"use strict";
import {Vector2} from "./math/Vector2.js";
import {Matrix} from "./math/Matrix.js";
import {UUID} from "./math/UUID.js";
import {Pointer} from "./input/Pointer.js";
/**
* Used to indicate how the user views the content inside of the canvas.
*
* @class
* @param {DOM} canvas Canvas DOM element where the viewport is being rendered.
*/
function Viewport(canvas)
{
/**
* UUID of the object.
*/
this.uuid = UUID.generate();
/**
* Canvas DOM element where the viewport is being rendered.
*/
this.canvas = canvas;
/**
* Position of the object.
*/
this.position = new Vector2(0, 0);
/**
* Scale of the object.
*/
this.scale = 1.0
/**
* Rotation of the object relative to its center.
*/
this.rotation = 0.0;
/**
* Local transformation matrix applied to the object.
*/
this.matrix = new Matrix();
/**
* Inverse of the local transformation matrix.
*/
this.inverseMatrix = new Matrix();
/**
* If true the matrix is updated before rendering the object.
*/
this.matrixNeedsUpdate = true;
/**
* Flag to indicate if the viewport should move when scalling.
*
* For some application its easier to focus the target if the viewport moves to the pointer location while scalling.
*/
this.moveOnScale = false;
/**
* Value of the initial point of rotation if the viewport is being rotated.
*
* Is set to null when the viewport is not being rotated.
*/
this.rotationPoint = null;
}
/**
* Calculate and update the viewport transformation matrix.
*
* Also updates the inverse matrix of the viewport.
*/
Viewport.prototype.updateMatrix = function()
{
if(this.matrixNeedsUpdate)
{
this.matrix.m = [1, 0, 0, 1, this.position.x, this.position.y];
if(this.rotation !== 0)
{
var c = Math.cos(this.rotation);
var s = Math.sin(this.rotation);
this.matrix.multiply(new Matrix([c, s, -s, c, 0, 0]));
}
if(this.scale !== 1)
{
this.matrix.scale(this.scale, this.scale);
}
this.inverseMatrix = this.matrix.getInverse();
this.matrixNeedsUpdate = false;
}
};
/**
* Center the viewport relative to a object.
*
* The position of the object is used a central point, this method does not consider "box" attributes or other strucures in the object.
*
* @param {Object2D} object Object to be centered on the viewport.
* @param {DOM} canvas Canvas element where the image is drawn.
*/
Viewport.prototype.centerObject = function(object, canvas)
{
var position = object.globalMatrix.transformPoint(new Vector2());
position.multiplyScalar(-this.scale);
position.x += canvas.width / 2;
position.y += canvas.height / 2;
this.position.copy(position);
this.matrixNeedsUpdate = true;
};
export {Viewport};