var math = require('../math'); /** * The Point object represents a location in a two-dimensional coordinate system, where x represents * the horizontal axis and y represents the vertical axis. * * @class * @memberof PIXI * @param [x=0] {number} position of the point on the x axis * @param [y=0] {number} position of the point on the y axis */ function Transform() { this.worldTransform = new math.Matrix(); this.localTransform = new math.Matrix(); this.position = new math.Point(0.0); this.scale = new math.Point(1,1); this.pivot = new math.Point(0.0); this.skew = new math.Point(0.0); this.rotation = 0; this._sr = Math.sin(0); this._cr = Math.cos(0); this.dirty = true; } Transform.prototype.constructor = Transform; Transform.prototype.updateTransform = function (parentTransform) { var pt = parentTransform.worldTransform; var wt = this.worldTransform; var lt = this.localTransform; if(this.dirty) { // get the matrix values of the displayobject based on its transform properties.. lt.a = this._cr * this.scale.x; lt.b = this._sr * this.scale.x; lt.c = -this._sr * this.scale.y; lt.d = this._cr * this.scale.y; 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); } if(this.dirty || parent.dirty) { // 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.dirty = false; // return true; } // this.dirty = false; // return false; } module.exports = Transform;