phaser/src/gameobjects/components/TransformMatrix.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2022 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
var Class = require('../../utils/Class');
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var MATH_CONST = require('../../math/const');
var Vector2 = require('../../math/Vector2');
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/**
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* @classdesc
* A Matrix used for display transformations for rendering.
*
* It is represented like so:
*
* ```
* | a | c | tx |
* | b | d | ty |
* | 0 | 0 | 1 |
* ```
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*
* @class TransformMatrix
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* @memberof Phaser.GameObjects.Components
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* @constructor
* @since 3.0.0
*
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* @param {number} [a=1] - The Scale X value.
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* @param {number} [b=0] - The Skew Y value.
* @param {number} [c=0] - The Skew X value.
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* @param {number} [d=1] - The Scale Y value.
* @param {number} [tx=0] - The Translate X value.
* @param {number} [ty=0] - The Translate Y value.
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*/
var TransformMatrix = new Class({
initialize:
function TransformMatrix (a, b, c, d, tx, ty)
{
if (a === undefined) { a = 1; }
if (b === undefined) { b = 0; }
if (c === undefined) { c = 0; }
if (d === undefined) { d = 1; }
if (tx === undefined) { tx = 0; }
if (ty === undefined) { ty = 0; }
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/**
* The matrix values.
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*
* @name Phaser.GameObjects.Components.TransformMatrix#matrix
* @type {Float32Array}
* @since 3.0.0
*/
this.matrix = new Float32Array([ a, b, c, d, tx, ty, 0, 0, 1 ]);
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/**
* The decomposed matrix.
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*
* @name Phaser.GameObjects.Components.TransformMatrix#decomposedMatrix
* @type {object}
* @since 3.0.0
*/
this.decomposedMatrix = {
translateX: 0,
translateY: 0,
scaleX: 1,
scaleY: 1,
rotation: 0
};
/**
* The temporary quad value cache.
*
* @name Phaser.GameObjects.Components.TransformMatrix#quad
* @type {Float32Array}
* @since 3.60.0
*/
this.quad = new Float32Array(8);
},
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/**
* The Scale X value.
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*
* @name Phaser.GameObjects.Components.TransformMatrix#a
* @type {number}
* @since 3.4.0
*/
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a: {
get: function ()
{
return this.matrix[0];
},
set: function (value)
{
this.matrix[0] = value;
}
},
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/**
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* The Skew Y value.
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*
* @name Phaser.GameObjects.Components.TransformMatrix#b
* @type {number}
* @since 3.4.0
*/
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b: {
get: function ()
{
return this.matrix[1];
},
set: function (value)
{
this.matrix[1] = value;
}
},
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/**
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* The Skew X value.
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*
* @name Phaser.GameObjects.Components.TransformMatrix#c
* @type {number}
* @since 3.4.0
*/
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c: {
get: function ()
{
return this.matrix[2];
},
set: function (value)
{
this.matrix[2] = value;
}
},
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/**
* The Scale Y value.
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*
* @name Phaser.GameObjects.Components.TransformMatrix#d
* @type {number}
* @since 3.4.0
*/
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d: {
get: function ()
{
return this.matrix[3];
},
set: function (value)
{
this.matrix[3] = value;
}
},
/**
* The Translate X value.
*
* @name Phaser.GameObjects.Components.TransformMatrix#e
* @type {number}
* @since 3.11.0
*/
e: {
get: function ()
{
return this.matrix[4];
},
set: function (value)
{
this.matrix[4] = value;
}
},
/**
* The Translate Y value.
*
* @name Phaser.GameObjects.Components.TransformMatrix#f
* @type {number}
* @since 3.11.0
*/
f: {
get: function ()
{
return this.matrix[5];
},
set: function (value)
{
this.matrix[5] = value;
}
},
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/**
* The Translate X value.
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*
* @name Phaser.GameObjects.Components.TransformMatrix#tx
* @type {number}
* @since 3.4.0
*/
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tx: {
get: function ()
{
return this.matrix[4];
},
set: function (value)
{
this.matrix[4] = value;
}
},
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/**
* The Translate Y value.
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*
* @name Phaser.GameObjects.Components.TransformMatrix#ty
* @type {number}
* @since 3.4.0
*/
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ty: {
get: function ()
{
return this.matrix[5];
},
set: function (value)
{
this.matrix[5] = value;
}
},
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/**
* The rotation of the Matrix. Value is in radians.
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*
* @name Phaser.GameObjects.Components.TransformMatrix#rotation
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* @type {number}
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* @readonly
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* @since 3.4.0
*/
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rotation: {
get: function ()
{
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return Math.acos(this.a / this.scaleX) * ((Math.atan(-this.c / this.a) < 0) ? -1 : 1);
}
},
/**
* The rotation of the Matrix, normalized to be within the Phaser right-handed
* clockwise rotation space. Value is in radians.
*
* @name Phaser.GameObjects.Components.TransformMatrix#rotationNormalized
* @type {number}
* @readonly
* @since 3.19.0
*/
rotationNormalized: {
get: function ()
{
var matrix = this.matrix;
var a = matrix[0];
var b = matrix[1];
var c = matrix[2];
var d = matrix[3];
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if (a || b)
{
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// var r = Math.sqrt(a * a + b * b);
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return (b > 0) ? Math.acos(a / this.scaleX) : -Math.acos(a / this.scaleX);
}
else if (c || d)
{
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// var s = Math.sqrt(c * c + d * d);
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return MATH_CONST.TAU - ((d > 0) ? Math.acos(-c / this.scaleY) : -Math.acos(c / this.scaleY));
}
else
{
return 0;
}
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}
},
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/**
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* The decomposed horizontal scale of the Matrix. This value is always positive.
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*
* @name Phaser.GameObjects.Components.TransformMatrix#scaleX
* @type {number}
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* @readonly
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* @since 3.4.0
*/
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scaleX: {
get: function ()
{
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return Math.sqrt((this.a * this.a) + (this.b * this.b));
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}
},
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/**
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* The decomposed vertical scale of the Matrix. This value is always positive.
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*
* @name Phaser.GameObjects.Components.TransformMatrix#scaleY
* @type {number}
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* @readonly
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* @since 3.4.0
*/
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scaleY: {
get: function ()
{
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return Math.sqrt((this.c * this.c) + (this.d * this.d));
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}
},
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/**
* Reset the Matrix to an identity matrix.
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*
* @method Phaser.GameObjects.Components.TransformMatrix#loadIdentity
* @since 3.0.0
*
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* @return {this} This TransformMatrix.
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*/
loadIdentity: function ()
{
var matrix = this.matrix;
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matrix[0] = 1;
matrix[1] = 0;
matrix[2] = 0;
matrix[3] = 1;
matrix[4] = 0;
matrix[5] = 0;
return this;
},
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/**
* Translate the Matrix.
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*
* @method Phaser.GameObjects.Components.TransformMatrix#translate
* @since 3.0.0
*
* @param {number} x - The horizontal translation value.
* @param {number} y - The vertical translation value.
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*
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* @return {this} This TransformMatrix.
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*/
translate: function (x, y)
{
var matrix = this.matrix;
matrix[4] = matrix[0] * x + matrix[2] * y + matrix[4];
matrix[5] = matrix[1] * x + matrix[3] * y + matrix[5];
return this;
},
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/**
* Scale the Matrix.
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*
* @method Phaser.GameObjects.Components.TransformMatrix#scale
* @since 3.0.0
*
* @param {number} x - The horizontal scale value.
* @param {number} y - The vertical scale value.
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*
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* @return {this} This TransformMatrix.
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*/
scale: function (x, y)
{
var matrix = this.matrix;
matrix[0] *= x;
matrix[1] *= x;
matrix[2] *= y;
matrix[3] *= y;
return this;
},
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/**
* Rotate the Matrix.
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*
* @method Phaser.GameObjects.Components.TransformMatrix#rotate
* @since 3.0.0
*
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* @param {number} angle - The angle of rotation in radians.
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*
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* @return {this} This TransformMatrix.
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*/
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rotate: function (angle)
{
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var sin = Math.sin(angle);
var cos = Math.cos(angle);
var matrix = this.matrix;
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var a = matrix[0];
var b = matrix[1];
var c = matrix[2];
var d = matrix[3];
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matrix[0] = a * cos + c * sin;
matrix[1] = b * cos + d * sin;
matrix[2] = a * -sin + c * cos;
matrix[3] = b * -sin + d * cos;
return this;
},
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/**
* Multiply this Matrix by the given Matrix.
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*
* If an `out` Matrix is given then the results will be stored in it.
* If it is not given, this matrix will be updated in place instead.
* Use an `out` Matrix if you do not wish to mutate this matrix.
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*
* @method Phaser.GameObjects.Components.TransformMatrix#multiply
* @since 3.0.0
*
* @param {Phaser.GameObjects.Components.TransformMatrix} rhs - The Matrix to multiply by.
* @param {Phaser.GameObjects.Components.TransformMatrix} [out] - An optional Matrix to store the results in.
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*
* @return {(this|Phaser.GameObjects.Components.TransformMatrix)} Either this TransformMatrix, or the `out` Matrix, if given in the arguments.
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*/
multiply: function (rhs, out)
{
var matrix = this.matrix;
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var source = rhs.matrix;
var localA = matrix[0];
var localB = matrix[1];
var localC = matrix[2];
var localD = matrix[3];
var localE = matrix[4];
var localF = matrix[5];
var sourceA = source[0];
var sourceB = source[1];
var sourceC = source[2];
var sourceD = source[3];
var sourceE = source[4];
var sourceF = source[5];
var destinationMatrix = (out === undefined) ? matrix : out.matrix;
destinationMatrix[0] = (sourceA * localA) + (sourceB * localC);
destinationMatrix[1] = (sourceA * localB) + (sourceB * localD);
destinationMatrix[2] = (sourceC * localA) + (sourceD * localC);
destinationMatrix[3] = (sourceC * localB) + (sourceD * localD);
destinationMatrix[4] = (sourceE * localA) + (sourceF * localC) + localE;
destinationMatrix[5] = (sourceE * localB) + (sourceF * localD) + localF;
return destinationMatrix;
},
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/**
* Multiply this Matrix by the matrix given, including the offset.
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*
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* The offsetX is added to the tx value: `offsetX * a + offsetY * c + tx`.
* The offsetY is added to the ty value: `offsetY * b + offsetY * d + ty`.
*
* @method Phaser.GameObjects.Components.TransformMatrix#multiplyWithOffset
* @since 3.11.0
*
* @param {Phaser.GameObjects.Components.TransformMatrix} src - The source Matrix to copy from.
* @param {number} offsetX - Horizontal offset to factor in to the multiplication.
* @param {number} offsetY - Vertical offset to factor in to the multiplication.
*
* @return {this} This TransformMatrix.
*/
multiplyWithOffset: function (src, offsetX, offsetY)
{
var matrix = this.matrix;
var otherMatrix = src.matrix;
var a0 = matrix[0];
var b0 = matrix[1];
var c0 = matrix[2];
var d0 = matrix[3];
var tx0 = matrix[4];
var ty0 = matrix[5];
var pse = offsetX * a0 + offsetY * c0 + tx0;
var psf = offsetX * b0 + offsetY * d0 + ty0;
var a1 = otherMatrix[0];
var b1 = otherMatrix[1];
var c1 = otherMatrix[2];
var d1 = otherMatrix[3];
var tx1 = otherMatrix[4];
var ty1 = otherMatrix[5];
matrix[0] = a1 * a0 + b1 * c0;
matrix[1] = a1 * b0 + b1 * d0;
matrix[2] = c1 * a0 + d1 * c0;
matrix[3] = c1 * b0 + d1 * d0;
matrix[4] = tx1 * a0 + ty1 * c0 + pse;
matrix[5] = tx1 * b0 + ty1 * d0 + psf;
return this;
},
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/**
* Transform the Matrix.
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*
* @method Phaser.GameObjects.Components.TransformMatrix#transform
* @since 3.0.0
*
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* @param {number} a - The Scale X value.
* @param {number} b - The Shear Y value.
* @param {number} c - The Shear X value.
* @param {number} d - The Scale Y value.
* @param {number} tx - The Translate X value.
* @param {number} ty - The Translate Y value.
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*
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* @return {this} This TransformMatrix.
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*/
transform: function (a, b, c, d, tx, ty)
{
var matrix = this.matrix;
var a0 = matrix[0];
var b0 = matrix[1];
var c0 = matrix[2];
var d0 = matrix[3];
var tx0 = matrix[4];
var ty0 = matrix[5];
matrix[0] = a * a0 + b * c0;
matrix[1] = a * b0 + b * d0;
matrix[2] = c * a0 + d * c0;
matrix[3] = c * b0 + d * d0;
matrix[4] = tx * a0 + ty * c0 + tx0;
matrix[5] = tx * b0 + ty * d0 + ty0;
return this;
},
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/**
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* Transform a point in to the local space of this Matrix.
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*
* @method Phaser.GameObjects.Components.TransformMatrix#transformPoint
* @since 3.0.0
*
* @param {number} x - The x coordinate of the point to transform.
* @param {number} y - The y coordinate of the point to transform.
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* @param {Phaser.Types.Math.Vector2Like} [point] - Optional Point object to store the transformed coordinates in.
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*
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* @return {Phaser.Types.Math.Vector2Like} The Point containing the transformed coordinates.
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*/
transformPoint: function (x, y, point)
{
if (point === undefined) { point = { x: 0, y: 0 }; }
var matrix = this.matrix;
var a = matrix[0];
var b = matrix[1];
var c = matrix[2];
var d = matrix[3];
var tx = matrix[4];
var ty = matrix[5];
point.x = x * a + y * c + tx;
point.y = x * b + y * d + ty;
return point;
},
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/**
* Invert the Matrix.
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*
* @method Phaser.GameObjects.Components.TransformMatrix#invert
* @since 3.0.0
*
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* @return {this} This TransformMatrix.
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*/
invert: function ()
{
var matrix = this.matrix;
var a = matrix[0];
var b = matrix[1];
var c = matrix[2];
var d = matrix[3];
var tx = matrix[4];
var ty = matrix[5];
var n = a * d - b * c;
matrix[0] = d / n;
matrix[1] = -b / n;
matrix[2] = -c / n;
matrix[3] = a / n;
matrix[4] = (c * ty - d * tx) / n;
matrix[5] = -(a * ty - b * tx) / n;
return this;
},
/**
* Set the values of this Matrix to copy those of the matrix given.
*
* @method Phaser.GameObjects.Components.TransformMatrix#copyFrom
* @since 3.11.0
*
* @param {Phaser.GameObjects.Components.TransformMatrix} src - The source Matrix to copy from.
*
* @return {this} This TransformMatrix.
*/
copyFrom: function (src)
{
var matrix = this.matrix;
matrix[0] = src.a;
matrix[1] = src.b;
matrix[2] = src.c;
matrix[3] = src.d;
matrix[4] = src.e;
matrix[5] = src.f;
return this;
},
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/**
* Set the values of this Matrix to copy those of the array given.
* Where array indexes 0, 1, 2, 3, 4 and 5 are mapped to a, b, c, d, e and f.
*
* @method Phaser.GameObjects.Components.TransformMatrix#copyFromArray
* @since 3.11.0
*
* @param {array} src - The array of values to set into this matrix.
*
* @return {this} This TransformMatrix.
*/
copyFromArray: function (src)
{
var matrix = this.matrix;
matrix[0] = src[0];
matrix[1] = src[1];
matrix[2] = src[2];
matrix[3] = src[3];
matrix[4] = src[4];
matrix[5] = src[5];
return this;
},
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/**
* Copy the values from this Matrix to the given Canvas Rendering Context.
* This will use the Context.transform method.
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*
* @method Phaser.GameObjects.Components.TransformMatrix#copyToContext
* @since 3.12.0
*
* @param {CanvasRenderingContext2D} ctx - The Canvas Rendering Context to copy the matrix values to.
*
* @return {CanvasRenderingContext2D} The Canvas Rendering Context.
*/
copyToContext: function (ctx)
{
var matrix = this.matrix;
ctx.transform(matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5]);
return ctx;
},
/**
* Copy the values from this Matrix to the given Canvas Rendering Context.
* This will use the Context.setTransform method.
*
* @method Phaser.GameObjects.Components.TransformMatrix#setToContext
* @since 3.12.0
*
* @param {CanvasRenderingContext2D} ctx - The Canvas Rendering Context to copy the matrix values to.
*
* @return {CanvasRenderingContext2D} The Canvas Rendering Context.
*/
setToContext: function (ctx)
{
var matrix = this.matrix;
ctx.setTransform(matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5]);
return ctx;
},
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/**
* Copy the values in this Matrix to the array given.
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*
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* Where array indexes 0, 1, 2, 3, 4 and 5 are mapped to a, b, c, d, e and f.
*
* @method Phaser.GameObjects.Components.TransformMatrix#copyToArray
* @since 3.12.0
*
* @param {array} [out] - The array to copy the matrix values in to.
*
* @return {array} An array where elements 0 to 5 contain the values from this matrix.
*/
copyToArray: function (out)
{
var matrix = this.matrix;
if (out === undefined)
{
out = [ matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5] ];
}
else
{
out[0] = matrix[0];
out[1] = matrix[1];
out[2] = matrix[2];
out[3] = matrix[3];
out[4] = matrix[4];
out[5] = matrix[5];
}
return out;
},
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/**
* Set the values of this Matrix.
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*
* @method Phaser.GameObjects.Components.TransformMatrix#setTransform
* @since 3.0.0
*
* @param {number} a - The Scale X value.
* @param {number} b - The Shear Y value.
* @param {number} c - The Shear X value.
* @param {number} d - The Scale Y value.
* @param {number} tx - The Translate X value.
* @param {number} ty - The Translate Y value.
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*
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* @return {this} This TransformMatrix.
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*/
setTransform: function (a, b, c, d, tx, ty)
{
var matrix = this.matrix;
matrix[0] = a;
matrix[1] = b;
matrix[2] = c;
matrix[3] = d;
matrix[4] = tx;
matrix[5] = ty;
return this;
},
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/**
* Decompose this Matrix into its translation, scale and rotation values using QR decomposition.
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*
* The result must be applied in the following order to reproduce the current matrix:
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*
* translate -> rotate -> scale
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*
* @method Phaser.GameObjects.Components.TransformMatrix#decomposeMatrix
* @since 3.0.0
*
* @return {object} The decomposed Matrix.
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*/
decomposeMatrix: function ()
{
var decomposedMatrix = this.decomposedMatrix;
var matrix = this.matrix;
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// a = scale X (1)
// b = shear Y (0)
// c = shear X (0)
// d = scale Y (1)
var a = matrix[0];
var b = matrix[1];
var c = matrix[2];
var d = matrix[3];
var determ = a * d - b * c;
decomposedMatrix.translateX = matrix[4];
decomposedMatrix.translateY = matrix[5];
if (a || b)
{
var r = Math.sqrt(a * a + b * b);
decomposedMatrix.rotation = (b > 0) ? Math.acos(a / r) : -Math.acos(a / r);
decomposedMatrix.scaleX = r;
decomposedMatrix.scaleY = determ / r;
}
else if (c || d)
{
var s = Math.sqrt(c * c + d * d);
decomposedMatrix.rotation = Math.PI * 0.5 - (d > 0 ? Math.acos(-c / s) : -Math.acos(c / s));
decomposedMatrix.scaleX = determ / s;
decomposedMatrix.scaleY = s;
}
else
{
decomposedMatrix.rotation = 0;
decomposedMatrix.scaleX = 0;
decomposedMatrix.scaleY = 0;
}
return decomposedMatrix;
},
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/**
* Apply the identity, translate, rotate and scale operations on the Matrix.
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*
* @method Phaser.GameObjects.Components.TransformMatrix#applyITRS
* @since 3.0.0
*
* @param {number} x - The horizontal translation.
* @param {number} y - The vertical translation.
* @param {number} rotation - The angle of rotation in radians.
* @param {number} scaleX - The horizontal scale.
* @param {number} scaleY - The vertical scale.
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*
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* @return {this} This TransformMatrix.
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*/
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applyITRS: function (x, y, rotation, scaleX, scaleY)
{
var matrix = this.matrix;
var radianSin = Math.sin(rotation);
var radianCos = Math.cos(rotation);
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// Translate
matrix[4] = x;
matrix[5] = y;
// Rotate and Scale
matrix[0] = radianCos * scaleX;
matrix[1] = radianSin * scaleX;
matrix[2] = -radianSin * scaleY;
matrix[3] = radianCos * scaleY;
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return this;
},
/**
* Takes the `x` and `y` values and returns a new position in the `output` vector that is the inverse of
* the current matrix with its transformation applied.
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*
* Can be used to translate points from world to local space.
*
* @method Phaser.GameObjects.Components.TransformMatrix#applyInverse
* @since 3.12.0
*
* @param {number} x - The x position to translate.
* @param {number} y - The y position to translate.
* @param {Phaser.Math.Vector2} [output] - A Vector2, or point-like object, to store the results in.
*
* @return {Phaser.Math.Vector2} The coordinates, inverse-transformed through this matrix.
*/
applyInverse: function (x, y, output)
{
if (output === undefined) { output = new Vector2(); }
var matrix = this.matrix;
var a = matrix[0];
var b = matrix[1];
var c = matrix[2];
var d = matrix[3];
var tx = matrix[4];
var ty = matrix[5];
var id = 1 / ((a * d) + (c * -b));
output.x = (d * id * x) + (-c * id * y) + (((ty * c) - (tx * d)) * id);
output.y = (a * id * y) + (-b * id * x) + (((-ty * a) + (tx * b)) * id);
return output;
},
/**
* Performs the 8 calculations required to create the vertices of
* a quad based on this matrix and the given x/y/xw/yh values.
*
* The result is stored in `TransformMatrix.quad`, which is returned
* from this method.
*
* @method Phaser.GameObjects.Components.TransformMatrix#setQuad
* @since 3.60.0
*
* @param {number} x - The x value.
* @param {number} y - The y value.
* @param {number} xw - The xw value.
* @param {number} yh - The yh value.
* @param {boolean} roundPixels - Pass the results via Math.round?
*
* @return {number} The calculated y value.
*/
setQuad: function (x, y, xw, yh, roundPixels)
{
var quad = this.quad;
var matrix = this.matrix;
var a = matrix[0];
var b = matrix[1];
var c = matrix[2];
var d = matrix[3];
var e = matrix[4];
var f = matrix[5];
quad[0] = x * a + y * c + e;
quad[1] = x * b + y * d + f;
quad[2] = x * a + yh * c + e;
quad[3] = x * b + yh * d + f;
quad[4] = xw * a + yh * c + e;
quad[5] = xw * b + yh * d + f;
quad[6] = xw * a + y * c + e;
quad[7] = xw * b + y * d + f;
if (roundPixels)
{
quad.forEach(function (value, index)
{
quad[index] = Math.round(value);
});
}
return quad;
},
/**
* Returns the X component of this matrix multiplied by the given values.
* This is the same as `x * a + y * c + e`.
*
* @method Phaser.GameObjects.Components.TransformMatrix#getX
* @since 3.12.0
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*
* @param {number} x - The x value.
* @param {number} y - The y value.
*
* @return {number} The calculated x value.
*/
getX: function (x, y)
{
return x * this.a + y * this.c + this.e;
},
/**
* Returns the Y component of this matrix multiplied by the given values.
* This is the same as `x * b + y * d + f`.
*
* @method Phaser.GameObjects.Components.TransformMatrix#getY
* @since 3.12.0
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*
* @param {number} x - The x value.
* @param {number} y - The y value.
*
* @return {number} The calculated y value.
*/
getY: function (x, y)
{
return x * this.b + y * this.d + this.f;
},
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/**
* Returns the X component of this matrix multiplied by the given values.
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*
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* This is the same as `x * a + y * c + e`, optionally passing via `Math.round`.
*
* @method Phaser.GameObjects.Components.TransformMatrix#getXRound
* @since 3.50.0
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*
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* @param {number} x - The x value.
* @param {number} y - The y value.
* @param {boolean} [round=false] - Math.round the resulting value?
*
* @return {number} The calculated x value.
*/
getXRound: function (x, y, round)
{
var v = this.getX(x, y);
if (round)
{
v = Math.round(v);
}
return v;
},
/**
* Returns the Y component of this matrix multiplied by the given values.
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*
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* This is the same as `x * b + y * d + f`, optionally passing via `Math.round`.
*
* @method Phaser.GameObjects.Components.TransformMatrix#getYRound
* @since 3.50.0
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*
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* @param {number} x - The x value.
* @param {number} y - The y value.
* @param {boolean} [round=false] - Math.round the resulting value?
*
* @return {number} The calculated y value.
*/
getYRound: function (x, y, round)
{
var v = this.getY(x, y);
if (round)
{
v = Math.round(v);
}
return v;
},
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/**
* Returns a string that can be used in a CSS Transform call as a `matrix` property.
*
* @method Phaser.GameObjects.Components.TransformMatrix#getCSSMatrix
* @since 3.12.0
*
* @return {string} A string containing the CSS Transform matrix values.
*/
getCSSMatrix: function ()
{
var m = this.matrix;
return 'matrix(' + m[0] + ',' + m[1] + ',' + m[2] + ',' + m[3] + ',' + m[4] + ',' + m[5] + ')';
},
/**
* Destroys this Transform Matrix.
*
* @method Phaser.GameObjects.Components.TransformMatrix#destroy
* @since 3.4.0
*/
destroy: function ()
{
this.matrix = null;
this.quad = null;
this.decomposedMatrix = null;
}
});
module.exports = TransformMatrix;