pixi.js/docs/files/src_pixi_DisplayObject.js.html
2013-04-06 21:09:38 +01:00

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<h1 class="file-heading">File: src&#x2F;pixi&#x2F;DisplayObject.js</h1>
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&#x2F;**
* @author Mat Groves http:&#x2F;&#x2F;matgroves.com&#x2F; @Doormat23
*&#x2F;
&#x2F;**
* this is the base class for all objects that are rendered on the screen.
* @class DisplayObject
* @constructor
*&#x2F;
PIXI.DisplayObject = function()
{
&#x2F;**
* The coordinate of the object relative to the local coordinates of the parent.
* @property position
* @type Point
*&#x2F;
this.position = new PIXI.Point();
&#x2F;**
* The scale factor of the object.
* @property scale
* @type Point
*&#x2F;
this.scale = new PIXI.Point(1,1);&#x2F;&#x2F;{x:1, y:1};
&#x2F;**
* The rotation of the object in radians.
* @property rotation
* @type Number
*&#x2F;
this.rotation = 0;
&#x2F;**
* The opacity of the object.
* @property alpha
* @type Number
*&#x2F;
this.alpha = 1;
&#x2F;**
* The visibility of the object.
* @property visible
* @type Boolean
*&#x2F;
this.visible = true;
this.cacheVisible = false;
&#x2F;**
* [read-only] The display object container that contains this display object.
* @property parent
* @type DisplayObjectContainer
*&#x2F;
this.parent = null;
&#x2F;**
* [read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.
* @property stage
* @type Stage
*&#x2F;
this.stage = null;
this.worldAlpha = 1;
this.color = [];
this.worldTransform = PIXI.mat3.create()&#x2F;&#x2F;mat3.identity();
this.localTransform = PIXI.mat3.create()&#x2F;&#x2F;mat3.identity();
this.dynamic = true;
&#x2F;&#x2F; chach that puppy!
this._sr = 0;
this._cr = 1;
this.renderable = false;
&#x2F;&#x2F; NOT YET :&#x2F; This only applies to children within the container..
this.interactive = true;
}
&#x2F;&#x2F; constructor
PIXI.DisplayObject.constructor = PIXI.DisplayObject;
&#x2F;**
* @private
*&#x2F;
PIXI.DisplayObject.prototype.updateTransform = function()
{
&#x2F;&#x2F; TODO OPTIMIZE THIS!! with dirty
if(this.rotation != this.rotationCache)
{
this.rotationCache = this.rotation;
this._sr = Math.sin(this.rotation);
this._cr = Math.cos(this.rotation);
}
var localTransform = this.localTransform;
var parentTransform = this.parent.worldTransform;
var worldTransform = this.worldTransform;
&#x2F;&#x2F;console.log(localTransform)
localTransform[0] = this._cr * this.scale.x;
localTransform[1] = -this._sr * this.scale.y
localTransform[3] = this._sr * this.scale.x;
localTransform[4] = this._cr * this.scale.y;
&#x2F;&#x2F;&#x2F;AAARR GETTER SETTTER!
localTransform[2] = this.position.x;
localTransform[5] = this.position.y;
&#x2F;&#x2F; Cache the matrix values (makes for huge speed increases!)
var a00 = localTransform[0], a01 = localTransform[1], a02 = localTransform[2],
a10 = localTransform[3], a11 = localTransform[4], a12 = localTransform[5],
b00 = parentTransform[0], b01 = parentTransform[1], b02 = parentTransform[2],
b10 = parentTransform[3], b11 = parentTransform[4], b12 = parentTransform[5];
worldTransform[0] = b00 * a00 + b01 * a10;
worldTransform[1] = b00 * a01 + b01 * a11;
worldTransform[2] = b00 * a02 + b01 * a12 + b02;
worldTransform[3] = b10 * a00 + b11 * a10;
worldTransform[4] = b10 * a01 + b11 * a11;
worldTransform[5] = b10 * a02 + b11 * a12 + b12;
&#x2F;&#x2F; because we are using affine transformation, we can optimise the matrix concatenation process.. wooo!
&#x2F;&#x2F; mat3.multiply(this.localTransform, this.parent.worldTransform, this.worldTransform);
this.worldAlpha = this.alpha * this.parent.worldAlpha;
}
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