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pixi.js / src / core / display / DisplayObject.js
var math = require('../math'),
    utils = require('../utils'),
    RenderTexture = require('../textures/RenderTexture'),
    _tempMatrix = new math.Matrix();

/**
 * The base class for all objects that are rendered on the screen.
 * This is an abstract class and should not be used on its own rather it should be extended.
 *
 * @class
 * @memberof PIXI
 */
function DisplayObject()
{
    /**
     * The coordinate of the object relative to the local coordinates of the parent.
     *
     * @member {Point}
     */
    this.position = new math.Point();

    /**
     * The scale factor of the object.
     *
     * @member {Point}
     */
    this.scale = new math.Point(1, 1);

    /**
     * The pivot point of the displayObject that it rotates around
     *
     * @member {Point}
     */
    this.pivot = new math.Point(0, 0);

    /**
     * The rotation of the object in radians.
     *
     * @member {number}
     */
    this.rotation = 0;

    /**
     * The opacity of the object.
     *
     * @member {number}
     */
    this.alpha = 1;

    /**
     * The visibility of the object. If false the object will not be drawn, and
     * the updateTransform function will not be called.
     *
     * @member {boolean}
     */
    this.visible = true;

    /**
     * Can this object be rendered, if false the object will not be drawn but the updateTransform
     * methods will still be called.
     *
     * @member {boolean}
     */
    this.renderable = true;

    /**
     * The display object container that contains this display object.
     *
     * @member {Container}
     * @readOnly
     */
    this.parent = null;

    /**
     * The multiplied alpha of the displayObject
     *
     * @member {number}
     * @readOnly
     */
    this.worldAlpha = 1;

    /**
     * Current transform of the object based on world (parent) factors
     *
     * @member {Matrix}
     * @readOnly
     */
    this.worldTransform = new math.Matrix();

    /**
     * The area the filter is applied to. This is used as more of an optimisation
     * rather than figuring out the dimensions of the displayObject each frame you can set this rectangle
     *
     * @member {Rectangle}
     */
    this.filterArea = null;

    /**
     * cached sin rotation
     *
     * @member {number}
     * @private
     */
    this._sr = 0;

    /**
     * cached cos rotation
     *
     * @member {number}
     * @private
     */
    this._cr = 1;

    /**
     * The original, cached bounds of the object
     *
     * @member {Rectangle}
     * @private
     */
    this._bounds = new math.Rectangle(0, 0, 1, 1);

    /**
     * The most up-to-date bounds of the object
     *
     * @member {Rectangle}
     * @private
     */
    this._currentBounds = null;

    /**
     * The original, cached mask of the object
     *
     * @member {Rectangle}
     * @private
     */
    this._mask = null;

    //TODO rename to _isMask
   // this.isMask = false;

    /**
     * Cached internal flag.
     *
     * @member {boolean}
     * @private
     */
    this._cacheAsBitmap = false;
    this._cachedObject = null;
}

// constructor
DisplayObject.prototype.constructor = DisplayObject;
utils.eventTarget.mixin(DisplayObject.prototype);
module.exports = DisplayObject;

Object.defineProperties(DisplayObject.prototype, {
    /**
     * The position of the displayObject on the x axis relative to the local coordinates of the parent.
     *
     * @member {number}
     * @memberof DisplayObject#
     */
    x: {
        get: function ()
        {
            return this.position.x;
        },
        set: function (value)
        {
            this.position.x = value;
        }
    },

    /**
     * The position of the displayObject on the y axis relative to the local coordinates of the parent.
     *
     * @member {number}
     * @memberof DisplayObject#
     */
    y: {
        get: function ()
        {
            return this.position.y;
        },
        set: function (value)
        {
            this.position.y = value;
        }
    },

    /**
     * Indicates if the sprite is globally visible.
     *
     * @member {boolean}
     * @memberof DisplayObject#
     * @readonly
     */
    worldVisible: {
        get: function ()
        {
            var item = this;

            do {
                if (!item.visible)
                {
                    return false;
                }

                item = item.parent;
            } while (item);

            return true;
        }
    },

    /**
     * Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it.
     * In PIXI a regular mask must be a PIXI.Graphics object. This allows for much faster masking in canvas as it utilises shape clipping.
     * To remove a mask, set this property to null.
     *
     * @member {Graphics}
     * @memberof DisplayObject#
     */
    mask: {
        get: function ()
        {
            return this._mask;
        },
        set: function (value)
        {
            if (this._mask)
            {
                this._mask.renderable = true;
            }

            this._mask = value;

            if (this._mask)
            {
                this._mask.renderable = false;
            }
        }
    },

    /**
     * Sets the filters for the displayObject.
     * * IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer.
     * To remove filters simply set this property to 'null'
     *
     * @member {Filter[]}
     * @memberof DisplayObject#
     */
    filters: {
        get: function ()
        {
            return this._filters && this._filters.slice();
        },
        set: function (value)
        {
            this._filters = value && value.slice();
        }
    }

});

/*
 * Updates the object transform for rendering
 *
 * TODO - Optimization pass!
 *
 * @private
 */
DisplayObject.prototype.updateTransform = function ()
{

    // create some matrix refs for easy access
    var pt = this.parent.worldTransform;
    var wt = this.worldTransform;

    // temporary matrix variables
    var a, b, c, d, tx, ty;

    // so if rotation is between 0 then we can simplify the multiplication process...
    if (this.rotation % math.PI_2)
    {
        // check to see if the rotation is the same as the previous render. This means we only need to use sin and cos when rotation actually changes
        if (this.rotation !== this.rotationCache)
        {
            this.rotationCache = this.rotation;
            this._sr = Math.sin(this.rotation);
            this._cr = Math.cos(this.rotation);
        }

        // get the matrix values of the displayobject based on its transform properties..
        a  =  this._cr * this.scale.x;
        b  =  this._sr * this.scale.x;
        c  = -this._sr * this.scale.y;
        d  =  this._cr * this.scale.y;
        tx =  this.position.x;
        ty =  this.position.y;

        // check for pivot.. not often used so geared towards that fact!
        if (this.pivot.x || this.pivot.y)
        {
            tx -= this.pivot.x * a + this.pivot.y * c;
            ty -= this.pivot.x * b + this.pivot.y * d;
        }

        // concat the parent matrix with the objects transform.
        wt.a  = a  * pt.a + b  * pt.c;
        wt.b  = a  * pt.b + b  * pt.d;
        wt.c  = c  * pt.a + d  * pt.c;
        wt.d  = c  * pt.b + d  * pt.d;
        wt.tx = tx * pt.a + ty * pt.c + pt.tx;
        wt.ty = tx * pt.b + ty * pt.d + pt.ty;
    }
    else
    {
        // lets do the fast version as we know there is no rotation..
        a  = this.scale.x;
        d  = this.scale.y;

        tx = this.position.x - this.pivot.x * a;
        ty = this.position.y - this.pivot.y * d;

        wt.a  = a  * pt.a;
        wt.b  = a  * pt.b;
        wt.c  = d  * pt.c;
        wt.d  = d  * pt.d;
        wt.tx = tx * pt.a + ty * pt.c + pt.tx;
        wt.ty = tx * pt.b + ty * pt.d + pt.ty;
    }

    // multiply the alphas..
    this.worldAlpha = this.alpha * this.parent.worldAlpha;

    // reset the bounds each time this is called!
    this._currentBounds = null;
};

// performance increase to avoid using call.. (10x faster)
DisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform;

/**
 *
 *
 * Retrieves the bounds of the displayObject as a rectangle object
 *
 * @param matrix {Matrix}
 * @return {Rectangle} the rectangular bounding area
 */
DisplayObject.prototype.getBounds = function (matrix)
{
    return math.Rectangle.EMPTY;
};

/**
 * Retrieves the local bounds of the displayObject as a rectangle object
 *
 * @return {Rectangle} the rectangular bounding area
 */
DisplayObject.prototype.getLocalBounds = function ()
{
    return this.getBounds(math.Matrix.IDENTITY);
};

/**
 * Calculates the global position of the display object
 *
 * @param position {Point} The world origin to calculate from
 * @return {Point} A point object representing the position of this object
 */
DisplayObject.prototype.toGlobal = function (position)
{
    // don't need to update the lot
    this.displayObjectUpdateTransform();
    return this.worldTransform.apply(position);
};

/**
 * Calculates the local position of the display object relative to another point
 *
 * @param position {Point} The world origin to calculate from
 * @param [from] {DisplayObject} The DisplayObject to calculate the global position from
 * @return {Point} A point object representing the position of this object
 */
DisplayObject.prototype.toLocal = function (position, from)
{
    if (from)
    {
        position = from.toGlobal(position);
    }

    // don't need to update the lot
    this.displayObjectUpdateTransform();
    return this.worldTransform.applyInverse(position);
};

/**
 * Renders the object using the WebGL renderer
 *
 * @param renderer {WebGLRenderer} The renderer
 * @private
 */
DisplayObject.prototype.renderWebGL = function (renderer)
{
    // OVERWRITE;
};

/**
 * Renders the object using the Canvas renderer
 *
 * @param renderer {CanvasRenderer} The renderer
 * @private
 */
DisplayObject.prototype.renderCanvas = function (renderer)
{
    // OVERWRITE;
};
/**
 * Useful function that returns a texture of the display object that can then be used to create sprites
 * This can be quite useful if your displayObject is static / complicated and needs to be reused multiple times.
 *
 * @param renderer {CanvasRenderer|WebGLRenderer} The renderer used to generate the texture.
 * @param resolution {Number} The resolution of the texture being generated
 * @param scaleMode {Number} See {@link SCALE_MODES} for possible values
 * @return {Texture} a texture of the display object
 */
DisplayObject.prototype.generateTexture = function (renderer, resolution, scaleMode)
{
    var bounds = this.getLocalBounds();

    var renderTexture = new RenderTexture(renderer, bounds.width | 0, bounds.height | 0, renderer, scaleMode, resolution);

    _tempMatrix.tx = -bounds.x;
    _tempMatrix.ty = -bounds.y;

    renderTexture.render(this, _tempMatrix);

    return renderTexture;
};

/**
 * Base destroy method for generic display objects
 *
 */
DisplayObject.prototype.destroy = function ()
{

    this.position = null;
    this.scale = null;
    this.pivot = null;

    this._bounds = null;
    this._currentBounds = null;
    this._mask = null;

    this.worldTransform = null;
    this.filterArea = null;

    this.listeners = null;
};