx * d; this.tx = x + ( pivotX * a + pivotY * c ); this.ty = y + ( pivotX * b + pivotY * d ); return this; } /** * Prepends the given Matrix to this Matrix. * * @param {PIXI.Matrix} matrix * @return {PIXI.Matrix} This matrix. Good for chaining method calls. */ prepend(matrix) { let tx1 = this.tx; if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) { let a1 = this.a; let c1 = this.c; this.a = a1*matrix.a+this.b*matrix.c; this.b = a1*matrix.b+this.b*matrix.d; this.c = c1*matrix.a+this.d*matrix.c; this.d = c1*matrix.b+this.d*matrix.d; } this.tx = tx1*matrix.a+this.ty*matrix.c+matrix.tx; this.ty = tx1*matrix.b+this.ty*matrix.d+matrix.ty; return this; } /** * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. * @param transform {PIXI.Transform|PIXI.TransformStatic} the transform to apply the properties to. * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properies */ decompose(transform) { // sort out rotation / skew.. let a = this.a, b = this.b, c = this.c, d = this.d; let skewX = Math.atan2(-c, d); let skewY = Math.atan2(b, a); let delta = Math.abs(1-skewX/skewY); if (delta < 0.00001) { transform.rotation = skewY; if (a < 0 && d >= 0) { transform.rotation += (transform.rotation <= 0) ? Math.PI : -Math.PI; } transform.skew.x = transform.skew.y = 0; } else { transform.skew.x = skewX; transform.skew.y = skewY; } // next set scale transform.scale.x = Math.sqrt(a * a + b * b); transform.scale.y = Math.sqrt(c * c + d * d); // next set position transform.position.x = this.tx; transform.position.y = this.ty; return transform; } /** * Inverts this matrix * * @return {PIXI.Matrix} This matrix. Good for chaining method calls. */ invert() { let a1 = this.a; let b1 = this.b; let c1 = this.c; let d1 = this.d; let tx1 = this.tx; let n = a1*d1-b1*c1; this.a = d1/n; this.b = -b1/n; this.c = -c1/n; this.d = a1/n; this.tx = (c1*this.ty-d1*tx1)/n; this.ty = -(a1*this.ty-b1*tx1)/n; return this; } /** * Resets this Matix to an identity (default) matrix. * * @return {PIXI.Matrix} This matrix. Good for chaining method calls. */ identity() { this.a = 1; this.b = 0; this.c = 0; this.d = 1; this.tx = 0; this.ty = 0; return this; } /** * Creates a new Matrix object with the same values as this one. * * @return {PIXI.Matrix} A copy of this matrix. Good for chaining method calls. */ clone() { let matrix = new Matrix(); matrix.a = this.a; matrix.b = this.b; matrix.c = this.c; matrix.d = this.d; matrix.tx = this.tx; matrix.ty = this.ty; return matrix; } /** * Changes the values of the given matrix to be the same as the ones in this matrix * * @return {PIXI.Matrix} The matrix given in parameter with its values updated. */ copy(matrix) { matrix.a = this.a; matrix.b = this.b; matrix.c = this.c; matrix.d = this.d; matrix.tx = this.tx; matrix.ty = this.ty; return matrix; } /** * A default (identity) matrix * * @static * @const */ static get IDENTITY() { return new Matrix(); } /** * A temp matrix * * @static * @const */ static get TEMP_MATRIX() { return new Matrix(); } } export default Matrix;