
Render texture finished custom render item added pivot added to display object grunt file updated docs updated
411 lines
13 KiB
HTML
411 lines
13 KiB
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<li><a href="../classes/AssetLoader.html">AssetLoader</a></li>
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<li><a href="../classes/CustomRenderable.html">CustomRenderable</a></li>
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<li><a href="../classes/DisplayObject.html">DisplayObject</a></li>
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<h1 class="file-heading">File: src/pixi/DisplayObject.js</h1>
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<div class="file">
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<pre class="code prettyprint linenums">
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/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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/**
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* this is the base class for all objects that are rendered on the screen.
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* @class DisplayObject
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* @constructor
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*/
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PIXI.DisplayObject = function()
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{
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/**
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* The coordinate of the object relative to the local coordinates of the parent.
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* @property position
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* @type Point
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*/
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this.position = new PIXI.Point();
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/**
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* The scale factor of the object.
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* @property scale
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* @type Point
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*/
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this.scale = new PIXI.Point(1,1);//{x:1, y:1};
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/**
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* The pivot point of the displayObject that it rotates around
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* @property pivot
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* @type Point
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*/
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this.pivot = new PIXI.Point(0,0);
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/**
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* The rotation of the object in radians.
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* @property rotation
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* @type Number
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*/
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this.rotation = 0;
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/**
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* The opacity of the object.
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* @property alpha
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* @type Number
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*/
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this.alpha = 1;
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/**
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* The visibility of the object.
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* @property visible
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* @type Boolean
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*/
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this.visible = true;
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this.worldVisible = false;
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/**
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* [read-only] The display object container that contains this display object.
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* @property parent
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* @type DisplayObjectContainer
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*/
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this.parent = null;
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/**
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* [read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.
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* @property stage
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* @type Stage
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*/
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this.stage = null;
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/**
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* This is the defined area that will pick up mouse / touch events. It is null by default.
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* Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children)
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* @property hitArea
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* @type Rectangle
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*/
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this.hitArea = null;
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this.worldAlpha = 1;
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this.color = [];
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this.worldTransform = PIXI.mat3.create()//mat3.identity();
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this.localTransform = PIXI.mat3.create()//mat3.identity();
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this.dynamic = true;
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// chach that puppy!
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this._sr = 0;
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this._cr = 1;
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this.childIndex = 0;
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this.renderable = false;
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// [readonly] best not to toggle directly! use setInteractive()
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this.interactive = false;
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/**
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* This is used to indicate if the displayObject should display a mouse hand cursor on rollover
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* @property buttonMode
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* @type Boolean
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*/
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this.buttonMode = false;
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/*
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* MOUSE Callbacks
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*/
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/**
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* A callback that is used when the users clicks on the displayObject with their mouse
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* @method click
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the user clicks the mouse down over the sprite
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* @method mousedown
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the user releases the mouse that was over the displayObject
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* for this callback to be fired the mouse must have been pressed down over the displayObject
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* @method mouseup
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the user releases the mouse that was over the displayObject but is no longer over the displayObject
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* for this callback to be fired, The touch must have started over the displayObject
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* @method mouseupoutside
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the users mouse rolls over the displayObject
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* @method mouseover
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the users mouse leaves the displayObject
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* @method mouseout
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* @param interactionData {InteractionData}
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*/
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/*
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* TOUCH Callbacks
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*/
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/**
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* A callback that is used when the users taps on the sprite with their finger
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* basically a touch version of click
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* @method tap
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the user touch's over the displayObject
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* @method touchstart
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the user releases a touch over the displayObject
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* @method touchend
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the user releases the touch that was over the displayObject
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* for this callback to be fired, The touch must have started over the sprite
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* @method touchendoutside
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* @param interactionData {InteractionData}
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*/
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}
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// constructor
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PIXI.DisplayObject.constructor = PIXI.DisplayObject;
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//TODO make visible a getter setter
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/*
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Object.defineProperty(PIXI.DisplayObject.prototype, 'visible', {
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get: function() {
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return this._visible;
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},
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set: function(value) {
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this._visible = value;
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}
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});*/
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/**
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* Indicates if the sprite will have touch and mouse interactivity. It is false by default
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* @method setInteractive
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* @param interactive {Boolean}
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*/
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PIXI.DisplayObject.prototype.setInteractive = function(interactive)
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{
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this.interactive = interactive;
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// TODO more to be done here..
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// need to sort out a re-crawl!
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if(this.stage)this.stage.dirty = true;
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}
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/**
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* @private
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*/
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PIXI.DisplayObject.prototype.updateTransform = function()
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{
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// TODO OPTIMIZE THIS!! with dirty
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if(this.rotation != this.rotationCache)
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{
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this.rotationCache = this.rotation;
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this._sr = Math.sin(this.rotation);
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this._cr = Math.cos(this.rotation);
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}
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var localTransform = this.localTransform;
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var parentTransform = this.parent.worldTransform;
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var worldTransform = this.worldTransform;
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//console.log(localTransform)
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localTransform[0] = this._cr * this.scale.x;
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localTransform[1] = -this._sr * this.scale.y
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localTransform[3] = this._sr * this.scale.x;
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localTransform[4] = this._cr * this.scale.y;
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///AAARR GETTER SETTTER!
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//localTransform[2] = this.position.x;
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//localTransform[5] = this.position.y;
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var px = this.pivot.x;
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var py = this.pivot.y;
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///AAARR GETTER SETTTER!
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localTransform[2] = this.position.x - localTransform[0] * px - py * localTransform[1];
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localTransform[5] = this.position.y - localTransform[4] * py - px * localTransform[3];
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// Cache the matrix values (makes for huge speed increases!)
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var a00 = localTransform[0], a01 = localTransform[1], a02 = localTransform[2],
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a10 = localTransform[3], a11 = localTransform[4], a12 = localTransform[5],
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b00 = parentTransform[0], b01 = parentTransform[1], b02 = parentTransform[2],
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b10 = parentTransform[3], b11 = parentTransform[4], b12 = parentTransform[5];
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worldTransform[0] = b00 * a00 + b01 * a10;
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worldTransform[1] = b00 * a01 + b01 * a11;
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worldTransform[2] = b00 * a02 + b01 * a12 + b02;
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worldTransform[3] = b10 * a00 + b11 * a10;
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worldTransform[4] = b10 * a01 + b11 * a11;
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worldTransform[5] = b10 * a02 + b11 * a12 + b12;
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// because we are using affine transformation, we can optimise the matrix concatenation process.. wooo!
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// mat3.multiply(this.localTransform, this.parent.worldTransform, this.worldTransform);
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this.worldAlpha = this.alpha * this.parent.worldAlpha;
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}
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</pre>
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