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 TransformManual() { /** * @member {PIXI.Matrix} The global matrix transform */ this.worldTransform = new math.Matrix(); /** * @member {PIXI.Matrix} The local matrix transform */ this.localTransform = new math.Matrix(); this._worldID = 0; } TransformManual.prototype.constructor = TransformManual; /** * Updates the values of the object and applies the parent's transform. * @param parentTransform {PIXI.Transform} The transform of the parent of this object * */ TransformManual.prototype.updateTransform = function (parentTransform) { var pt = parentTransform.worldTransform; var wt = this.worldTransform; var lt = this.localTransform; // 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 ++; }; module.exports = TransformManual;