mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 13:13:43 +00:00
348 lines
No EOL
13 KiB
TypeScript
348 lines
No EOL
13 KiB
TypeScript
/// <reference path="../Game.ts" />
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/// <reference path="../math/Mat3.ts" />
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/// <reference path="../geom/Point.ts" />
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/**
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* Phaser - Components - TransformManager
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*/
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module Phaser.Components {
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export class TransformManager {
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/**
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* Creates a new TransformManager component
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* @param parent The game object using this transform
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*/
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constructor(parent) {
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this.game = parent.game;
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this.parent = parent;
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this.local = new Mat3;
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this.scrollFactor = new Phaser.Vec2(1, 1);
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this.origin = new Phaser.Vec2;
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this.scale = new Phaser.Vec2(1, 1);
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this.skew = new Phaser.Vec2;
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this.center = new Phaser.Point;
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this.upperLeft = new Phaser.Point;
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this.upperRight = new Phaser.Point;
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this.bottomLeft = new Phaser.Point;
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this.bottomRight = new Phaser.Point;
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this._pos = new Phaser.Point;
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this._scale = new Phaser.Point;
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this._size = new Phaser.Point;
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this._halfSize = new Phaser.Point;
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this._offset = new Phaser.Point;
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this._origin = new Phaser.Point;
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this._sc = new Phaser.Point;
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this._scA = new Phaser.Point;
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}
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private _rotation: number;
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private _dirty: bool = false;
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// Cache vars
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private _pos: Phaser.Point;
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private _scale: Phaser.Point;
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private _size: Phaser.Point;
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private _halfSize: Phaser.Point;
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private _offset: Phaser.Point;
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private _origin: Phaser.Point;
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private _sc: Phaser.Point;
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private _scA: Phaser.Point;
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private _angle: number;
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private _distance: number;
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private _prevRotation: number;
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/**
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* Reference to Phaser.Game
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*/
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public game: Game;
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/**
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* Reference to the parent object (Sprite, Group, etc)
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*/
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public parent: Phaser.Sprite;
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/**
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* Scale of the object. A scale of 1.0 is the original size. 0.5 half size. 2.0 double sized.
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*/
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public scale: Vec2;
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/**
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* Skew the object along the x and y axis. A skew value of 0 is no skew.
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*/
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public skew: Vec2;
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/**
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* The influence of camera movement upon the object, if supported.
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*/
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public scrollFactor: Vec2;
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/**
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* The origin is the point around which scale and rotation takes place and defaults to the top-left of the sprite.
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*/
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public origin: Vec2;
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/**
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* This value is added to the rotation of the object.
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* For example if you had a texture drawn facing straight up then you could set
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* rotationOffset to 90 and it would correspond correctly with Phasers right-handed coordinate system.
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* @type {number}
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*/
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public rotationOffset: number = 0;
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/**
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* The rotation of the object in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right.
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*/
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public rotation: number = 0;
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/**
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* The center of the Sprite in world coordinates, after taking scaling and rotation into consideration
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*/
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public center: Phaser.Point;
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/**
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* The upper-left corner of the Sprite in world coordinates, after taking scaling and rotation into consideration
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*/
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public upperLeft: Phaser.Point;
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/**
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* The upper-right corner of the Sprite in world coordinates, after taking scaling and rotation into consideration
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*/
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public upperRight: Phaser.Point;
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/**
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* The bottom-left corner of the Sprite in world coordinates, after taking scaling and rotation into consideration
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*/
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public bottomLeft: Phaser.Point;
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/**
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* The bottom-right corner of the Sprite in world coordinates, after taking scaling and rotation into consideration
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*/
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public bottomRight: Phaser.Point;
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/**
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* The local transform matrix
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*/
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public local: Mat3;
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/**
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* The distance from the center of the transform to the rotation origin.
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*/
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public get distance(): number {
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return this._distance;
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}
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/**
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* The angle between the center of the transform to the rotation origin.
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*/
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public get angleToCenter(): number {
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return this._angle;
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}
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/**
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* The offset on the X axis of the origin That is the difference between the top left of the Sprite and the origin.x.
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* So if the origin.x is 0 the offsetX will be 0. If the origin.x is 0.5 then offsetX will be sprite width / 2, and so on.
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*/
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public get offsetX(): number {
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return this._offset.x;
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}
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/**
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* The offset on the Y axis of the origin
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*/
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public get offsetY(): number {
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return this._offset.y;
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}
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/**
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* Half the width of the parent sprite, taking into consideration scaling
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*/
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public get halfWidth(): number {
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return this._halfSize.x;
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}
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/**
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* Half the height of the parent sprite, taking into consideration scaling
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*/
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public get halfHeight(): number {
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return this._halfSize.y;
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}
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/**
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* The equivalent of Math.sin(rotation + rotationOffset)
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*/
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public get sin(): number {
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return this._sc.x;
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}
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/**
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* The equivalent of Math.cos(rotation + rotationOffset)
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*/
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public get cos(): number {
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return this._sc.y;
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}
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/**
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* Moves the sprite so its center is located on the given x and y coordinates.
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* Doesn't change the origin of the sprite.
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*/
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public centerOn(x: number, y: number) {
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this.parent.x = x + (this.parent.x - this.center.x);
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this.parent.y = y + (this.parent.y - this.center.y);
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this.setCache();
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}
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/**
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* Populates the transform cache. Called by the parent object on creation.
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*/
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public setCache() {
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this._pos.x = this.parent.x;
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this._pos.y = this.parent.y;
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this._halfSize.x = this.parent.width / 2;
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this._halfSize.y = this.parent.height / 2;
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this._offset.x = this.origin.x * this.parent.width;
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this._offset.y = this.origin.y * this.parent.height;
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this._angle = Math.atan2(this.halfHeight - this._offset.x, this.halfWidth - this._offset.y);
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this._distance = Math.sqrt(((this._offset.x - this._halfSize.x) * (this._offset.x - this._halfSize.x)) + ((this._offset.y - this._halfSize.y) * (this._offset.y - this._halfSize.y)));
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this._size.x = this.parent.width;
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this._size.y = this.parent.height;
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this._origin.x = this.origin.x;
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this._origin.y = this.origin.y;
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this._sc.x = Math.sin((this.rotation + this.rotationOffset) * GameMath.DEG_TO_RAD);
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this._sc.y = Math.cos((this.rotation + this.rotationOffset) * GameMath.DEG_TO_RAD);
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this._scA.y = Math.cos((this.rotation + this.rotationOffset) * GameMath.DEG_TO_RAD + this._angle);
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this._scA.x = Math.sin((this.rotation + this.rotationOffset) * GameMath.DEG_TO_RAD + this._angle);
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this._prevRotation = this.rotation;
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if (this.parent.texture && this.parent.texture.renderRotation)
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{
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this._sc.x = Math.sin((this.rotation + this.rotationOffset) * GameMath.DEG_TO_RAD);
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this._sc.y = Math.cos((this.rotation + this.rotationOffset) * GameMath.DEG_TO_RAD);
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}
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else
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{
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this._sc.x = 0;
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this._sc.y = 1;
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}
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this.center.x = this.parent.x + this._distance * this._scA.y;
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this.center.y = this.parent.y + this._distance * this._scA.x;
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this.upperLeft.setTo(this.center.x - this._halfSize.x * this._sc.y + this._halfSize.y * this._sc.x, this.center.y - this._halfSize.y * this._sc.y - this._halfSize.x * this._sc.x);
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this.upperRight.setTo(this.center.x + this._halfSize.x * this._sc.y + this._halfSize.y * this._sc.x, this.center.y - this._halfSize.y * this._sc.y + this._halfSize.x * this._sc.x);
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this.bottomLeft.setTo(this.center.x - this._halfSize.x * this._sc.y - this._halfSize.y * this._sc.x, this.center.y + this._halfSize.y * this._sc.y - this._halfSize.x * this._sc.x);
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this.bottomRight.setTo(this.center.x + this._halfSize.x * this._sc.y - this._halfSize.y * this._sc.x, this.center.y + this._halfSize.y * this._sc.y + this._halfSize.x * this._sc.x);
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this._pos.x = this.parent.x;
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this._pos.y = this.parent.y;
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}
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/**
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* Updates the local transform matrix and the cache values if anything has changed in the parent.
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*/
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public update() {
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// Check cache
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this._dirty = false;
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// 1) Height or Width change (also triggered by a change in scale) or an Origin change
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if (this.parent.width !== this._size.x || this.parent.height !== this._size.y || this.origin.x !== this._origin.x|| this.origin.y !== this._origin.y)
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{
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this._halfSize.x = this.parent.width / 2;
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this._halfSize.y = this.parent.height / 2;
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this._offset.x = this.origin.x * this.parent.width;
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this._offset.y = this.origin.y * this.parent.height;
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this._angle = Math.atan2(this.halfHeight - this._offset.y, this.halfWidth - this._offset.x);
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this._distance = Math.sqrt(((this._offset.x - this._halfSize.x) * (this._offset.x - this._halfSize.x)) + ((this._offset.y - this._halfSize.y) * (this._offset.y - this._halfSize.y)));
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// Store
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this._size.x = this.parent.width;
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this._size.y = this.parent.height;
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this._origin.x = this.origin.x;
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this._origin.y = this.origin.y;
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this._dirty = true;
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}
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// 2) Rotation change
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if (this.rotation != this._prevRotation)
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{
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this._sc.x = Math.sin((this.rotation + this.rotationOffset) * GameMath.DEG_TO_RAD);
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this._sc.y = Math.cos((this.rotation + this.rotationOffset) * GameMath.DEG_TO_RAD);
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this._scA.y = Math.cos((this.rotation + this.rotationOffset) * GameMath.DEG_TO_RAD + this._angle);
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this._scA.x = Math.sin((this.rotation + this.rotationOffset) * GameMath.DEG_TO_RAD + this._angle);
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if (this.parent.texture.renderRotation)
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{
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this._sc.x = Math.sin((this.rotation + this.rotationOffset) * GameMath.DEG_TO_RAD);
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this._sc.y = Math.cos((this.rotation + this.rotationOffset) * GameMath.DEG_TO_RAD);
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}
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else
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{
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this._sc.x = 0;
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this._sc.y = 1;
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}
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// Store
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this._prevRotation = this.rotation;
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this._dirty = true;
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}
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// If it has moved, update the edges and center
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if (this._dirty || this.parent.x != this._pos.x || this.parent.y != this._pos.y)
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{
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this.center.x = this.parent.x + this._distance * this._scA.y;
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this.center.y = this.parent.y + this._distance * this._scA.x;
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this.upperLeft.setTo(this.center.x - this._halfSize.x * this._sc.y + this._halfSize.y * this._sc.x, this.center.y - this._halfSize.y * this._sc.y - this._halfSize.x * this._sc.x);
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this.upperRight.setTo(this.center.x + this._halfSize.x * this._sc.y + this._halfSize.y * this._sc.x, this.center.y - this._halfSize.y * this._sc.y + this._halfSize.x * this._sc.x);
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this.bottomLeft.setTo(this.center.x - this._halfSize.x * this._sc.y - this._halfSize.y * this._sc.x, this.center.y + this._halfSize.y * this._sc.y - this._halfSize.x * this._sc.x);
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this.bottomRight.setTo(this.center.x + this._halfSize.x * this._sc.y - this._halfSize.y * this._sc.x, this.center.y + this._halfSize.y * this._sc.y + this._halfSize.x * this._sc.x);
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this._pos.x = this.parent.x;
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this._pos.y = this.parent.y;
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}
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// Scale and Skew
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if (this.parent.texture.flippedX)
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{
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this.local.data[0] = this._sc.y * -this.scale.x;
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this.local.data[3] = (this._sc.x * -this.scale.x) + this.skew.x;
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}
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else
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{
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this.local.data[0] = this._sc.y * this.scale.x;
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this.local.data[3] = (this._sc.x * this.scale.x) + this.skew.x;
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}
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if (this.parent.texture.flippedY)
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{
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this.local.data[4] = this._sc.y * -this.scale.y;
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this.local.data[1] = -(this._sc.x * -this.scale.y) + this.skew.y;
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}
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else
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{
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this.local.data[4] = this._sc.y * this.scale.y;
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this.local.data[1] = -(this._sc.x * this.scale.y) + this.skew.y;
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}
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// Translate
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this.local.data[2] = this.parent.x;
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this.local.data[5] = this.parent.y;
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}
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}
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} |