phaser/src/geom/Matrix.js

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/**
* @author Mat Groves http://matgroves.com/ @Doormat23
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Matrix is a 3x3 matrix mostly used for display transforms within the renderer.
*
* It is represented like so:
*
* | a | b | tx |
* | c | d | ty |
* | 0 | 0 | 1 |
*
* @class Phaser.Matrix
* @constructor
* @param {number} [a=1]
* @param {number} [b=0]
* @param {number} [c=0]
* @param {number} [d=1]
* @param {number} [tx=0]
* @param {number} [ty=0]
*/
Phaser.Matrix = function (a, b, c, d, tx, ty) {
a = a || 1;
b = b || 0;
c = c || 0;
d = d || 1;
tx = tx || 0;
ty = ty || 0;
/**
* @property {number} a
* @default 1
*/
this.a = a;
/**
* @property {number} b
* @default 0
*/
this.b = b;
/**
* @property {number} c
* @default 0
*/
this.c = c;
/**
* @property {number} d
* @default 1
*/
this.d = d;
/**
* @property {number} tx
* @default 0
*/
this.tx = tx;
/**
* @property {number} ty
* @default 0
*/
this.ty = ty;
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/**
* @property {number} type - The const type of this object.
* @readonly
*/
this.type = Phaser.MATRIX;
};
Phaser.Matrix.prototype = {
/**
* Sets the values of this Matrix to the values in the given array.
*
* The Array elements should be set as follows:
*
* a = array[0]
* b = array[1]
* c = array[3]
* d = array[4]
* tx = array[2]
* ty = array[5]
*
* @method Phaser.Matrix#fromArray
* @param {Array} array - The array to copy from.
* @return {Phaser.Matrix} This Matrix object.
*/
fromArray: function (array) {
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return this.setTo(array[0], array[1], array[3], array[4], array[2], array[5]);
},
/**
* Sets the values of this Matrix to the given values.
*
* @method Phaser.Matrix#setTo
* @param {number} a
* @param {number} b
* @param {number} c
* @param {number} d
* @param {number} tx
* @param {number} ty
* @return {Phaser.Matrix} This Matrix object.
*/
setTo: function (a, b, c, d, tx, ty) {
this.a = a;
this.b = b;
this.c = c;
this.d = d;
this.tx = tx;
this.ty = ty;
return this;
},
/**
* Creates a new Matrix object based on the values of this Matrix.
* If you provide the output parameter the values of this Matrix will be copied over to it.
* If the output parameter is blank a new Matrix object will be created.
*
* @method Phaser.Matrix#clone
* @param {Phaser.Matrix} [output] - If provided the values of this Matrix will be copied to it, otherwise a new Matrix object is created.
* @return {Phaser.Matrix} A clone of this Matrix.
*/
clone: function (output) {
if (output === undefined || output === null)
{
output = new Phaser.Matrix(this.a, this.b, this.c, this.d, this.tx, this.ty);
}
else
{
output.a = this.a;
output.b = this.b;
output.c = this.c;
output.d = this.d;
output.tx = this.tx;
output.ty = this.ty;
}
return output;
},
/**
* Copies the properties from this Matrix to the given Matrix.
*
* @method Phaser.Matrix#copyTo
* @param {Phaser.Matrix} matrix - The Matrix to copy from.
* @return {Phaser.Matrix} The destination Matrix object.
*/
copyTo: function (matrix) {
matrix.copyFrom(this);
return matrix;
},
/**
* Copies the properties from the given Matrix into this Matrix.
*
* @method Phaser.Matrix#copyFrom
* @param {Phaser.Matrix} matrix - The Matrix to copy from.
* @return {Phaser.Matrix} This Matrix object.
*/
copyFrom: function (matrix) {
this.a = matrix.a;
this.b = matrix.b;
this.c = matrix.c;
this.d = matrix.d;
this.tx = matrix.tx;
this.ty = matrix.ty;
return this;
},
/**
* Creates a Float32 Array with values populated from this Matrix object.
*
* @method Phaser.Matrix#toArray
* @param {boolean} [transpose=false] - Whether the values in the array are transposed or not.
* @param {PIXI.Float32Array} [array] - If provided the values will be set into this array, otherwise a new Float32Array is created.
* @return {PIXI.Float32Array} The newly created array which contains the matrix.
*/
toArray: function (transpose, array) {
if (array === undefined) { array = new PIXI.Float32Array(9); }
if (transpose)
{
array[0] = this.a;
array[1] = this.b;
array[2] = 0;
array[3] = this.c;
array[4] = this.d;
array[5] = 0;
array[6] = this.tx;
array[7] = this.ty;
array[8] = 1;
}
else
{
array[0] = this.a;
array[1] = this.c;
array[2] = this.tx;
array[3] = this.b;
array[4] = this.d;
array[5] = this.ty;
array[6] = 0;
array[7] = 0;
array[8] = 1;
}
return array;
},
/**
* Get a new position with the current transformation applied.
*
* Can be used to go from a childs coordinate space to the world coordinate space (e.g. rendering)
*
* @method Phaser.Matrix#apply
* @param {Phaser.Point} pos - The origin Point.
* @param {Phaser.Point} [newPos] - The point that the new position is assigned to. This can be same as input point.
* @return {Phaser.Point} The new point, transformed through this matrix.
*/
apply: function (pos, newPos) {
if (newPos === undefined) { newPos = new Phaser.Point(); }
newPos.x = this.a * pos.x + this.c * pos.y + this.tx;
newPos.y = this.b * pos.x + this.d * pos.y + this.ty;
return newPos;
},
/**
* Get a new position with the inverse of the current transformation applied.
*
* Can be used to go from the world coordinate space to a childs coordinate space. (e.g. input)
*
* @method Phaser.Matrix#applyInverse
* @param {Phaser.Point} pos - The origin Point.
* @param {Phaser.Point} [newPos] - The point that the new position is assigned to. This can be same as input point.
* @return {Phaser.Point} The new point, inverse transformed through this matrix.
*/
applyInverse: function (pos, newPos) {
if (newPos === undefined) { newPos = new Phaser.Point(); }
var id = 1 / (this.a * this.d + this.c * -this.b);
var x = pos.x;
var y = pos.y;
newPos.x = this.d * id * x + -this.c * id * y + (this.ty * this.c - this.tx * this.d) * id;
newPos.y = this.a * id * y + -this.b * id * x + (-this.ty * this.a + this.tx * this.b) * id;
return newPos;
},
/**
* Translates the matrix on the x and y.
* This is the same as Matrix.tx += x.
*
* @method Phaser.Matrix#translate
* @param {number} x - The x value to translate on.
* @param {number} y - The y value to translate on.
* @return {Phaser.Matrix} This Matrix object.
*/
translate: function (x, y) {
this.tx += x;
this.ty += y;
return this;
},
/**
* Applies a scale transformation to this matrix.
*
* @method Phaser.Matrix#scale
* @param {number} x - The amount to scale horizontally.
* @param {number} y - The amount to scale vertically.
* @return {Phaser.Matrix} This Matrix object.
*/
scale: function (x, y) {
this.a *= x;
this.d *= y;
this.c *= x;
this.b *= y;
this.tx *= x;
this.ty *= y;
return this;
},
/**
* Applies a rotation transformation to this matrix.
*
* @method Phaser.Matrix#rotate
* @param {number} angle - The angle to rotate by, given in radians.
* @return {Phaser.Matrix} This Matrix object.
*/
rotate: function (angle) {
var cos = Math.cos(angle);
var sin = Math.sin(angle);
var a1 = this.a;
var c1 = this.c;
var tx1 = this.tx;
this.a = a1 * cos-this.b * sin;
this.b = a1 * sin+this.b * cos;
this.c = c1 * cos-this.d * sin;
this.d = c1 * sin+this.d * cos;
this.tx = tx1 * cos - this.ty * sin;
this.ty = tx1 * sin + this.ty * cos;
return this;
},
/**
* Appends the given Matrix to this Matrix.
*
* @method Phaser.Matrix#append
* @param {Phaser.Matrix} matrix - The matrix to append to this one.
* @return {Phaser.Matrix} This Matrix object.
*/
append: function (matrix) {
var a1 = this.a;
var b1 = this.b;
var c1 = this.c;
var d1 = this.d;
this.a = matrix.a * a1 + matrix.b * c1;
this.b = matrix.a * b1 + matrix.b * d1;
this.c = matrix.c * a1 + matrix.d * c1;
this.d = matrix.c * b1 + matrix.d * d1;
this.tx = matrix.tx * a1 + matrix.ty * c1 + this.tx;
this.ty = matrix.tx * b1 + matrix.ty * d1 + this.ty;
return this;
},
/**
* Resets this Matrix to an identity (default) matrix.
*
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* @method Phaser.Matrix#identity
* @return {Phaser.Matrix} This Matrix object.
*/
identity: function () {
return this.setTo(1, 0, 0, 1, 0, 0);
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}
};
Phaser.identityMatrix = new Phaser.Matrix();
// Because PIXI uses its own type, we'll replace it with ours to avoid duplicating code or confusion.
PIXI.Matrix = Phaser.Matrix;
PIXI.identityMatrix = Phaser.identityMatrix;