phaser/src/gameobjects/components/Transform.js

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var MATH_CONST = require('../../math/const');
var WrapAngle = require('../../math/angle/Wrap');
var WrapAngleDegrees = require('../../math/angle/WrapDegrees');
// global bitmask flag for GameObject.renderMask (used by Scale)
var _FLAG = 4; // 0100
// Transform Component
var Transform = {
// "private" properties
_scaleX: 1,
_scaleY: 1,
_rotation: 0,
_depth: 0,
_dirty: false,
_world: { a: 1, b: 0, c: 0, d: 1, tx: 0, ty: 0, sr: 0, cr: 0 },
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// public properties / methods
// These are world coordinate values.
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// If Game Object is a child of a Container, then you can modify its local position (relative to the Container)
// by setting `localX`, `localY`, etc (or changing x/y directly, but remember the values given here are world based).
// Changes to the parent Container are instantly reflected in the world coords here (x,y, etc)
_x: 0,
_y: 0,
_z: 0,
_w: 0,
x: {
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get: function ()
{
return this._x;
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},
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set: function (value)
{
this._x = value;
this._dirty = true;
}
},
y: {
get: function ()
{
return this._y;
},
set: function (value)
{
this._y = value;
this._dirty = true;
}
},
z: {
get: function ()
{
return this._z;
},
set: function (value)
{
this._z = value;
this._dirty = true;
}
},
w: {
get: function ()
{
return this._w;
},
set: function (value)
{
this._w = value;
this._dirty = true;
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}
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},
scaleX: {
get: function ()
{
return this._scaleX;
},
set: function (value)
{
this._scaleX = value;
this._dirty = true;
if (this._scaleX === 0)
{
this.renderFlags &= ~_FLAG;
}
else
{
this.renderFlags |= _FLAG;
}
}
},
scaleY: {
get: function ()
{
return this._scaleY;
},
set: function (value)
{
this._scaleY = value;
this._dirty = true;
if (this._scaleY === 0)
{
this.renderFlags &= ~_FLAG;
}
else
{
this.renderFlags |= _FLAG;
}
}
},
angle: {
get: function ()
{
return WrapAngleDegrees(this._rotation * MATH_CONST.RAD_TO_DEG);
},
set: function (value)
{
// value is in degrees
this.rotation = WrapAngleDegrees(value) * MATH_CONST.DEG_TO_RAD;
}
},
rotation: {
get: function ()
{
return this._rotation;
},
set: function (value)
{
// value is in radians
this._rotation = WrapAngle(value);
this._world.sr = Math.sin(this._rotation);
this._world.cr = Math.cos(this._rotation);
this._dirty = true;
}
},
depth: {
get: function ()
{
return this._depth;
},
set: function (value)
{
this.scene.sys.queueDepthSort();
this._depth = value;
}
},
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setPosition: function (x, y, z, w)
{
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if (x === undefined) { x = 0; }
if (y === undefined) { y = x; }
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if (z === undefined) { z = 0; }
if (w === undefined) { w = 0; }
this._x = x;
this._y = y;
this._z = z;
this._w = w;
this._dirty = true;
return this;
},
setRotation: function (radians)
{
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if (radians === undefined) { radians = 0; }
this.rotation = radians;
return this;
},
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setAngle: function (degrees)
{
if (degrees === undefined) { degrees = 0; }
this.angle = degrees;
return this;
},
setScale: function (x, y)
{
if (x === undefined) { x = 1; }
if (y === undefined) { y = x; }
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this.scaleX = x;
this.scaleY = y;
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return this;
},
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setZ: function (value)
{
if (value === undefined) { value = 0; }
this.z = value;
return this;
},
setW: function (value)
{
if (value === undefined) { value = 0; }
this.w = value;
return this;
},
setDepth: function (value)
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{
if (value === undefined) { value = 0; }
this.depth = value;
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return this;
},
updateTransform: function ()
{
if (!this.parent || !this._dirty)
{
return;
}
var tx = this._x;
var ty = this._y;
var world = this._world;
var parent = this.parent.world;
var a = world.cr * this._scaleX;
var b = world.sr * this._scaleX;
var c = -world.sr * this._scaleY;
var d = world.cr * this._scaleY;
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);
// this._worldRotation = Math.atan2(-this.world.c, this.world.d);
world.tx = (tx * parent.a) + (ty * parent.c) + parent.tx;
world.ty = (tx * parent.b) + (ty * parent.d) + parent.ty;
// this._worldScaleX = this._scaleX * Math.sqrt((world.a * world.a) + (world.c * world.c));
// this._worldScaleY = this._scaleY * Math.sqrt((world.b * world.b) + (world.d * world.d));
}
};
module.exports = Transform;