mirror of
https://github.com/photonstorm/phaser
synced 2024-11-24 21:53:59 +00:00
388 lines
10 KiB
JavaScript
388 lines
10 KiB
JavaScript
/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Matrix is a 3x3 matrix mostly used for display transforms within the renderer.
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*
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* It is represented like so:
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*
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* | a | b | tx |
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* | c | d | ty |
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* | 0 | 0 | 1 |
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*
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* @class Phaser.Matrix
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* @constructor
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* @param {number} [a=1] - Horizontal scaling
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* @param {number} [b=0] - Horizontal skewing
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* @param {number} [c=0] - Vertical skewing
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* @param {number} [d=1] - Vertical scaling
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* @param {number} [tx=0] - Horizontal translation
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* @param {number} [ty=0] - Vertical translation
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*/
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Phaser.Matrix = function (a, b, c, d, tx, ty) {
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if (a === undefined || a === null) { a = 1; }
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if (b === undefined || b === null) { b = 0; }
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if (c === undefined || c === null) { c = 0; }
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if (d === undefined || d === null) { d = 1; }
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if (tx === undefined || tx === null) { tx = 0; }
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if (ty === undefined || ty === null) { ty = 0; }
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/**
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* @property {number} a
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* @default 1
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*/
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this.a = a;
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/**
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* @property {number} b
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* @default 0
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*/
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this.b = b;
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/**
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* @property {number} c
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* @default 0
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*/
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this.c = c;
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/**
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* @property {number} d
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* @default 1
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*/
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this.d = d;
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/**
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* @property {number} tx
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* @default 0
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*/
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this.tx = tx;
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/**
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* @property {number} ty
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* @default 0
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*/
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this.ty = ty;
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/**
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* @property {number} type - The const type of this object.
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* @readonly
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*/
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this.type = Phaser.MATRIX;
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};
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Phaser.Matrix.prototype.constructor = Phaser.Matrix;
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Phaser.Matrix.prototype = {
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/**
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* Sets the values of this Matrix to the values in the given array.
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*
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* The Array elements should be set as follows:
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*
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* a = array[0]
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* b = array[1]
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* c = array[3]
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* d = array[4]
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* tx = array[2]
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* ty = array[5]
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*
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* @method Phaser.Matrix#fromArray
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* @param {Array} array - The array to copy from.
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* @return {Phaser.Matrix} This Matrix object.
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*/
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fromArray: function (array) {
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return this.setTo(array[0], array[1], array[3], array[4], array[2], array[5]);
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},
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/**
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* Sets the values of this Matrix to the given values.
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*
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* @method Phaser.Matrix#setTo
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* @param {number} a - Horizontal scaling
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* @param {number} b - Horizontal skewing
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* @param {number} c - Vertical skewing
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* @param {number} d - Vertical scaling
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* @param {number} tx - Horizontal translation
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* @param {number} ty - Vertical translation
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* @return {Phaser.Matrix} This Matrix object.
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*/
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setTo: function (a, b, c, d, tx, ty) {
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this.a = a;
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this.b = b;
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this.c = c;
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this.d = d;
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this.tx = tx;
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this.ty = ty;
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return this;
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},
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/**
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* Creates a new Matrix object based on the values of this Matrix.
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* If you provide the output parameter the values of this Matrix will be copied over to it.
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* If the output parameter is blank a new Matrix object will be created.
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*
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* @method Phaser.Matrix#clone
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* @param {Phaser.Matrix} [output] - If provided the values of this Matrix will be copied to it, otherwise a new Matrix object is created.
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* @return {Phaser.Matrix} A clone of this Matrix.
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*/
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clone: function (output) {
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if (output === undefined || output === null)
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{
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output = new Phaser.Matrix(this.a, this.b, this.c, this.d, this.tx, this.ty);
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}
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else
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{
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output.a = this.a;
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output.b = this.b;
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output.c = this.c;
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output.d = this.d;
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output.tx = this.tx;
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output.ty = this.ty;
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}
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return output;
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},
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/**
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* Copies the properties from this Matrix to the given Matrix.
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*
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* @method Phaser.Matrix#copyTo
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* @param {Phaser.Matrix} matrix - The Matrix to copy from.
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* @return {Phaser.Matrix} The destination Matrix object.
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*/
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copyTo: function (matrix) {
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matrix.copyFrom(this);
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return matrix;
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},
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/**
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* Copies the properties from the given Matrix into this Matrix.
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*
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* @method Phaser.Matrix#copyFrom
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* @param {Phaser.Matrix} matrix - The Matrix to copy from.
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* @return {Phaser.Matrix} This Matrix object.
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*/
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copyFrom: function (matrix) {
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this.a = matrix.a;
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this.b = matrix.b;
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this.c = matrix.c;
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this.d = matrix.d;
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this.tx = matrix.tx;
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this.ty = matrix.ty;
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return this;
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},
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/**
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* Creates a Float32 Array with values populated from this Matrix object.
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*
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* @method Phaser.Matrix#toArray
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* @param {boolean} [transpose=false] - Whether the values in the array are transposed or not.
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* @param {Float32Array} [array] - If provided the values will be set into this array, otherwise a new Float32Array is created.
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* @return {Float32Array} The newly created array which contains the matrix.
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*/
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toArray: function (transpose, array) {
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if (array === undefined) { array = new Float32Array(9); }
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if (transpose)
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{
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array[0] = this.a;
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array[1] = this.b;
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array[2] = 0;
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array[3] = this.c;
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array[4] = this.d;
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array[5] = 0;
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array[6] = this.tx;
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array[7] = this.ty;
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array[8] = 1;
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}
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else
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{
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array[0] = this.a;
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array[1] = this.c;
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array[2] = this.tx;
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array[3] = this.b;
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array[4] = this.d;
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array[5] = this.ty;
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array[6] = 0;
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array[7] = 0;
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array[8] = 1;
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}
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return array;
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},
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/**
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* Get a new position with the current transformation applied.
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*
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* Can be used to go from a childs coordinate space to the world coordinate space (e.g. rendering)
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*
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* @method Phaser.Matrix#apply
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* @param {Phaser.Point} pos - The origin Point.
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* @param {Phaser.Point} [newPos] - The point that the new position is assigned to. This can be same as input point.
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* @return {Phaser.Point} The new point, transformed through this matrix.
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*/
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apply: function (pos, newPos) {
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if (newPos === undefined) { newPos = new Phaser.Point(); }
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newPos.x = this.a * pos.x + this.c * pos.y + this.tx;
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newPos.y = this.b * pos.x + this.d * pos.y + this.ty;
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return newPos;
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},
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/**
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* Get a new position with the inverse of the current transformation applied.
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*
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* Can be used to go from the world coordinate space to a childs coordinate space. (e.g. input)
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*
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* @method Phaser.Matrix#applyInverse
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* @param {Phaser.Point} pos - The origin Point.
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* @param {Phaser.Point} [newPos] - The point that the new position is assigned to. This can be same as input point.
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* @return {Phaser.Point} The new point, inverse transformed through this matrix.
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*/
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applyInverse: function (pos, newPos) {
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if (newPos === undefined) { newPos = new Phaser.Point(); }
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var id = 1 / (this.a * this.d + this.c * -this.b);
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var x = pos.x;
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var y = pos.y;
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newPos.x = this.d * id * x + -this.c * id * y + (this.ty * this.c - this.tx * this.d) * id;
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newPos.y = this.a * id * y + -this.b * id * x + (-this.ty * this.a + this.tx * this.b) * id;
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return newPos;
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},
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/**
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* Translates the matrix on the x and y.
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* This is the same as Matrix.tx += x.
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*
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* @method Phaser.Matrix#translate
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* @param {number} x - The x value to translate on.
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* @param {number} y - The y value to translate on.
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* @return {Phaser.Matrix} This Matrix object.
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*/
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translate: function (x, y) {
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this.tx += x;
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this.ty += y;
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return this;
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},
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/**
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* Applies a scale transformation to this matrix.
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*
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* @method Phaser.Matrix#scale
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* @param {number} x - The amount to scale horizontally.
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* @param {number} y - The amount to scale vertically.
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* @return {Phaser.Matrix} This Matrix object.
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*/
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scale: function (x, y) {
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this.a *= x;
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this.d *= y;
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this.c *= x;
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this.b *= y;
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this.tx *= x;
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this.ty *= y;
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return this;
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},
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/**
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* Applies a rotation transformation to this matrix.
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*
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* @method Phaser.Matrix#rotate
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* @param {number} angle - The angle to rotate by, given in radians.
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* @return {Phaser.Matrix} This Matrix object.
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*/
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rotate: function (angle) {
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var cos = Math.cos(angle);
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var sin = Math.sin(angle);
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var a1 = this.a;
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var c1 = this.c;
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var tx1 = this.tx;
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this.a = a1 * cos-this.b * sin;
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this.b = a1 * sin+this.b * cos;
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this.c = c1 * cos-this.d * sin;
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this.d = c1 * sin+this.d * cos;
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this.tx = tx1 * cos - this.ty * sin;
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this.ty = tx1 * sin + this.ty * cos;
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return this;
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},
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/**
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* Appends the given Matrix to this Matrix.
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*
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* @method Phaser.Matrix#append
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* @param {Phaser.Matrix} matrix - The matrix to append to this one.
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* @return {Phaser.Matrix} This Matrix object.
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*/
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append: function (matrix) {
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var a1 = this.a;
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var b1 = this.b;
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var c1 = this.c;
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var d1 = this.d;
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this.a = matrix.a * a1 + matrix.b * c1;
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this.b = matrix.a * b1 + matrix.b * d1;
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this.c = matrix.c * a1 + matrix.d * c1;
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this.d = matrix.c * b1 + matrix.d * d1;
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this.tx = matrix.tx * a1 + matrix.ty * c1 + this.tx;
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this.ty = matrix.tx * b1 + matrix.ty * d1 + this.ty;
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return this;
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},
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/**
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* Resets this Matrix to an identity (default) matrix.
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*
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* @method Phaser.Matrix#identity
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* @return {Phaser.Matrix} This Matrix object.
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*/
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identity: function () {
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return this.setTo(1, 0, 0, 1, 0, 0);
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}
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};
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Phaser.identityMatrix = new Phaser.Matrix();
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Phaser.tempMatrix = new Phaser.Matrix();
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