|
| 1 | +// This is an abstraction for a transformation |
| 2 | +// matrix. It shouldn't contain anything that |
| 3 | +// is not specific to that. |
| 4 | +function Transform(x, y) |
| 5 | +{ |
| 6 | + // We should definitely build a matrix pool |
| 7 | + // instancing typed arrays at runtime is very expensive. |
| 8 | + this.local = new Float32Array([1, 0, 0, 1, x, y]); |
| 9 | + this.world = new Float32Array([1, 0, 0, 1, 0, 0]); |
| 10 | + // More experienced developer can just access the |
| 11 | + // local and world matrices. For developer who want |
| 12 | + // easy access to specific components of the matrix |
| 13 | + // they can use the decomposition functions. |
| 14 | +} |
| 15 | +// This functions only apply to local matrix |
| 16 | +Transform.prototype.setTranslate = function (x, y) |
| 17 | +{ |
| 18 | + var local = this.local; |
| 19 | + local[4] = x; |
| 20 | + local[5] = y; |
| 21 | +}; |
| 22 | +Transform.prototype.setScale = function (x, y) |
| 23 | +{ |
| 24 | + var local = this.local; |
| 25 | + local[0] = x; |
| 26 | + local[3] = y; |
| 27 | +}; |
| 28 | +Transform.prototype.setRotation = function (radian) |
| 29 | +{ |
| 30 | + var tcos = Math.cos(radian); |
| 31 | + var tsin = Math.sin(radian); |
| 32 | + var local = this.local; |
| 33 | + local[0] = cr + sr; |
| 34 | + local[1] = cr + sr; |
| 35 | + local[2] = -sr + cr; |
| 36 | + local[3] = -sr + cr; |
| 37 | +}; |
| 38 | +Transform.prototype.translate = function (x, y) |
| 39 | +{ |
| 40 | + var local = this.local; |
| 41 | + local[4] = local[0] * x + local[2] * y + local[4]; |
| 42 | + local[5] = local[1] * x + local[3] * y + local[5]; |
| 43 | +}; |
| 44 | +Transform.prototype.scale = function (x, y) |
| 45 | +{ |
| 46 | + var local = this.local; |
| 47 | + local[0] = local[0] * x; |
| 48 | + local[1] = local[1] * x; |
| 49 | + local[2] = local[2] * y; |
| 50 | + local[3] = local[3] * y; |
| 51 | +}; |
| 52 | +Transform.prototype.rotate = function (radian) |
| 53 | +{ |
| 54 | + var local = this.local; |
| 55 | + var a = local[0]; |
| 56 | + var b = local[1]; |
| 57 | + var c = local[2]; |
| 58 | + var d = local[3]; |
| 59 | + var tcos = Math.cos(radian); |
| 60 | + var tsin = Math.sin(radian); |
| 61 | + |
| 62 | + local[0] = a * tcos + c * tsin; |
| 63 | + local[1] = b * tcos + d * tsin; |
| 64 | + local[2] = a * -tsin + c * tcos; |
| 65 | + local[3] = b * -tsin + d * tcos; |
| 66 | +}; |
| 67 | +Transform.prototype.transform = function (a, b, c, d, tx, ty) |
| 68 | +{ |
| 69 | + var local = this.local; |
| 70 | + var local0 = local[0]; |
| 71 | + var local1 = local[1]; |
| 72 | + var local2 = local[2]; |
| 73 | + var local3 = local[3]; |
| 74 | + |
| 75 | + var a2 = a * local0 + b * local2; |
| 76 | + var b2 = a * local1 + b * local3; |
| 77 | + var c2 = c * local0 + d * local2; |
| 78 | + var d2 = c * local1 + d * local3; |
| 79 | + var e2 = tx * local0 + ty * local2 + local[4]; |
| 80 | + var f2 = tx * local1 + ty * local3 + local[5]; |
| 81 | + |
| 82 | + this.setTransform(a2, b2, c2, d2, e2, f2); |
| 83 | +}; |
| 84 | +Transform.prototype.setTransform = function (a, b, c, d, tx, ty) |
| 85 | +{ |
| 86 | + var local = this.local; |
| 87 | + local[0] = a; |
| 88 | + local[1] = b; |
| 89 | + local[2] = c; |
| 90 | + local[3] = d; |
| 91 | + local[4] = tx; |
| 92 | + local[5] = ty; |
| 93 | +}; |
| 94 | +Transform.prototype.loadIdentity = function () |
| 95 | +{ |
| 96 | + var local = this.local; |
| 97 | + local[0] = 1; |
| 98 | + local[1] = 0; |
| 99 | + local[2] = 0; |
| 100 | + local[3] = 1; |
| 101 | + local[4] = 0; |
| 102 | + local[5] = 0; |
| 103 | +}; |
| 104 | +// This is the only function that operates on the world transform |
| 105 | +// Should only be called once per frame. |
| 106 | +Transform.prototype.updateWorldMatrix = function (parentTransform) |
| 107 | +{ |
| 108 | + var local = this.local; |
| 109 | + var world = this.world; |
| 110 | + var parent = parentTransform; |
| 111 | + |
| 112 | + world[0] = parent[0] * local[0] + parent[1] * local[2]; |
| 113 | + world[1] = parent[0] * local[1] + parent[1] * local[3]; |
| 114 | + world[2] = parent[2] * local[0] + parent[3] * local[2]; |
| 115 | + world[3] = parent[2] * local[1] + parent[3] * local[3]; |
| 116 | + world[4] = parent[4] * local[0] + parent[5] * local[2] + local[4]; |
| 117 | + world[5] = parent[4] * local[1] + parent[5] * local[3] + local[5]; |
| 118 | +}; |
| 119 | + |
| 120 | +// Explicit functions describe cost of operation |
| 121 | +// Should only be used by users. If transform is |
| 122 | +// needed it should be applied by the regular |
| 123 | +// matrix multiplication. |
| 124 | +// WARNING: THESE ARE EXPENSIVE!! |
| 125 | + |
| 126 | +// Local |
| 127 | +Transform.prototype.getTranslate = function (vec2) |
| 128 | +{ |
| 129 | + var local = this.local; |
| 130 | + vec2[0] = local[0]; |
| 131 | + vec2[1] = local[1]; |
| 132 | + return vec2; |
| 133 | +}; |
| 134 | +Transform.prototype.getScale = function (vec2) |
| 135 | +{ |
| 136 | + var local = this.local; |
| 137 | + var a = local[0]; |
| 138 | + var c = local[2]; |
| 139 | + var b = local[1]; |
| 140 | + var d = local[3]; |
| 141 | + var a2 = a * a; |
| 142 | + var c2 = c * c; |
| 143 | + var b2 = b * b; |
| 144 | + var d2 = d * d; |
| 145 | + var sy = Math.sqrt(b2 + d2); |
| 146 | + var sx = Math.sqrt(a2 + c2); |
| 147 | + vec2[0] = sx; |
| 148 | + vec2[1] = sy; |
| 149 | + return vec2; |
| 150 | +}; |
| 151 | +Transform.prototype.getTranslateX = function () |
| 152 | +{ |
| 153 | + return this.local[4]; |
| 154 | +}; |
| 155 | + |
| 156 | +Transform.prototype.getTranslateY = function () |
| 157 | +{ |
| 158 | + return this.local[5]; |
| 159 | +}; |
| 160 | +Transform.prototype.getScaleX = function () |
| 161 | +{ |
| 162 | + var local = this.local; |
| 163 | + var a = local[0]; |
| 164 | + var c = local[2]; |
| 165 | + var a2 = a * a; |
| 166 | + var c2 = c * c; |
| 167 | + var sx = Math.sqrt(a2 + c2); |
| 168 | + return sx; |
| 169 | +}; |
| 170 | +Transform.prototype.getScaleY = function () |
| 171 | +{ |
| 172 | + var local = this.local; |
| 173 | + var b = local[1]; |
| 174 | + var d = local[3]; |
| 175 | + var b2 = b * b; |
| 176 | + var d2 = d * d; |
| 177 | + var sy = Math.sqrt(b2 + d2); |
| 178 | + return sx; |
| 179 | +}; |
| 180 | +Transform.prototype.getRotation = function () |
| 181 | +{ |
| 182 | + var local = this.local; |
| 183 | + var a = local[0]; |
| 184 | + var c = local[2]; |
| 185 | + var a2 = a * a; |
| 186 | + var c2 = c * c; |
| 187 | + return Math.acos(a / Math.sqrt(a2 + c2)) * (Math.atan(-c / a) < 0 ? -1 : 1); |
| 188 | +}; |
| 189 | + |
| 190 | +// World |
| 191 | +Transform.prototype.getWorldTranslate = function (vec2) |
| 192 | +{ |
| 193 | + var world = this.world; |
| 194 | + vec2[0] = world[0]; |
| 195 | + vec2[1] = world[1]; |
| 196 | + return vec2; |
| 197 | +}; |
| 198 | +Transform.prototype.getWorldScale = function (vec2) |
| 199 | +{ |
| 200 | + var world = this.world; |
| 201 | + var a = world[0]; |
| 202 | + var c = world[2]; |
| 203 | + var b = world[1]; |
| 204 | + var d = world[3]; |
| 205 | + var a2 = a * a; |
| 206 | + var c2 = c * c; |
| 207 | + var b2 = b * b; |
| 208 | + var d2 = d * d; |
| 209 | + var sy = Math.sqrt(b2 + d2); |
| 210 | + var sx = Math.sqrt(a2 + c2); |
| 211 | + vec2[0] = sx; |
| 212 | + vec2[1] = sy; |
| 213 | + return vec2; |
| 214 | +}; |
| 215 | +Transform.prototype.getWorldTranslateX = function () |
| 216 | +{ |
| 217 | + return this.world[4]; |
| 218 | +}; |
| 219 | + |
| 220 | +Transform.prototype.getWorldTranslateY = function () |
| 221 | +{ |
| 222 | + return this.world[5]; |
| 223 | +}; |
| 224 | +Transform.prototype.getWorldScaleX = function () |
| 225 | +{ |
| 226 | + var world = this.world; |
| 227 | + var a = world[0]; |
| 228 | + var c = world[2]; |
| 229 | + var a2 = a * a; |
| 230 | + var c2 = c * c; |
| 231 | + var sx = Math.sqrt(a2 + c2); |
| 232 | + return sx; |
| 233 | +}; |
| 234 | +Transform.prototype.getWorldScaleY = function () |
| 235 | +{ |
| 236 | + var world = this.world; |
| 237 | + var b = world[1]; |
| 238 | + var d = world[3]; |
| 239 | + var b2 = b * b; |
| 240 | + var d2 = d * d; |
| 241 | + var sy = Math.sqrt(b2 + d2); |
| 242 | + return sx; |
| 243 | +}; |
| 244 | +Transform.prototype.getWorldRotation = function () |
| 245 | +{ |
| 246 | + var world = this.world; |
| 247 | + var a = world[0]; |
| 248 | + var c = world[2]; |
| 249 | + var a2 = a * a; |
| 250 | + var c2 = c * c; |
| 251 | + return Math.acos(a / Math.sqrt(a2 + c2)) * (Math.atan(-c / a) < 0 ? -1 : 1); |
| 252 | +}; |
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