phaser/v3/merge/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}
*/
var MATH_CONST = require('../math/const');
var WrapAngle = require('../math/angle/Wrap');
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/**
* 2D Transformation Component.
*
* @class
*/
var 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.gameObject = gameObject;
this.state = (gameObject.state) ? gameObject.state : gameObject.parent.state;
var w = 1;
var h = 1;
if (gameObject.frame)
{
w = gameObject.frame.cutWidth;
h = gameObject.frame.cutHeight;
}
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// a = scale X
// b = shear Y
// c = shear X
// d = scale Y
// tx / ty = translation
// World Transform
this.world = { a: scaleX, b: 0, c: 0, d: scaleY, tx: x, ty: y };
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// Previous Transform (used for interpolation)
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this.old = { 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 };
// Canvas SetTransform data
this.canvasData = { a: 1, b: 0, c: 0, d: 1, tx: 0, ty: 0, dx: 0, dy: 0 };
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this.bounds = { x: x, y: y, width: w, height: h };
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this.immediate = false;
this.interpolate = false;
this.hasLocalRotation = false;
// Z-depth, for display list sorting
this.z = 0;
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// 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;
this._anchorX = 0;
this._anchorY = 0;
this._worldRotation = 0;
this._worldScaleX = scaleX;
this._worldScaleY = scaleY;
this._dirty = true;
this._dirtyVertex = true;
// This Transforms entry in the State RTree.
this._bbox = { minX: x, minY: y, maxX: x + w, maxY: y + h, gameObject: gameObject };
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// The parent Transform (NOT the parent GameObject, although very often they are related)
this.parent = null;
// Any child Transforms 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 = [];
this.state.sys.updates.add(this);
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};
Transform.prototype.constructor = Transform;
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)
{
console.log('Invalid child');
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];
}
}
},
enableInterpolation: function ()
{
this.interpolate = true;
this.syncInterpolation();
},
syncInterpolation: function ()
{
this._dirty = true;
this.update();
var old = this.old;
var world = this.world;
old.a = world.a;
old.b = world.b;
old.c = world.c;
old.d = world.d;
old.tx = world.tx;
old.ty = world.ty;
},
disableInterpolation: function ()
{
this.interpolate = false;
},
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;
this.dirty = true;
},
setRotation: function (rotation)
{
this.rotation = rotation;
return this.update();
},
// Updates the Transform.world object, ready for rendering
// Assuming this Transform is a root node (i.e. no transform parent)
updateFromRoot: function ()
{
var old = this.old;
var world = this.world;
old.a = world.a;
old.b = world.b;
old.c = world.c;
old.d = world.d;
old.tx = world.tx;
old.ty = world.ty;
if (this.hasLocalRotation)
{
// console.log(this.name, 'Transform.updateFromRoot');
world.a = this.cache.a;
world.b = this.cache.b;
world.c = this.cache.c;
world.d = this.cache.d;
world.tx = this._posX - ((this._pivotX * this.cache.a) + (this._pivotY * this.cache.c));
world.ty = this._posY - ((this._pivotX * this.cache.b) + (this._pivotY * this.cache.d));
this._worldRotation = Math.atan2(-this.cache.c, this.cache.d);
}
else
{
// console.log(this.name, 'Transform.updateFromRoot FAST');
world.a = this._scaleX;
world.b = 0;
world.c = 0;
world.d = this._scaleY;
world.tx = this._posX - (this._pivotX * this._scaleX);
world.ty = this._posY - (this._pivotY * this._scaleY);
this._worldRotation = 0;
}
this._worldScaleX = this._scaleX;
this._worldScaleY = this._scaleY;
return this;
},
updateFromParent: function ()
{
var old = this.old;
var world = this.world;
old.a = world.a;
old.b = world.b;
old.c = world.c;
old.d = world.d;
old.tx = world.tx;
old.ty = world.ty;
var parent = this.parent.world;
var tx = 0;
var ty = 0;
var a;
var b;
var c;
var d;
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if (this.hasLocalRotation)
{
// console.log(this.name, 'Transform.updateFromParent', this.parent.name);
a = this.cache.a;
b = this.cache.b;
c = this.cache.c;
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));
world.a = (a * parent.a) + (b * parent.c);
world.b = (a * parent.b) + (b * parent.d);
world.c = (c * parent.a) + (d * parent.c);
world.d = (c * parent.b) + (d * parent.d);
}
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);
world.a = this._scaleX * parent.a;
world.b = this._scaleX * parent.b;
world.c = this._scaleY * parent.c;
world.d = this._scaleY * parent.d;
}
world.tx = (tx * parent.a) + (ty * parent.c) + parent.tx;
world.ty = (tx * parent.b) + (ty * parent.d) + parent.ty;
a = world.a;
b = world.b;
c = world.c;
d = world.d;
var determ = (a * d) - (b * c);
if (a || b)
{
var r = Math.sqrt((a * a) + (b * b));
this._worldRotation = (b > 0) ? Math.acos(a / r) : -Math.acos(a / r);
this._worldScaleX = r;
this._worldScaleY = determ / r;
}
else if (c || d)
{
var s = Math.sqrt((c * c) + (d * d));
this._worldRotation = MATH_CONST.TAU - ((d > 0) ? Math.acos(-c / s) : -Math.acos(c / s));
this._worldScaleX = determ / s;
this._worldScaleY = s;
}
else
{
this._worldScaleX = 0;
this._worldScaleY = 0;
}
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return this;
},
updateAncestors: function ()
{
// console.log(this.name, 'Transform.updateAncestors');
// No parent? Then just update the children and leave, our job is done
if (!this.parent)
{
// console.log(this.name, 'updateAncestors has no parent Transform');
this.updateFromRoot();
this.updateChildren();
this.dirty = false;
return this;
}
// console.log(this.name, 'start updateAncestors while');
// 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 = [];
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
this.update();
},
updateChildren: function ()
{
// console.log(this.name, 'Transform.updateChildren');
for (var i = 0; i < this.children.length; i++)
{
this.children[i].update();
}
},
updateFromDirtyParent: function ()
{
// console.log(this.name, 'is updateFromDirtyParent', this.parent.name);
this.updateFromParent();
if (this.children.length)
{
for (var i = 0; i < this.children.length; i++)
{
this.children[i].updateFromDirtyParent();
}
}
this._dirty = false;
this._dirtyVertex = true;
},
update: function ()
{
if (!this._dirty)
{
return;
}
// 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
if (this.parent)
{
this.updateFromParent();
}
else
{
this.updateFromRoot();
}
// Calculate local bounds
this.calculateLocalBounds();
// Update the RTree bbox entry
if (this._bbox)
{
var x = this.world.tx;
var y = this.world.ty;
this.state.sys.tree.remove(this._bbox);
this._bbox.minX = x;
this._bbox.minY = y;
this._bbox.maxX = x + this.bounds.width;
this._bbox.maxY = y + this.bounds.height;
this.state.sys.tree.insert(this._bbox);
}
// Update the children
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var len = this.children.length;
if (len)
{
for (var i = 0; i < len; i++)
{
this.children[i].updateFromDirtyParent();
}
}
this._dirty = false;
this._dirtyVertex = true;
},
deleteTreeNode: function ()
{
this.state.sys.tree.remove(this._bbox);
this._bbox = undefined;
},
removeTreeNode: function ()
{
this.state.sys.tree.remove(this._bbox);
},
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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 (interpolationPercentage, renderer)
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{
if (!this.gameObject.frame || (!this._dirtyVertex && !this.interpolate))
{
return;
}
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.cutWidth * (1 - this._anchorX);
w1 = frame.cutWidth * -this._anchorX;
h0 = frame.cutHeight * (1 - this._anchorY);
h1 = frame.cutHeight * -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 (this.interpolate)
{
var old = this.old;
// Interpolate with the last position to reduce stuttering.
a = old.a + ((a - old.a) * interpolationPercentage);
b = old.b + ((b - old.b) * interpolationPercentage);
c = old.c + ((c - old.c) * interpolationPercentage);
d = old.d + ((d - old.d) * interpolationPercentage);
tx = old.tx + ((tx - old.tx) * interpolationPercentage);
ty = old.ty + ((ty - old.ty) * interpolationPercentage);
}
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 && renderer.roundPixels))
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{
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;
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// Top Right Vert
// vert.x1 = (a * w0) + (c * h1) + tx;
// vert.y1 = (d * h1) + (b * w0) + ty;
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// Bottom Right Vert
// vert.x2 = (a * w0) + (c * h0) + tx;
// vert.y2 = (d * h0) + (b * w0) + ty;
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// Bottom Left Vert
// vert.x3 = (a * w1) + (c * h0) + tx;
// vert.y3 = (d * h0) + (b * w1) + ty;
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return vert;
},
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getVertexData: function (interpolationPercentage, renderer)
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{
if (this.interpolate || this._dirtyVertex)
{
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this.updateVertexData(interpolationPercentage, renderer);
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this._dirtyVertex = false;
}
return this.glVertextData;
},
cloneVertexData: function ()
{
var src = this.glVertextData;
return {
x0: src.x0,
y0: src.y0,
x1: src.x1,
y1: src.y1,
x2: src.x2,
y2: src.y2,
x3: src.x3,
y3: src.y3
};
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},
getCanvasTransformData: function (interpolationPercentage, renderer)
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{
var frame = this.gameObject.frame;
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var world = this.world;
var data = this.canvasData;
if (this.interpolate)
{
var old = this.old;
// Interpolate with the last position to reduce stuttering.
data.a = old.a + ((world.a - old.a) * interpolationPercentage);
data.b = old.b + ((world.b - old.b) * interpolationPercentage);
data.c = old.c + ((world.c - old.c) * interpolationPercentage);
data.d = old.d + ((world.d - old.d) * interpolationPercentage);
data.tx = old.tx + ((world.tx - old.tx) * interpolationPercentage);
data.ty = old.ty + ((world.ty - old.ty) * interpolationPercentage);
data.dx = old.dx + ((frame.x - (this.anchorX * frame.width)) * interpolationPercentage);
data.dy = old.dy + ((frame.y - (this.anchorY * frame.height)) * interpolationPercentage);
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}
else
{
// Copy over the values to the canvasData object, in case the renderer needs to adjust them
data.a = world.a;
data.b = world.b;
data.c = world.c;
data.d = world.d;
data.tx = world.tx;
data.ty = world.ty;
data.dx = frame.x - (this.anchorX * frame.width);
data.dy = frame.y - (this.anchorY * frame.height);
}
if (frame.autoRound === 1 || (frame.autoRound === -1 && renderer.roundPixels))
{
data.tx |= 0;
data.ty |= 0;
data.dx |= 0;
data.dy |= 0;
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}
return data;
},
calculateLocalBounds: function ()
{
// TODO
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}
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};
Object.defineProperties(Transform.prototype, {
// Transform getters / setters
x: {
enumerable: true,
get: function ()
{
return this._posX;
},
set: function (value)
{
this._posX = value;
this.dirty = true;
}
},
y: {
enumerable: true,
get: function ()
{
return this._posY;
},
set: function (value)
{
this._posY = value;
this.dirty = true;
}
},
scale: {
enumerable: true,
get: function ()
{
return this._scaleX;
},
set: function (value)
{
this._scaleX = value;
this._scaleY = value;
this.dirty = true;
this.updateCache();
}
},
scaleX: {
enumerable: true,
get: function ()
{
return this._scaleX;
},
set: function (value)
{
this._scaleX = value;
this.dirty = true;
this.updateCache();
}
},
scaleY: {
enumerable: true,
get: function ()
{
return this._scaleY;
},
set: function (value)
{
this._scaleY = value;
this.dirty = true;
this.updateCache();
}
},
anchor: {
enumerable: true,
get: function ()
{
return this._anchorX;
},
set: function (value)
{
this.setAnchor(value);
}
},
anchorX: {
enumerable: true,
get: function ()
{
return this._anchorX;
},
set: function (value)
{
this._anchorX = value;
this.dirty = true;
}
},
anchorY: {
enumerable: true,
get: function ()
{
return this._anchorY;
},
set: function (value)
{
this._anchorY = value;
this.dirty = true;
}
},
pivotX: {
enumerable: true,
get: function ()
{
return this._pivotX;
},
set: function (value)
{
this._pivotX = value;
this.dirty = true;
this.updateCache();
}
},
pivotY: {
enumerable: true,
get: function ()
{
return this._pivotY;
},
set: function (value)
{
this._pivotY = value;
this.dirty = true;
this.updateCache();
}
},
angle: {
enumerable: true,
get: function ()
{
return WrapAngle(this.rotation * MATH_CONST.RAD_TO_DEG);
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},
set: function (value)
{
this.rotation = WrapAngle(value) * MATH_CONST.DEG_TO_RAD;
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}
},
rotation: {
enumerable: true,
get: function ()
{
return this._rotation;
},
set: function (value)
{
if (this._rotation === value)
{
return;
}
this._rotation = value;
this.dirty = true;
if (this._rotation % MATH_CONST.PI2)
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{
this.cache.sr = Math.sin(this._rotation);
this.cache.cr = Math.cos(this._rotation);
this.updateCache();
this.hasLocalRotation = true;
}
else
{
this.hasLocalRotation = false;
}
}
},
// Sets this *component* as being dirty
dirty: {
enumerable: true,
get: function ()
{
return this._dirty;
},
set: function (value)
{
if (value)
{
if (!this._dirty)
{
this._dirty = true;
if (this.immediate)
{
this.update();
}
else
{
this._dirtyVertex = true;
this.state.sys.updates.add(this);
}
}
}
else
{
this._dirty = false;
}
}
},
// GLOBAL read-only properties from here on
// Need *all* parents taken into account to get the correct values
name: {
enumerable: true,
get: function ()
{
return (this.gameObject) ? this.gameObject.name : '';
}
},
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;
}
}
});
module.exports = Transform;