mirror of
https://github.com/photonstorm/phaser
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65 lines
2.3 KiB
JavaScript
65 lines
2.3 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013-2023 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var TransformMatrix = require('./components/TransformMatrix');
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var tempMatrix1 = new TransformMatrix();
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var tempMatrix2 = new TransformMatrix();
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var tempMatrix3 = new TransformMatrix();
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var result = { camera: tempMatrix1, sprite: tempMatrix2, calc: tempMatrix3 };
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/**
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* Calculates the Transform Matrix of the given Game Object and Camera, factoring in
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* the parent matrix if provided.
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*
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* Note that the object this results contains _references_ to the Transform Matrices,
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* not new instances of them. Therefore, you should use their values immediately, or
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* copy them to your own matrix, as they will be replaced as soon as another Game
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* Object is rendered.
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*
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* @function Phaser.GameObjects.GetCalcMatrix
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* @memberof Phaser.GameObjects
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* @since 3.50.0
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*
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* @param {Phaser.GameObjects.GameObject} src - The Game Object to calculate the transform matrix for.
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The camera being used to render the Game Object.
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* @param {Phaser.GameObjects.Components.TransformMatrix} [parentMatrix] - The transform matrix of the parent container, if any.
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*
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* @return {Phaser.Types.GameObjects.GetCalcMatrixResults} The results object containing the updated transform matrices.
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*/
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var GetCalcMatrix = function (src, camera, parentMatrix)
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{
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var camMatrix = tempMatrix1;
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var spriteMatrix = tempMatrix2;
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var calcMatrix = tempMatrix3;
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spriteMatrix.applyITRS(src.x, src.y, src.rotation, src.scaleX, src.scaleY);
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camMatrix.copyFrom(camera.matrix);
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if (parentMatrix)
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{
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// Multiply the camera by the parent matrix
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camMatrix.multiplyWithOffset(parentMatrix, -camera.scrollX * src.scrollFactorX, -camera.scrollY * src.scrollFactorY);
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// Undo the camera scroll
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spriteMatrix.e = src.x;
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spriteMatrix.f = src.y;
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}
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else
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{
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spriteMatrix.e -= camera.scrollX * src.scrollFactorX;
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spriteMatrix.f -= camera.scrollY * src.scrollFactorY;
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}
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// Multiply by the Sprite matrix, store result in calcMatrix
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camMatrix.multiply(spriteMatrix, calcMatrix);
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return result;
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};
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module.exports = GetCalcMatrix;
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