var math = require('../math'), RenderTexture = require('../textures/RenderTexture'), EventEmitter = require('eventemitter3'), CONST = require('../const'), _tempMatrix = new math.Matrix(), _tempDisplayObjectParent = {worldTransform:new math.Matrix(), worldAlpha:1, children:[]}; /** * 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 * @extends EventEmitter * @memberof PIXI */ function DisplayObject() { EventEmitter.call(this); /** * The coordinate of the object relative to the local coordinates of the parent. * * @member {PIXI.Point} */ this.position = new math.Point(); /** * The scale factor of the object. * * @member {PIXI.Point} */ this.scale = new math.Point(1, 1); /** * The pivot point of the displayObject that it rotates around * * @member {PIXI.Point} */ this.pivot = new math.Point(0, 0); /** * The skew factor for the object in radians. * * @member {PIXI.Point} */ this.skew = 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 {PIXI.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 {PIXI.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 {PIXI.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 {PIXI.Rectangle} * @private */ this._bounds = new math.Rectangle(0, 0, 1, 1); /** * The most up-to-date bounds of the object * * @member {PIXI.Rectangle} * @private */ this._currentBounds = null; /** * The original, cached mask of the object * * @member {PIXI.Rectangle} * @private */ this._mask = null; } // constructor DisplayObject.prototype = Object.create(EventEmitter.prototype); DisplayObject.prototype.constructor = DisplayObject; 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 PIXI.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 PIXI.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 PIXI.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 or a PIXI.Sprite object. This allows for much faster masking in canvas as it utilises shape clipping. * To remove a mask, set this property to null. * * @member {PIXI.Graphics|PIXI.Sprite} * @memberof PIXI.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 {PIXI.AbstractFilter[]} * @memberof PIXI.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! */ 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; // looks like we are skewing if(this.skew.x || this.skew.y) { // I'm assuming that skewing is not going to be very common // With that in mind, we can do a full setTransform using the temp matrix _tempMatrix.setTransform( this.position.x, this.position.y, this.pivot.x, this.pivot.y, this.scale.x, this.scale.y, this.rotation, this.skew.x, this.skew.y ); // now concat the matrix (inlined so that we can avoid using copy) wt.a = _tempMatrix.a * pt.a + _tempMatrix.b * pt.c; wt.b = _tempMatrix.a * pt.b + _tempMatrix.b * pt.d; wt.c = _tempMatrix.c * pt.a + _tempMatrix.d * pt.c; wt.d = _tempMatrix.c * pt.b + _tempMatrix.d * pt.d; wt.tx = _tempMatrix.tx * pt.a + _tempMatrix.ty * pt.c + pt.tx; wt.ty = _tempMatrix.tx * pt.b + _tempMatrix.ty * pt.d + pt.ty; } else { // so if rotation is between 0 then we can simplify the multiplication process... if (this.rotation % CONST.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 {PIXI.Matrix} * @return {PIXI.Rectangle} the rectangular bounding area */ DisplayObject.prototype.getBounds = function (matrix) // jshint unused:false { return math.Rectangle.EMPTY; }; /** * Retrieves the local bounds of the displayObject as a rectangle object * * @return {PIXI.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 {PIXI.Point} The world origin to calculate from * @return {PIXI.Point} A point object representing the position of this object */ DisplayObject.prototype.toGlobal = function (position) { // this parent check is for just in case the item is a root object. // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) if(!this.parent) { this.parent = _tempDisplayObjectParent; this.displayObjectUpdateTransform(); this.parent = null; } else { this.displayObjectUpdateTransform(); } // don't need to update the lot return this.worldTransform.apply(position); }; /** * Calculates the local position of the display object relative to another point * * @param position {PIXI.Point} The world origin to calculate from * @param [from] {PIXI.DisplayObject} The DisplayObject to calculate the global position from * @param [point] {PIXI.Point} A Point object in which to store the value, optional (otherwise will create a new Point) * @return {PIXI.Point} A point object representing the position of this object */ DisplayObject.prototype.toLocal = function (position, from, point) { if (from) { position = from.toGlobal(position); } // this parent check is for just in case the item is a root object. // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) if(!this.parent) { this.parent = _tempDisplayObjectParent; this.displayObjectUpdateTransform(); this.parent = null; } else { this.displayObjectUpdateTransform(); } // simply apply the matrix.. return this.worldTransform.applyInverse(position, point); }; /** * Renders the object using the WebGL renderer * * @param renderer {PIXI.WebGLRenderer} The renderer * @private */ DisplayObject.prototype.renderWebGL = function (renderer) // jshint unused:false { // OVERWRITE; }; /** * Renders the object using the Canvas renderer * * @param renderer {PIXI.CanvasRenderer} The renderer * @private */ DisplayObject.prototype.renderCanvas = function (renderer) // jshint unused:false { // 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 {PIXI.CanvasRenderer|PIXI.WebGLRenderer} The renderer used to generate the texture. * @param scaleMode {number} See {@link PIXI.SCALE_MODES} for possible values * @param resolution {number} The resolution of the texture being generated * @return {PIXI.Texture} a texture of the display object */ DisplayObject.prototype.generateTexture = function (renderer, scaleMode, resolution) { var bounds = this.getLocalBounds(); var renderTexture = new RenderTexture(renderer, bounds.width | 0, bounds.height | 0, scaleMode, resolution); _tempMatrix.tx = -bounds.x; _tempMatrix.ty = -bounds.y; renderTexture.render(this, _tempMatrix); return renderTexture; }; /** * Set the parent Container of this DisplayObject * * @param container {Container} The Container to add this DisplayObject to * @return {Container} The Container that this DisplayObject was added to */ DisplayObject.prototype.setParent = function (container) { if (!container || !container.addChild) { throw new Error('setParent: Argument must be a Container'); } container.addChild(this); return container; }; /** * Convenience function to set the postion, scale, skew and pivot at once. * * @param [x=0] {number} The X position * @param [y=0] {number} The Y position * @param [scaleX=1] {number} The X scale value * @param [scaleY=1] {number} The Y scale value * @param [rotation=0] {number} The rotation * @param [skewX=0] {number} The X skew value * @param [skewY=0] {number} The Y skew value * @param [pivotX=0] {number} The X pivot value * @param [pivotY=0] {number} The Y pivot value * @return {PIXI.DisplayObject} */ DisplayObject.prototype.setTransform = function(x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) //jshint ignore:line { this.position.x = x || 0; this.position.y = y || 0; this.scale.x = !scaleX ? 1 : scaleX; this.scale.y = !scaleY ? 1 : scaleY; this.rotation = rotation || 0; this.skew.x = skewX || 0; this.skew.y = skewY || 0; this.pivot.x = pivotX || 0; this.pivot.y = pivotY || 0; return this; }; /** * Base destroy method for generic display objects * */ DisplayObject.prototype.destroy = function () { this.position = null; this.scale = null; this.pivot = null; this.skew = null; this.parent = null; this._bounds = null; this._currentBounds = null; this._mask = null; this.worldTransform = null; this.filterArea = null; };