var math = require('../math'),
RenderTexture = require('../textures/RenderTexture'),
EventEmitter = require('eventemitter3'),
CONST = require('../const'),
_tempMatrix = new math.Matrix(),
_tempDisplayObjectParent = {worldTransform:new math.Matrix(), worldAlpha:1, children:[]};
/**
* The base class for all objects that are rendered on the screen.
* This is an abstract class and should not be used on its own rather it should be extended.
*
* @class
* @extends EventEmitter
* @memberof PIXI
*/
function DisplayObject()
{
EventEmitter.call(this);
/**
* The coordinate of the object relative to the local coordinates of the parent.
*
* @member {PIXI.Point}
*/
this.position = new math.Point();
/**
* The scale factor of the object.
*
* @member {PIXI.Point}
*/
this.scale = new math.Point(1, 1);
/**
* The pivot point of the displayObject that it rotates around
*
* @member {PIXI.Point}
*/
this.pivot = new math.Point(0, 0);
/**
* The skew factor for the object in radians.
*
* @member {PIXI.Point}
*/
this.skew = new math.Point(0, 0);
/**
* The rotation of the object in radians.
*
* @member {number}
*/
this.rotation = 0;
/**
* The opacity of the object.
*
* @member {number}
*/
this.alpha = 1;
/**
* The visibility of the object. If false the object will not be drawn, and
* the updateTransform function will not be called.
*
* @member {boolean}
*/
this.visible = true;
/**
* Can this object be rendered, if false the object will not be drawn but the updateTransform
* methods will still be called.
*
* @member {boolean}
*/
this.renderable = true;
/**
* The display object container that contains this display object.
*
* @member {PIXI.Container}
* @readOnly
*/
this.parent = null;
/**
* The multiplied alpha of the displayObject
*
* @member {number}
* @readOnly
*/
this.worldAlpha = 1;
/**
* Current transform of the object based on world (parent) factors
*
* @member {PIXI.Matrix}
* @readOnly
*/
this.worldTransform = new math.Matrix();
/**
* The area the filter is applied to. This is used as more of an optimisation
* rather than figuring out the dimensions of the displayObject each frame you can set this rectangle
*
* @member {PIXI.Rectangle}
*/
this.filterArea = null;
/**
* cached sin rotation
*
* @member {number}
* @private
*/
this._sr = 0;
/**
* cached cos rotation
*
* @member {number}
* @private
*/
this._cr = 1;
/**
* The original, cached bounds of the object
*
* @member {PIXI.Rectangle}
* @private
*/
this._bounds = new math.Rectangle(0, 0, 1, 1);
/**
* The most up-to-date bounds of the object
*
* @member {PIXI.Rectangle}
* @private
*/
this._currentBounds = null;
/**
* The original, cached mask of the object
*
* @member {PIXI.Rectangle}
* @private
*/
this._mask = null;
}
// constructor
DisplayObject.prototype = Object.create(EventEmitter.prototype);
DisplayObject.prototype.constructor = DisplayObject;
module.exports = DisplayObject;
Object.defineProperties(DisplayObject.prototype, {
/**
* The position of the displayObject on the x axis relative to the local coordinates of the parent.
*
* @member {number}
* @memberof PIXI.DisplayObject#
*/
x: {
get: function ()
{
return this.position.x;
},
set: function (value)
{
this.position.x = value;
}
},
/**
* The position of the displayObject on the y axis relative to the local coordinates of the parent.
*
* @member {number}
* @memberof PIXI.DisplayObject#
*/
y: {
get: function ()
{
return this.position.y;
},
set: function (value)
{
this.position.y = value;
}
},
/**
* Indicates if the sprite is globally visible.
*
* @member {boolean}
* @memberof PIXI.DisplayObject#
* @readonly
*/
worldVisible: {
get: function ()
{
var item = this;
do {
if (!item.visible)
{
return false;
}
item = item.parent;
} while (item);
return true;
}
},
/**
* Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it.
* In PIXI a regular mask must be a PIXI.Graphics or a PIXI.Sprite object. This allows for much faster masking in canvas as it utilises shape clipping.
* To remove a mask, set this property to null.
*
* @todo For the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask.
*
* @member {PIXI.Graphics|PIXI.Sprite}
* @memberof PIXI.DisplayObject#
*/
mask: {
get: function ()
{
return this._mask;
},
set: function (value)
{
if (this._mask)
{
this._mask.renderable = true;
}
this._mask = value;
if (this._mask)
{
this._mask.renderable = false;
}
}
},
/**
* Sets the filters for the displayObject.
* * IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer.
* To remove filters simply set this property to 'null'
*
* @member {PIXI.AbstractFilter[]}
* @memberof PIXI.DisplayObject#
*/
filters: {
get: function ()
{
return this._filters && this._filters.slice();
},
set: function (value)
{
this._filters = value && value.slice();
}
}
});
/*
* Updates the object transform for rendering
*
* TODO - Optimization pass!
*/
DisplayObject.prototype.updateTransform = function ()
{
// create some matrix refs for easy access
var pt = this.parent.worldTransform;
var wt = this.worldTransform;
// temporary matrix variables
var a, b, c, d, tx, ty;
// looks like we are skewing
if(this.skew.x || this.skew.y)
{
// I'm assuming that skewing is not going to be very common
// With that in mind, we can do a full setTransform using the temp matrix
_tempMatrix.setTransform(
this.position.x,
this.position.y,
this.pivot.x,
this.pivot.y,
this.scale.x,
this.scale.y,
this.rotation,
this.skew.x,
this.skew.y
);
// now concat the matrix (inlined so that we can avoid using copy)
wt.a = _tempMatrix.a * pt.a + _tempMatrix.b * pt.c;
wt.b = _tempMatrix.a * pt.b + _tempMatrix.b * pt.d;
wt.c = _tempMatrix.c * pt.a + _tempMatrix.d * pt.c;
wt.d = _tempMatrix.c * pt.b + _tempMatrix.d * pt.d;
wt.tx = _tempMatrix.tx * pt.a + _tempMatrix.ty * pt.c + pt.tx;
wt.ty = _tempMatrix.tx * pt.b + _tempMatrix.ty * pt.d + pt.ty;
}
else
{
// so if rotation is between 0 then we can simplify the multiplication process...
if (this.rotation % CONST.PI_2)
{
// check to see if the rotation is the same as the previous render. This means we only need to use sin and cos when rotation actually changes
if (this.rotation !== this.rotationCache)
{
this.rotationCache = this.rotation;
this._sr = Math.sin(this.rotation);
this._cr = Math.cos(this.rotation);
}
// get the matrix values of the displayobject based on its transform properties..
a = this._cr * this.scale.x;
b = this._sr * this.scale.x;
c = -this._sr * this.scale.y;
d = this._cr * this.scale.y;
tx = this.position.x;
ty = this.position.y;
// check for pivot.. not often used so geared towards that fact!
if (this.pivot.x || this.pivot.y)
{
tx -= this.pivot.x * a + this.pivot.y * c;
ty -= this.pivot.x * b + this.pivot.y * d;
}
// concat the parent matrix with the objects transform.
wt.a = a * pt.a + b * pt.c;
wt.b = a * pt.b + b * pt.d;
wt.c = c * pt.a + d * pt.c;
wt.d = c * pt.b + d * pt.d;
wt.tx = tx * pt.a + ty * pt.c + pt.tx;
wt.ty = tx * pt.b + ty * pt.d + pt.ty;
}
else
{
// lets do the fast version as we know there is no rotation..
a = this.scale.x;
d = this.scale.y;
tx = this.position.x - this.pivot.x * a;
ty = this.position.y - this.pivot.y * d;
wt.a = a * pt.a;
wt.b = a * pt.b;
wt.c = d * pt.c;
wt.d = d * pt.d;
wt.tx = tx * pt.a + ty * pt.c + pt.tx;
wt.ty = tx * pt.b + ty * pt.d + pt.ty;
}
}
// multiply the alphas..
this.worldAlpha = this.alpha * this.parent.worldAlpha;
// reset the bounds each time this is called!
this._currentBounds = null;
};
// performance increase to avoid using call.. (10x faster)
DisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform;
/**
*
*
* Retrieves the bounds of the displayObject as a rectangle object
*
* @param matrix {PIXI.Matrix}
* @return {PIXI.Rectangle} the rectangular bounding area
*/
DisplayObject.prototype.getBounds = function (matrix) // jshint unused:false
{
return math.Rectangle.EMPTY;
};
/**
* Retrieves the local bounds of the displayObject as a rectangle object
*
* @return {PIXI.Rectangle} the rectangular bounding area
*/
DisplayObject.prototype.getLocalBounds = function ()
{
return this.getBounds(math.Matrix.IDENTITY);
};
/**
* Calculates the global position of the display object
*
* @param position {PIXI.Point} The world origin to calculate from
* @return {PIXI.Point} A point object representing the position of this object
*/
DisplayObject.prototype.toGlobal = function (position)
{
// this parent check is for just in case the item is a root object.
// If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly
// this is mainly to avoid a parent check in the main loop. Every little helps for performance :)
if(!this.parent)
{
this.parent = _tempDisplayObjectParent;
this.displayObjectUpdateTransform();
this.parent = null;
}
else
{
this.displayObjectUpdateTransform();
}
// don't need to update the lot
return this.worldTransform.apply(position);
};
/**
* Calculates the local position of the display object relative to another point
*
* @param position {PIXI.Point} The world origin to calculate from
* @param [from] {PIXI.DisplayObject} The DisplayObject to calculate the global position from
* @param [point] {PIXI.Point} A Point object in which to store the value, optional (otherwise will create a new Point)
* @return {PIXI.Point} A point object representing the position of this object
*/
DisplayObject.prototype.toLocal = function (position, from, point)
{
if (from)
{
position = from.toGlobal(position);
}
// this parent check is for just in case the item is a root object.
// If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly
// this is mainly to avoid a parent check in the main loop. Every little helps for performance :)
if(!this.parent)
{
this.parent = _tempDisplayObjectParent;
this.displayObjectUpdateTransform();
this.parent = null;
}
else
{
this.displayObjectUpdateTransform();
}
// simply apply the matrix..
return this.worldTransform.applyInverse(position, point);
};
/**
* Renders the object using the WebGL renderer
*
* @param renderer {PIXI.WebGLRenderer} The renderer
* @private
*/
DisplayObject.prototype.renderWebGL = function (renderer) // jshint unused:false
{
// OVERWRITE;
};
/**
* Renders the object using the Canvas renderer
*
* @param renderer {PIXI.CanvasRenderer} The renderer
* @private
*/
DisplayObject.prototype.renderCanvas = function (renderer) // jshint unused:false
{
// OVERWRITE;
};
/**
* Useful function that returns a texture of the display object that can then be used to create sprites
* This can be quite useful if your displayObject is static / complicated and needs to be reused multiple times.
*
* @param renderer {PIXI.CanvasRenderer|PIXI.WebGLRenderer} The renderer used to generate the texture.
* @param scaleMode {number} See {@link PIXI.SCALE_MODES} for possible values
* @param resolution {number} The resolution of the texture being generated
* @return {PIXI.Texture} a texture of the display object
*/
DisplayObject.prototype.generateTexture = function (renderer, scaleMode, resolution)
{
var bounds = this.getLocalBounds();
var renderTexture = new RenderTexture(renderer, bounds.width | 0, bounds.height | 0, scaleMode, resolution);
_tempMatrix.tx = -bounds.x;
_tempMatrix.ty = -bounds.y;
renderTexture.render(this, _tempMatrix);
return renderTexture;
};
/**
* Set the parent Container of this DisplayObject
*
* @param container {Container} The Container to add this DisplayObject to
* @return {Container} The Container that this DisplayObject was added to
*/
DisplayObject.prototype.setParent = function (container)
{
if (!container || !container.addChild)
{
throw new Error('setParent: Argument must be a Container');
}
container.addChild(this);
return container;
};
/**
* Convenience function to set the postion, scale, skew and pivot at once.
*
* @param [x=0] {number} The X position
* @param [y=0] {number} The Y position
* @param [scaleX=1] {number} The X scale value
* @param [scaleY=1] {number} The Y scale value
* @param [rotation=0] {number} The rotation
* @param [skewX=0] {number} The X skew value
* @param [skewY=0] {number} The Y skew value
* @param [pivotX=0] {number} The X pivot value
* @param [pivotY=0] {number} The Y pivot value
* @return {PIXI.DisplayObject}
*/
DisplayObject.prototype.setTransform = function(x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) //jshint ignore:line
{
this.position.x = x || 0;
this.position.y = y || 0;
this.scale.x = !scaleX ? 1 : scaleX;
this.scale.y = !scaleY ? 1 : scaleY;
this.rotation = rotation || 0;
this.skew.x = skewX || 0;
this.skew.y = skewY || 0;
this.pivot.x = pivotX || 0;
this.pivot.y = pivotY || 0;
return this;
};
/**
* Base destroy method for generic display objects
*
*/
DisplayObject.prototype.destroy = function ()
{
this.position = null;
this.scale = null;
this.pivot = null;
this.skew = null;
this.parent = null;
this._bounds = null;
this._currentBounds = null;
this._mask = null;
this.worldTransform = null;
this.filterArea = null;
};