'use strict'; exports.__esModule = true; var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); var _Point = require('./Point'); var _Point2 = _interopRequireDefault(_Point); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } /** * 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 */ var Matrix = function () { /** * */ function Matrix() { _classCallCheck(this, Matrix); /** * @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 {number[]} array - The array that the matrix will be populated from. */ Matrix.prototype.fromArray = function 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 - Matrix component * @param {number} b - Matrix component * @param {number} c - Matrix component * @param {number} d - Matrix component * @param {number} tx - Matrix component * @param {number} ty - Matrix component * * @return {PIXI.Matrix} This matrix. Good for chaining method calls. */ Matrix.prototype.set = function 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 {boolean} transpose - Whether we need to transpose the matrix or not * @param {Float32Array} [out=new Float32Array(9)] - If provided the array will be assigned to out * @return {number[]} the newly created array which contains the matrix */ Matrix.prototype.toArray = function toArray(transpose, out) { if (!this.array) { this.array = new Float32Array(9); } var 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 {PIXI.Point} pos - The origin * @param {PIXI.Point} [newPos] - 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 */ Matrix.prototype.apply = function apply(pos, newPos) { newPos = newPos || new _Point2.default(); var x = pos.x; var 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 {PIXI.Point} pos - The origin * @param {PIXI.Point} [newPos] - 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 */ Matrix.prototype.applyInverse = function applyInverse(pos, newPos) { newPos = newPos || new _Point2.default(); var id = 1 / (this.a * this.d + this.c * -this.b); var x = pos.x; var 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. */ Matrix.prototype.translate = function 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. */ Matrix.prototype.scale = function 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. */ Matrix.prototype.rotate = function rotate(angle) { var cos = Math.cos(angle); var sin = Math.sin(angle); var a1 = this.a; var c1 = this.c; var 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 - The matrix to append. * @return {PIXI.Matrix} This matrix. Good for chaining method calls. */ Matrix.prototype.append = function append(matrix) { var a1 = this.a; var b1 = this.b; var c1 = this.c; var 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. */ Matrix.prototype.setTransform = function setTransform(x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) { var sr = Math.sin(rotation); var cr = Math.cos(rotation); var cy = Math.cos(skewY); var sy = Math.sin(skewY); var nsx = -Math.sin(skewX); var cx = Math.cos(skewX); var a = cr * scaleX; var b = sr * scaleX; var c = -sr * scaleY; var 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 - The matrix to prepend * @return {PIXI.Matrix} This matrix. Good for chaining method calls. */ Matrix.prototype.prepend = function prepend(matrix) { var tx1 = this.tx; if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) { var a1 = this.a; var 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 {PIXI.Transform|PIXI.TransformStatic} transform - The transform to apply the properties to. * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properties */ Matrix.prototype.decompose = function decompose(transform) { // sort out rotation / skew.. var a = this.a; var b = this.b; var c = this.c; var d = this.d; var skewX = Math.atan2(-c, d); var skewY = Math.atan2(b, a); var 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. */ Matrix.prototype.invert = function invert() { var a1 = this.a; var b1 = this.b; var c1 = this.c; var d1 = this.d; var tx1 = this.tx; var 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. */ Matrix.prototype.identity = function 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. */ Matrix.prototype.clone = function clone() { var 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 * * @param {PIXI.Matrix} matrix - The matrix to copy from. * @return {PIXI.Matrix} The matrix given in parameter with its values updated. */ Matrix.prototype.copy = function 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 */ _createClass(Matrix, null, [{ key: 'IDENTITY', get: function get() { return new Matrix(); } /** * A temp matrix * * @static * @const */ }, { key: 'TEMP_MATRIX', get: function get() { return new Matrix(); } }]); return Matrix; }(); exports.default = Matrix; //# sourceMappingURL=Matrix.js.map