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| 1 | +/** |
| 2 | + * @author Mat Groves http://matgroves.com/ @Doormat23 |
| 3 | + */ |
| 4 | + |
| 5 | +/** |
| 6 | + * The Matrix class is now an object, which makes it a lot faster, |
| 7 | + * here is a representation of it : |
| 8 | + * | a | b | tx| |
| 9 | + * | c | d | ty| |
| 10 | + * | 0 | 0 | 1 | |
| 11 | + * |
| 12 | + * @class Matrix |
| 13 | + * @constructor |
| 14 | + */ |
| 15 | +Phaser.Matrix = function() |
| 16 | +{ |
| 17 | + /** |
| 18 | + * @property a |
| 19 | + * @type Number |
| 20 | + * @default 1 |
| 21 | + */ |
| 22 | + this.a = 1; |
| 23 | + |
| 24 | + /** |
| 25 | + * @property b |
| 26 | + * @type Number |
| 27 | + * @default 0 |
| 28 | + */ |
| 29 | + this.b = 0; |
| 30 | + |
| 31 | + /** |
| 32 | + * @property c |
| 33 | + * @type Number |
| 34 | + * @default 0 |
| 35 | + */ |
| 36 | + this.c = 0; |
| 37 | + |
| 38 | + /** |
| 39 | + * @property d |
| 40 | + * @type Number |
| 41 | + * @default 1 |
| 42 | + */ |
| 43 | + this.d = 1; |
| 44 | + |
| 45 | + /** |
| 46 | + * @property tx |
| 47 | + * @type Number |
| 48 | + * @default 0 |
| 49 | + */ |
| 50 | + this.tx = 0; |
| 51 | + |
| 52 | + /** |
| 53 | + * @property ty |
| 54 | + * @type Number |
| 55 | + * @default 0 |
| 56 | + */ |
| 57 | + this.ty = 0; |
| 58 | +}; |
| 59 | + |
| 60 | +/** |
| 61 | + * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows: |
| 62 | + * |
| 63 | + * a = array[0] |
| 64 | + * b = array[1] |
| 65 | + * c = array[3] |
| 66 | + * d = array[4] |
| 67 | + * tx = array[2] |
| 68 | + * ty = array[5] |
| 69 | + * |
| 70 | + * @method fromArray |
| 71 | + * @param array {Array} The array that the matrix will be populated from. |
| 72 | + */ |
| 73 | +Phaser.Matrix.prototype.fromArray = function(array) |
| 74 | +{ |
| 75 | + this.a = array[0]; |
| 76 | + this.b = array[1]; |
| 77 | + this.c = array[3]; |
| 78 | + this.d = array[4]; |
| 79 | + this.tx = array[2]; |
| 80 | + this.ty = array[5]; |
| 81 | +}; |
| 82 | + |
| 83 | +/** |
| 84 | + * Creates an array from the current Matrix object. |
| 85 | + * |
| 86 | + * @method toArray |
| 87 | + * @param transpose {Boolean} Whether we need to transpose the matrix or not |
| 88 | + * @return {Array} the newly created array which contains the matrix |
| 89 | + */ |
| 90 | +Phaser.Matrix.prototype.toArray = function(transpose) |
| 91 | +{ |
| 92 | + if(!this.array) this.array = new PIXI.Float32Array(9); |
| 93 | + var array = this.array; |
| 94 | + |
| 95 | + if(transpose) |
| 96 | + { |
| 97 | + array[0] = this.a; |
| 98 | + array[1] = this.b; |
| 99 | + array[2] = 0; |
| 100 | + array[3] = this.c; |
| 101 | + array[4] = this.d; |
| 102 | + array[5] = 0; |
| 103 | + array[6] = this.tx; |
| 104 | + array[7] = this.ty; |
| 105 | + array[8] = 1; |
| 106 | + } |
| 107 | + else |
| 108 | + { |
| 109 | + array[0] = this.a; |
| 110 | + array[1] = this.c; |
| 111 | + array[2] = this.tx; |
| 112 | + array[3] = this.b; |
| 113 | + array[4] = this.d; |
| 114 | + array[5] = this.ty; |
| 115 | + array[6] = 0; |
| 116 | + array[7] = 0; |
| 117 | + array[8] = 1; |
| 118 | + } |
| 119 | + |
| 120 | + return array; |
| 121 | +}; |
| 122 | + |
| 123 | +/** |
| 124 | + * Get a new position with the current transformation applied. |
| 125 | + * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering) |
| 126 | + * |
| 127 | + * @method apply |
| 128 | + * @param pos {Point} The origin |
| 129 | + * @param [newPos] {Point} The point that the new position is assigned to (allowed to be same as input) |
| 130 | + * @return {Point} The new point, transformed through this matrix |
| 131 | + */ |
| 132 | +Phaser.Matrix.prototype.apply = function(pos, newPos) |
| 133 | +{ |
| 134 | + newPos = newPos || new Phaser.Point(); |
| 135 | + |
| 136 | + newPos.x = this.a * pos.x + this.c * pos.y + this.tx; |
| 137 | + newPos.y = this.b * pos.x + this.d * pos.y + this.ty; |
| 138 | + |
| 139 | + return newPos; |
| 140 | +}; |
| 141 | + |
| 142 | +/** |
| 143 | + * Get a new position with the inverse of the current transformation applied. |
| 144 | + * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input) |
| 145 | + * |
| 146 | + * @method applyInverse |
| 147 | + * @param pos {Point} The origin |
| 148 | + * @param [newPos] {Point} The point that the new position is assigned to (allowed to be same as input) |
| 149 | + * @return {Point} The new point, inverse-transformed through this matrix |
| 150 | + */ |
| 151 | +Phaser.Matrix.prototype.applyInverse = function(pos, newPos) |
| 152 | +{ |
| 153 | + newPos = newPos || new Phaser.Point(); |
| 154 | + |
| 155 | + var id = 1 / (this.a * this.d + this.c * -this.b); |
| 156 | + var x = pos.x; |
| 157 | + var y = pos.y; |
| 158 | + |
| 159 | + newPos.x = this.d * id * x + -this.c * id * y + (this.ty * this.c - this.tx * this.d) * id; |
| 160 | + newPos.y = this.a * id * y + -this.b * id * x + (-this.ty * this.a + this.tx * this.b) * id; |
| 161 | + |
| 162 | + return newPos; |
| 163 | +}; |
| 164 | + |
| 165 | +/** |
| 166 | + * Translates the matrix on the x and y. |
| 167 | + * |
| 168 | + * @method translate |
| 169 | + * @param {Number} x |
| 170 | + * @param {Number} y |
| 171 | + * @return {Matrix} This matrix. Good for chaining method calls. |
| 172 | + **/ |
| 173 | +Phaser.Matrix.prototype.translate = function(x, y) |
| 174 | +{ |
| 175 | + this.tx += x; |
| 176 | + this.ty += y; |
| 177 | + |
| 178 | + return this; |
| 179 | +}; |
| 180 | + |
| 181 | +/** |
| 182 | + * Applies a scale transformation to the matrix. |
| 183 | + * |
| 184 | + * @method scale |
| 185 | + * @param {Number} x The amount to scale horizontally |
| 186 | + * @param {Number} y The amount to scale vertically |
| 187 | + * @return {Matrix} This matrix. Good for chaining method calls. |
| 188 | + **/ |
| 189 | +Phaser.Matrix.prototype.scale = function(x, y) |
| 190 | +{ |
| 191 | + this.a *= x; |
| 192 | + this.d *= y; |
| 193 | + this.c *= x; |
| 194 | + this.b *= y; |
| 195 | + this.tx *= x; |
| 196 | + this.ty *= y; |
| 197 | + |
| 198 | + return this; |
| 199 | +}; |
| 200 | + |
| 201 | + |
| 202 | +/** |
| 203 | + * Applies a rotation transformation to the matrix. |
| 204 | + * @method rotate |
| 205 | + * @param {Number} angle The angle in radians. |
| 206 | + * @return {Matrix} This matrix. Good for chaining method calls. |
| 207 | + **/ |
| 208 | +Phaser.Matrix.prototype.rotate = function(angle) |
| 209 | +{ |
| 210 | + var cos = Math.cos( angle ); |
| 211 | + var sin = Math.sin( angle ); |
| 212 | + |
| 213 | + var a1 = this.a; |
| 214 | + var c1 = this.c; |
| 215 | + var tx1 = this.tx; |
| 216 | + |
| 217 | + this.a = a1 * cos-this.b * sin; |
| 218 | + this.b = a1 * sin+this.b * cos; |
| 219 | + this.c = c1 * cos-this.d * sin; |
| 220 | + this.d = c1 * sin+this.d * cos; |
| 221 | + this.tx = tx1 * cos - this.ty * sin; |
| 222 | + this.ty = tx1 * sin + this.ty * cos; |
| 223 | + |
| 224 | + return this; |
| 225 | +}; |
| 226 | + |
| 227 | +/** |
| 228 | + * Appends the given Matrix to this Matrix. |
| 229 | + * |
| 230 | + * @method append |
| 231 | + * @param {Matrix} matrix |
| 232 | + * @return {Matrix} This matrix. Good for chaining method calls. |
| 233 | + */ |
| 234 | +Phaser.Matrix.prototype.append = function(matrix) |
| 235 | +{ |
| 236 | + var a1 = this.a; |
| 237 | + var b1 = this.b; |
| 238 | + var c1 = this.c; |
| 239 | + var d1 = this.d; |
| 240 | + |
| 241 | + this.a = matrix.a * a1 + matrix.b * c1; |
| 242 | + this.b = matrix.a * b1 + matrix.b * d1; |
| 243 | + this.c = matrix.c * a1 + matrix.d * c1; |
| 244 | + this.d = matrix.c * b1 + matrix.d * d1; |
| 245 | + |
| 246 | + this.tx = matrix.tx * a1 + matrix.ty * c1 + this.tx; |
| 247 | + this.ty = matrix.tx * b1 + matrix.ty * d1 + this.ty; |
| 248 | + |
| 249 | + return this; |
| 250 | +}; |
| 251 | + |
| 252 | +/** |
| 253 | + * Resets this Matix to an identity (default) matrix. |
| 254 | + * |
| 255 | + * @method identity |
| 256 | + * @return {Matrix} This matrix. Good for chaining method calls. |
| 257 | + */ |
| 258 | +Phaser.Matrix.prototype.identity = function() |
| 259 | +{ |
| 260 | + this.a = 1; |
| 261 | + this.b = 0; |
| 262 | + this.c = 0; |
| 263 | + this.d = 1; |
| 264 | + this.tx = 0; |
| 265 | + this.ty = 0; |
| 266 | + |
| 267 | + return this; |
| 268 | +}; |
| 269 | + |
| 270 | +Phaser.identityMatrix = new Phaser.Matrix(); |
| 271 | + |
| 272 | +// Because PIXI uses its own type, we'll replace it with ours to avoid duplicating code or confusion. |
| 273 | +PIXI.Matrix = Phaser.Matrix; |
| 274 | +PIXI.identityMatrix = Phaser.identityMatrix; |
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