'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