import { Point, ObservablePoint } from '../math';
import TransformBase from './TransformBase';
/**
* Generic class to deal with traditional 2D matrix transforms
* local transformation is calculated from position,scale,skew and rotation
*
* @class
* @extends PIXI.TransformBase
* @memberof PIXI
*/
export default class Transform extends TransformBase
{
/**
*
*/
constructor()
{
super();
/**
* The coordinate of the object relative to the local coordinates of the parent.
*
* @member {PIXI.Point}
*/
this.position = new Point(0, 0);
/**
* The scale factor of the object.
*
* @member {PIXI.Point}
*/
this.scale = new Point(1, 1);
/**
* The skew amount, on the x and y axis.
*
* @member {PIXI.ObservablePoint}
*/
this.skew = new ObservablePoint(this.updateSkew, this, 0, 0);
/**
* The pivot point of the displayObject that it rotates around
*
* @member {PIXI.Point}
*/
this.pivot = new Point(0, 0);
/**
* The rotation value of the object, in radians
*
* @member {Number}
* @private
*/
this._rotation = 0;
this._sr = Math.sin(0);
this._cr = Math.cos(0);
this._cy = Math.cos(0);// skewY);
this._sy = Math.sin(0);// skewY);
this._nsx = Math.sin(0);// skewX);
this._cx = Math.cos(0);// skewX);
}
/**
* Updates the skew values when the skew changes.
*
* @private
*/
updateSkew()
{
this._cy = Math.cos(this.skew.y);
this._sy = Math.sin(this.skew.y);
this._nsx = Math.sin(this.skew.x);
this._cx = Math.cos(this.skew.x);
}
/**
* Updates only local matrix
*/
updateLocalTransform()
{
const lt = this.localTransform;
const a = this._cr * this.scale.x;
const b = this._sr * this.scale.x;
const c = -this._sr * this.scale.y;
const d = this._cr * this.scale.y;
lt.a = (this._cy * a) + (this._sy * c);
lt.b = (this._cy * b) + (this._sy * d);
lt.c = (this._nsx * a) + (this._cx * c);
lt.d = (this._nsx * b) + (this._cx * d);
}
/**
* Updates the values of the object and applies the parent's transform.
*
* @param {PIXI.Transform} parentTransform - The transform of the parent of this object
*/
updateTransform(parentTransform)
{
const pt = parentTransform.worldTransform;
const wt = this.worldTransform;
const lt = this.localTransform;
const a = this._cr * this.scale.x;
const b = this._sr * this.scale.x;
const c = -this._sr * this.scale.y;
const d = this._cr * this.scale.y;
lt.a = (this._cy * a) + (this._sy * c);
lt.b = (this._cy * b) + (this._sy * d);
lt.c = (this._nsx * a) + (this._cx * c);
lt.d = (this._nsx * b) + (this._cx * d);
lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));
lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));
// concat the parent matrix with the objects transform.
wt.a = (lt.a * pt.a) + (lt.b * pt.c);
wt.b = (lt.a * pt.b) + (lt.b * pt.d);
wt.c = (lt.c * pt.a) + (lt.d * pt.c);
wt.d = (lt.c * pt.b) + (lt.d * pt.d);
wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx;
wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty;
this._worldID ++;
}
/**
* Decomposes a matrix and sets the transforms properties based on it.
*
* @param {PIXI.Matrix} matrix - The matrix to decompose
*/
setFromMatrix(matrix)
{
matrix.decompose(this);
}
/**
* The rotation of the object in radians.
*
* @member {number}
* @memberof PIXI.Transform#
*/
get rotation()
{
return this._rotation;
}
/**
* Set the rotation of the transform.
*
* @param {number} value - The value to set to.
*/
set rotation(value)
{
this._rotation = value;
this._sr = Math.sin(value);
this._cr = Math.cos(value);
}
}