phaser/src/components/Transform.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* 2D Transformation Component.
*
* @class
*/
Phaser.Component.Transform = function (gameObject, x, y, scaleX, scaleY)
{
if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
if (scaleX === undefined) { scaleX = 1; }
if (scaleY === undefined) { scaleY = 1; }
this.game = gameObject.game;
this.gameObject = gameObject;
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// Local Transform
// a = scale X
// b = shear Y
// c = shear X
// d = scale Y
// tx / ty = translation
// this.local = { a: scaleX, b: 0, c: 0, d: scaleY, tx: x, ty: y };
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// World Transform
this.world = { a: scaleX, b: 0, c: 0, d: scaleY, tx: x, ty: y };
// Cached Transform Calculations
this.cache = { a: 1, b: 0, c: 0, d: 1, sr: 0, cr: 0 };
// GL Vertex Data
this.glVertextData = { x0: 0, y0: 0, x1: 0, y1: 0, x2: 0, y2: 0, x3: 0, y3: 0 };
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this.hasLocalRotation = false;
// Private value holders, accessed via the getters and setters
this._posX = x;
this._posY = y;
this._scaleX = scaleX;
this._scaleY = scaleY;
this._rotation = 0;
this._pivotX = 0;
this._pivotY = 0;
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this._anchorX = 0;
this._anchorY = 0;
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this._worldRotation = 0;
this._worldScaleX = scaleX;
this._worldScaleY = scaleY;
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this._dirty = true;
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this.game.updates.add(this);
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// The parent Transform (NOT the parent GameObject, although very often they are related)
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this.parent = null;
// Any child Tranforms of this one - note that they don't have to belong to Game Objects
// that are children of the owner of this Transform
this.children = [];
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// if (gameObject.parent && gameObject.parent.transform)
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// {
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// gameObject.parent.transform.add(this);
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// }
};
Phaser.Component.Transform.prototype.constructor = Phaser.Component.Transform;
Phaser.Component.Transform.prototype = {
add: function (child)
{
return this.addAt(child, this.children.length);
},
addAt: function (child, index)
{
// Invalid child?
if (child === this || child.parent === this || index < 0 || index > this.children.length)
{
return child;
}
// Child already parented? Remove it
if (child.parent)
{
child.parent.remove(child);
}
child.parent = this;
this.children.splice(index, 0, child);
this.dirty = true;
this.updateAncestors();
return child;
},
remove: function (child)
{
// Invalid child?
if (child === this || child.parent !== this)
{
return child;
}
var index = this.children.indexOf(child);
if (index !== -1)
{
return this.removeAt(index);
}
},
removeAt: function (index)
{
// Valid index?
if (index >= 0 && index < this.children.length)
{
var child = this.children.splice(index, 1);
if (child[0])
{
child[0].parent = null;
return child[0];
}
}
},
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setPosition: function (x, y)
{
if (y === undefined) { y = x; }
this._posX = x;
this._posY = y;
return this.update();
},
setScale: function (x, y)
{
if (y === undefined) { y = x; }
this._scaleX = x;
this._scaleY = y;
this.updateCache();
return this.update();
},
setPivot: function (x, y)
{
if (y === undefined) { y = x; }
this._pivotX = x;
this._pivotY = y;
return this.update();
},
setAnchor: function (x, y)
{
if (y === undefined) { y = x; }
this._anchorX = x;
this._anchorY = y;
return this.update();
},
setRotation: function (rotation)
{
this.rotation = rotation;
return this.update();
},
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// Updates the Transform.world object, ready for rendering
// Assuming this Transform is a root node (i.e. no transform parent)
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updateFromRoot: function ()
{
if (this.hasLocalRotation)
{
// console.log(this.name, 'Transform.updateFromRoot');
this.world.a = this.cache.a;
this.world.b = this.cache.b;
this.world.c = this.cache.c;
this.world.d = this.cache.d;
this.world.tx = this._posX - ((this._pivotX * this.cache.a) + (this._pivotY * this.cache.c));
this.world.ty = this._posY - ((this._pivotX * this.cache.b) + (this._pivotY * this.cache.d));
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this._worldRotation = Math.atan2(-this.cache.c, this.cache.d);
}
else
{
// console.log(this.name, 'Transform.updateFromRoot FAST');
this.world.a = this._scaleX;
this.world.b = 0;
this.world.c = 0;
this.world.d = this._scaleY;
this.world.tx = this._posX - (this._pivotX * this._scaleX);
this.world.ty = this._posY - (this._pivotY * this._scaleY);
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this._worldRotation = 0;
}
this._worldScaleX = this._scaleX;
this._worldScaleY = this._scaleY;
return this;
},
updateFromParent: function ()
{
var parent = this.parent.world;
var tx = 0;
var ty = 0;
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if (this.hasLocalRotation)
{
// console.log(this.name, 'Transform.updateFromParent', this.parent.name);
var a = this.cache.a;
var b = this.cache.b;
var c = this.cache.c;
var d = this.cache.d;
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tx = this._posX - ((this._pivotX * a) + (this._pivotY * c));
ty = this._posY - ((this._pivotX * b) + (this._pivotY * d));
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this.world.a = (a * parent.a) + (b * parent.c);
this.world.b = (a * parent.b) + (b * parent.d);
this.world.c = (c * parent.a) + (d * parent.c);
this.world.d = (c * parent.b) + (d * parent.d);
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}
else
{
// console.log(this.name, 'Transform.updateFromParent FAST', this.parent.name);
tx = this._posX - (this._pivotX * this._scaleX);
ty = this._posY - (this._pivotY * this._scaleY);
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this.world.a = this._scaleX * parent.a;
this.world.b = this._scaleX * parent.b;
this.world.c = this._scaleY * parent.c;
this.world.d = this._scaleY * parent.d;
}
this._worldRotation = Math.atan2(-this.world.c, this.world.d);
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this.world.tx = (tx * parent.a) + (ty * parent.c) + parent.tx;
this.world.ty = (tx * parent.b) + (ty * parent.d) + parent.ty;
this._worldScaleX = this._scaleX * Math.sqrt((this.world.a * this.world.a) + (this.world.c * this.world.c));
this._worldScaleY = this._scaleY * Math.sqrt((this.world.b * this.world.b) + (this.world.d * this.world.d));
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return this;
},
updateAncestors: function ()
{
// No parent? Then just update the children and leave, our job is done
if (!this.parent)
{
this.updateFromRoot();
this.updateChildren();
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this.dirty = false;
return this;
}
// console.log(this.name, 'updateAncestors');
// Gets all parent nodes, starting from this Transform.
// Then updates from the top, down, but only on the ancestors,
// not any other children - will give us accurate worldX etc properties
var node = this.parent;
var nodes = [];
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do
{
nodes.push(node);
node = node.parent;
}
while (node);
// We've got all the ancestors in the 'nodes' array, let's loop it
while (nodes.length)
{
node = nodes.pop();
if (node.parent)
{
node.updateFromParent();
}
else
{
node.updateFromRoot();
}
}
// By this point all of this Transforms ancestors have been
// updated, in the correct order, so we can now do this one
// and any of its children too
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this.update();
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},
updateChildren: function ()
{
for (var i = 0; i < this.children.length; i++)
{
this.children[i].update();
}
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},
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updateFromDirtyParent: function ()
{
this.updateFromParent();
if (this.children.length)
{
for (var i = 0; i < this.children.length; i++)
{
this.children[i].updateFromDirtyParent();
}
}
this._dirty = false;
},
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update: function ()
{
// console.log('Transform.update', this.gameObject.name, this.dirty);
if (!this._dirty)
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{
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return;
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}
// If we got this far then this Transform is dirty
// so we need to update it from its parent
// and then force the update to all children
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if (this.parent)
{
this.updateFromParent();
}
else
{
this.updateFromRoot();
}
var len = this.children.length;
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if (len)
{
for (var i = 0; i < len; i++)
{
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this.children[i].updateFromDirtyParent();
}
}
this.updateVertexData();
this._dirty = false;
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},
updateCache: function ()
{
this.cache.a = this.cache.cr * this._scaleX;
this.cache.b = this.cache.sr * this._scaleX;
this.cache.c = -this.cache.sr * this._scaleY;
this.cache.d = this.cache.cr * this._scaleY;
},
updateVertexData: function ()
{
var frame = this.gameObject.frame;
var w0;
var h0;
var w1;
var h1;
if (frame.data.trim)
{
// If the sprite is trimmed, add the extra space before transforming
w1 = frame.x - (this._anchorX * frame.width);
w0 = w1 + frame.cutWidth;
h1 = frame.y - (this._anchorY * frame.height);
h0 = h1 + frame.cutHeight;
}
else
{
w0 = frame.width * (1 - this._anchorX);
w1 = frame.width * -this._anchorX;
h0 = frame.height * (1 - this._anchorY);
h1 = frame.height * -this._anchorY;
}
var resolution = frame.source.resolution;
var wt = this.world;
var a = wt.a / resolution;
var b = wt.b / resolution;
var c = wt.c / resolution;
var d = wt.d / resolution;
var tx = wt.tx;
var ty = wt.ty;
if (frame.rotated)
{
// var cw = frame.cutWidth;
var ch = frame.height;
var a0 = a;
var b0 = b;
var c0 = c;
var d0 = d;
var _w1 = w1;
var _w0 = w0;
// Offset before rotating
tx = (wt.c * ch) + tx;
ty = (wt.d * ch) + ty;
// Rotate matrix by 90 degrees with precalc values for sine and cosine of rad(90)
a = (a0 * 6.123233995736766e-17) + -c0;
b = (b0 * 6.123233995736766e-17) + -d0;
c = a0 + (c0 * 6.123233995736766e-17);
d = b0 + (d0 * 6.123233995736766e-17);
// Update UV coordinates
frame.updateUVsInverted();
// Rotate dimensions
w0 = h0;
w1 = h1;
h0 = _w0;
h1 = _w1;
}
if (frame.autoRound === 1 || (frame.autoRound === -1 && this.game.renderer.roundPixels))
{
tx |= 0;
ty |= 0;
}
var vert = this.glVertextData;
// Top Left Vert
vert.x0 = (a * w1) + (c * h1) + tx;
vert.y0 = (d * h1) + (b * w1) + ty;
// Top Right Vert
vert.x1 = (a * w0) + (c * h1) + tx;
vert.y1 = (d * h1) + (b * w0) + ty;
// Bottom Right Vert
vert.x2 = (a * w0) + (c * h0) + tx;
vert.y2 = (d * h0) + (b * w0) + ty;
// Bottom Left Vert
vert.x3 = (a * w1) + (c * h0) + tx;
vert.y3 = (d * h0) + (b * w1) + ty;
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}
};
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Object.defineProperties(Phaser.Component.Transform.prototype, {
// Sets this *component* as being dirty
dirty: {
enumerable: true,
get: function ()
{
return this._dirty;
},
set: function (value)
{
if (value)
{
if (!this._dirty)
{
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this.game.updates.add(this);
}
this._dirty = true;
}
else
{
this._dirty = false;
}
}
},
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// GLOBAL read-only properties from here on
// Need *all* parents taken into account to get the correct values
worldRotation: {
enumerable: true,
get: function ()
{
this.updateAncestors();
return this._worldRotation;
}
},
worldScaleX: {
enumerable: true,
get: function ()
{
this.updateAncestors();
return this._worldScaleX;
}
},
worldScaleY: {
enumerable: true,
get: function ()
{
this.updateAncestors();
return this._worldScaleY;
}
},
worldX: {
enumerable: true,
get: function ()
{
this.updateAncestors();
return this.world.tx;
}
},
worldY: {
enumerable: true,
get: function ()
{
this.updateAncestors();
return this.world.ty;
}
}
});