phaser/src/gameobjects/components/TransformMatrix.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = require('../../utils/Class');
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/**
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* @classdesc
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* [description]
*
* @class TransformMatrix
* @memberOf Phaser.GameObjects.Components
* @constructor
* @since 3.0.0
*
* @param {number} [a=1] - [description]
* @param {number} [b=0] - [description]
* @param {number} [c=0] - [description]
* @param {number} [d=1] - [description]
* @param {number} [tx=0] - [description]
* @param {number} [ty=0] - [description]
*/
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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/**
* [description]
*
* @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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/**
* [description]
*
* @name Phaser.GameObjects.Components.TransformMatrix#decomposedMatrix
* @type {object}
* @since 3.0.0
*/
this.decomposedMatrix = {
translateX: 0,
translateY: 0,
scaleX: 1,
scaleY: 1,
rotation: 0
};
},
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/**
* [description]
*
* @method Phaser.GameObjects.Components.TransformMatrix#loadIdentity
* @since 3.0.0
*
* @return {Phaser.GameObjects.Components.TransformMatrix} This TransformMatrix.
*/
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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/**
* [description]
*
* @method Phaser.GameObjects.Components.TransformMatrix#translate
* @since 3.0.0
*
* @param {number} x - [description]
* @param {number} y - [description]
*
* @return {Phaser.GameObjects.Components.TransformMatrix} This TransformMatrix.
*/
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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/**
* [description]
*
* @method Phaser.GameObjects.Components.TransformMatrix#scale
* @since 3.0.0
*
* @param {number} x - [description]
* @param {number} y - [description]
*
* @return {Phaser.GameObjects.Components.TransformMatrix} This TransformMatrix.
*/
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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/**
* [description]
*
* @method Phaser.GameObjects.Components.TransformMatrix#rotate
* @since 3.0.0
*
* @param {number} radian - [description]
*
* @return {Phaser.GameObjects.Components.TransformMatrix} This TransformMatrix.
*/
rotate: function (radian)
{
var radianSin = Math.sin(radian);
var radianCos = Math.cos(radian);
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return this.transform(radianCos, radianSin, -radianSin, radianCos, 0, 0);
},
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/**
* [description]
*
* @method Phaser.GameObjects.Components.TransformMatrix#multiply
* @since 3.0.0
*
* @param {Phaser.GameObjects.Components.TransformMatrix} rhs - [description]
*
* @return {Phaser.GameObjects.Components.TransformMatrix} This TransformMatrix.
*/
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multiply: function (rhs)
{
var matrix = this.matrix;
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var otherMatrix = rhs.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 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 + tx0;
matrix[5] = tx1 * b0 + ty1 * d0 + ty0;
return this;
},
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/**
* [description]
*
* @method Phaser.GameObjects.Components.TransformMatrix#transform
* @since 3.0.0
*
* @param {number} a - [description]
* @param {number} b - [description]
* @param {number} c - [description]
* @param {number} d - [description]
* @param {number} tx - [description]
* @param {number} ty - [description]
*
* @return {Phaser.GameObjects.Components.TransformMatrix} This TransformMatrix.
*/
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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/**
* [description]
*
* @method Phaser.GameObjects.Components.TransformMatrix#transformPoint
* @since 3.0.0
*
* @param {number} x - [description]
* @param {number} y - [description]
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* @param {(Phaser.Geom.Point|Phaser.Math.Vector2|object)} point - [description]
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*
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* @return {(Phaser.Geom.Point|Phaser.Math.Vector2|object)} [description]
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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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/**
* [description]
*
* @method Phaser.GameObjects.Components.TransformMatrix#invert
* @since 3.0.0
*
* @return {Phaser.GameObjects.Components.TransformMatrix} This TransformMatrix.
*/
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;
},
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/**
* [description]
*
* @method Phaser.GameObjects.Components.TransformMatrix#setTransform
* @since 3.0.0
*
* @param {number} a - [description]
* @param {number} b - [description]
* @param {number} c - [description]
* @param {number} d - [description]
* @param {number} tx - [description]
* @param {number} ty - [description]
*
* @return {Phaser.GameObjects.Components.TransformMatrix} This TransformMatrix.
*/
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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/**
* [description]
*
* @method Phaser.GameObjects.Components.TransformMatrix#decomposeMatrix
* @since 3.0.0
*
* @return {object} [description]
*/
decomposeMatrix: function ()
{
var decomposedMatrix = this.decomposedMatrix;
var matrix = this.matrix;
var a = matrix[0];
var b = matrix[1];
var c = matrix[2];
var d = matrix[3];
var a2 = a * a;
var b2 = b * b;
var c2 = c * c;
var d2 = d * d;
var sx = Math.sqrt(a2 + c2);
var sy = Math.sqrt(b2 + d2);
decomposedMatrix.translateX = matrix[4];
decomposedMatrix.translateY = matrix[5];
decomposedMatrix.scaleX = sx;
decomposedMatrix.scaleY = sy;
decomposedMatrix.rotation = Math.acos(a / sx) * (Math.atan(-c / a) < 0 ? -1 : 1);
return decomposedMatrix;
},
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/**
* Identity + Translate + Rotate + Scale
*
* @method Phaser.GameObjects.Components.TransformMatrix#applyITRS
* @since 3.0.0
*
* @param {number} x - [description]
* @param {number} y - [description]
* @param {number} rotation - [description]
* @param {number} scaleX - [description]
* @param {number} scaleY - [description]
*
* @return {Phaser.GameObjects.Components.TransformMatrix} This TransformMatrix.
*/
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applyITRS: function (x, y, rotation, scaleX, scaleY)
{
var matrix = this.matrix;
var sr = Math.sin(rotation);
var cr = Math.cos(rotation);
// Translate
matrix[4] = x;
matrix[5] = y;
// Rotate and Scale
matrix[0] = cr * scaleX;
matrix[1] = -sr * scaleX;
matrix[2] = sr * scaleY;
matrix[3] = cr * scaleY;
return this;
}
});
module.exports = TransformMatrix;