Object2D.js 18 KB

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  1. import {Vector2} from "./math/Vector2.js";
  2. import {Matrix} from "./math/Matrix.js";
  3. import {UUID} from "./math/UUID.js";
  4. /**
  5. * Base object class, implements all the object positioning and scaling features.
  6. *
  7. * Stores all the base properties shared between all objects as the position, transformation properties, children etc.
  8. *
  9. * Object2D object can be used as a group to the other objects drawn.
  10. *
  11. * @class
  12. */
  13. function Object2D()
  14. {
  15. /**
  16. * UUID of the object.
  17. *
  18. * @type {string}
  19. */
  20. this.uuid = UUID.generate();
  21. /**
  22. * List of children objects attached to the object.
  23. *
  24. * @type {Object2D[]}
  25. */
  26. this.children = [];
  27. /**
  28. * Parent object, the object position is affected by its parent position.
  29. *
  30. * @type {Object2D}
  31. */
  32. this.parent = null;
  33. /**
  34. * Depth level in the object tree, objects with higher depth are drawn on top.
  35. *
  36. * The layer value is considered first.
  37. *
  38. * @type {number}
  39. */
  40. this.level = 0;
  41. /**
  42. * Position of the object.
  43. *
  44. * The world position of the object is affected by its parent transform.
  45. *
  46. * @type {Vector2}
  47. */
  48. this.position = new Vector2(0, 0);
  49. /**
  50. * Origin of the object used as point of rotation.
  51. *
  52. * @type {Vector2}
  53. */
  54. this.origin = new Vector2(0, 0);
  55. /**
  56. * Scale of the object.
  57. *
  58. * The world scale of the object is affected by the parent transform.
  59. *
  60. * @type {Vector2}
  61. */
  62. this.scale = new Vector2(1, 1);
  63. /**
  64. * Rotation of the object relative to its center.
  65. *
  66. * The world rotation of the object is affected by the parent transform.
  67. *
  68. * @type {number}
  69. */
  70. this.rotation = 0.0;
  71. /**
  72. * Indicates if the object is visible.
  73. *
  74. * @type {boolean}
  75. */
  76. this.visible = true;
  77. /**
  78. * Layer of this object, objects are sorted by layer value.
  79. *
  80. * Lower layer value is draw first, higher layer value is drawn on top.
  81. *
  82. * @type {number}
  83. */
  84. this.layer = 0;
  85. /**
  86. * Local transformation matrix applied to the object.
  87. *
  88. * @type {Matrix}
  89. */
  90. this.matrix = new Matrix();
  91. /**
  92. * Global transformation matrix multiplied by the parent matrix.
  93. *
  94. * Used to transform the object before projecting into screen coordinates.
  95. *
  96. * @type {Matrix}
  97. */
  98. this.globalMatrix = new Matrix();
  99. /**
  100. * Inverse of the global (world) transform matrix.
  101. *
  102. * Used to convert pointer input points (viewport space) into object coordinates.
  103. *
  104. * @type {Matrix}
  105. */
  106. this.inverseGlobalMatrix = new Matrix();
  107. /**
  108. * Mask objects being applied to this object. Used to mask/subtract portions of this object when rendering.
  109. *
  110. * Multiple masks can be used simultaneously. Same mask might be reused for multiple objects.
  111. *
  112. * @type {Mask[]}
  113. */
  114. this.masks = [];
  115. /**
  116. * Indicates if the transform matrix should be automatically updated every frame.
  117. *
  118. * Set this false for better performance. But if you do so dont forget to set matrixNeedsUpdate every time that a transform attribute is changed.
  119. *
  120. * @type {boolean}
  121. */
  122. this.matrixAutoUpdate = true;
  123. /**
  124. * Indicates if the matrix needs to be updated, should be set true after changes to the object position, scale or rotation.
  125. *
  126. * The matrix is updated before rendering the object, after the matrix is updated this attribute is automatically reset to false.
  127. *
  128. * @type {boolean}
  129. */
  130. this.matrixNeedsUpdate = true;
  131. /**
  132. * Draggable controls if its possible to drag the object around. Set this true to enable dragging events on this object.
  133. *
  134. * The onPointerDrag callback is used to update the state of the object while being dragged, by default it just updates the object position.
  135. *
  136. * @type {boolean}
  137. */
  138. this.draggable = false;
  139. /**
  140. * Indicates if this object uses pointer events.
  141. *
  142. * Can be set false to skip the pointer interaction events, better performance if pointer events are not required.
  143. *
  144. * @type {boolean}
  145. */
  146. this.pointerEvents = true;
  147. /**
  148. * Flag to indicate whether this object ignores the viewport transformation.
  149. *
  150. * @type {boolean}
  151. */
  152. this.ignoreViewport = false;
  153. /**
  154. * Flag to indicate if the context of canvas should be saved before render.
  155. *
  156. * @type {boolean}
  157. */
  158. this.saveContextState = true;
  159. /**
  160. * Flag to indicate if the context of canvas should be restored after render.
  161. *
  162. * @type {boolean}
  163. */
  164. this.restoreContextState = true;
  165. /**
  166. * Flag indicating if the pointer is inside of the element.
  167. *
  168. * Used to control object event.
  169. *
  170. * @type {boolean}
  171. */
  172. this.pointerInside = false;
  173. /**
  174. * Flag to indicate if the object is currently being dragged.
  175. *
  176. * @type {boolean}
  177. */
  178. this.beingDragged = false;
  179. }
  180. Object2D.prototype.constructor = Object2D;
  181. /**
  182. * Type of the object, used for data serialization and/or checking the object type.
  183. *
  184. * The name used should match the object constructor name. But it is not required.
  185. *
  186. * If this type is from an external library you can add the library name to the object type name to prevent collisions.
  187. *
  188. * @type {string}
  189. */
  190. Object2D.prototype.type = "Object2D";
  191. /**
  192. * List of available object types known by the application. Stores the object constructor by object type.
  193. *
  194. * Newly created types should be introduced in this map for data serialization support.
  195. *
  196. * New object types should be added using the Object2D.register() method.
  197. *
  198. * @static
  199. * @type {Map<string, Function>}
  200. */
  201. Object2D.types = new Map([]);
  202. /**
  203. * Check if a point in world coordinates intersects this object or its children and get a list of the objects intersected.
  204. *
  205. * @param {Vector2} point Point in world coordinates.
  206. * @param {Object2D[]} list List of objects intersected passed to children objects recursively.
  207. * @return {Object2D[]} List of object intersected by this point.
  208. */
  209. Object2D.prototype.getWorldPointIntersections = function(point, list)
  210. {
  211. if(list === undefined)
  212. {
  213. list = [];
  214. }
  215. // Calculate the pointer position in the object coordinates
  216. var localPoint = this.inverseGlobalMatrix.transformPoint(point);
  217. if(this.isInside(localPoint))
  218. {
  219. list.push(this);
  220. }
  221. // Iterate trough the children
  222. for(var i = 0; i < this.children.length; i++)
  223. {
  224. this.children[i].getWorldPointIntersections(point, list);
  225. }
  226. return list;
  227. };
  228. /**
  229. * Check if a point in world coordinates intersects this object or some of its children.
  230. *
  231. * @param {Vector2} point Point in world coordinates.
  232. * @param {boolean} recursive If set to true it will also check intersections with the object children.
  233. * @return {boolean} Returns true if the point in inside of the object.
  234. */
  235. Object2D.prototype.isWorldPointInside = function(point, recursive)
  236. {
  237. // Calculate the pointer position in the object coordinates
  238. var localPoint = this.inverseGlobalMatrix.transformPoint(point);
  239. if(this.isInside(localPoint))
  240. {
  241. return true;
  242. }
  243. // Iterate trough the children
  244. if(recursive)
  245. {
  246. for(var i = 0; i < this.children.length; i++)
  247. {
  248. if(this.children[i].isWorldPointInside(point, true))
  249. {
  250. return true;
  251. }
  252. }
  253. }
  254. return false;
  255. };
  256. /**
  257. * Destroy the object, removes it from the parent object.
  258. */
  259. Object2D.prototype.destroy = function()
  260. {
  261. if(this.parent !== null)
  262. {
  263. this.parent.remove(this);
  264. }
  265. };
  266. /**
  267. * Traverse the object tree and run a function for all objects.
  268. *
  269. * @param {Function} callback Callback function that receives the object as parameter.
  270. */
  271. Object2D.prototype.traverse = function(callback)
  272. {
  273. callback(this);
  274. for(var i = 0; i < this.children.length; i++)
  275. {
  276. this.children[i].traverse(callback);
  277. }
  278. };
  279. /**
  280. * Get a object from its children list by its UUID.
  281. *
  282. * @param {string} uuid UUID of the object to get.
  283. * @return {Object2D} The object that has the UUID specified, null if the object was not found.
  284. */
  285. Object2D.prototype.getChildByUUID = function(uuid)
  286. {
  287. var object = null;
  288. this.traverse(function(child)
  289. {
  290. if(child.uuid === uuid)
  291. {
  292. object = child;
  293. }
  294. });
  295. return object;
  296. };
  297. /**
  298. * Attach a children to this object.
  299. *
  300. * The object is set as children of this object and the transformations applied to this object are traversed to its children.
  301. *
  302. * @param {Object2D} object Object to attach to this object.
  303. */
  304. Object2D.prototype.add = function(object)
  305. {
  306. object.parent = this;
  307. object.level = this.level + 1;
  308. object.traverse(function(child)
  309. {
  310. if(child.onAdd !== null)
  311. {
  312. child.onAdd(this);
  313. }
  314. });
  315. this.children.push(object);
  316. };
  317. /**
  318. * Remove object from the children list.
  319. *
  320. * @param {Object2D} children Object to be removed.
  321. */
  322. Object2D.prototype.remove = function(children)
  323. {
  324. var index = this.children.indexOf(children);
  325. if(index !== -1)
  326. {
  327. var object = this.children[index];
  328. object.parent = null;
  329. object.level = 0;
  330. object.traverse(function(child)
  331. {
  332. if(child.onRemove !== null)
  333. {
  334. child.onRemove(this);
  335. }
  336. });
  337. this.children.splice(index, 1)
  338. }
  339. };
  340. /**
  341. * Check if a point is inside of the object. Used by the renderer check for pointer collision (required for the object to properly process pointer events).
  342. *
  343. * Point should be in local object coordinates.
  344. *
  345. * To check if a point in world coordinates intersects the object the inverseGlobalMatrix should be applied to that point before calling this method.
  346. *
  347. * @param {Vector2} point Point in local object coordinates.
  348. * @return {boolean} True if the point is inside of the object.
  349. */
  350. Object2D.prototype.isInside = function(point)
  351. {
  352. return false;
  353. };
  354. /**
  355. * Update the transformation matrix of the object.
  356. *
  357. * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
  358. */
  359. Object2D.prototype.updateMatrix = function(context)
  360. {
  361. if(this.matrixAutoUpdate || this.matrixNeedsUpdate)
  362. {
  363. this.matrix.compose(this.position.x, this.position.y, this.scale.x, this.scale.y, this.origin.x, this.origin.y, this.rotation);
  364. this.globalMatrix.copy(this.matrix);
  365. if(this.parent !== null)
  366. {
  367. this.globalMatrix.premultiply(this.parent.globalMatrix);
  368. }
  369. this.inverseGlobalMatrix = this.globalMatrix.getInverse()
  370. this.matrixNeedsUpdate = false;
  371. }
  372. };
  373. /**
  374. * Apply the transform to the rendering context, it is assumed that the viewport transform is pre-applied to the context.
  375. *
  376. * This is called before style() and draw(). It can also be used for some pre-rendering logic.
  377. *
  378. * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
  379. * @param {Viewport} viewport Viewport applied to the canvas.
  380. * @param {Element} canvas DOM canvas element where the content is being drawn.
  381. */
  382. Object2D.prototype.transform = function(context, viewport, canvas)
  383. {
  384. this.globalMatrix.tranformContext(context);
  385. };
  386. /**
  387. * Style is called right before draw() it should not draw any content into the canvas, all context styling should be applied here (colors, fonts, etc).
  388. *
  389. * The draw() and style() methods can be useful for objects that share the same styling attributes but are drawing differently.
  390. *
  391. * Should be implemented by underlying classes.
  392. *
  393. * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
  394. * @param {Viewport} viewport Viewport used to view the canvas content.
  395. * @param {Element} canvas DOM canvas element where the content is being drawn.
  396. */
  397. Object2D.prototype.style = null; // function(context, viewport, canvas){};
  398. /**
  399. * Draw the object into the canvas, this is called transform() and style(), should be where the content is actually drawn into the canvas.
  400. *
  401. * Should be implemented by underlying classes.
  402. *
  403. * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
  404. * @param {Viewport} viewport Viewport used to view the canvas content.
  405. * @param {Element} canvas DOM canvas element where the content is being drawn.
  406. */
  407. Object2D.prototype.draw = null; // function(context, viewport, canvas){};
  408. /**
  409. * Callback method while the object is being dragged across the screen.
  410. *
  411. * By default is adds the delta value to the object position (making it follow the mouse movement).
  412. *
  413. * Delta is the movement of the pointer already translated into local object coordinates.
  414. *
  415. * To detect when the object drag stops the onPointerDragEnd() method can be used.
  416. *
  417. * @param {Pointer} pointer Pointer object that receives the user input.
  418. * @param {Viewport} viewport Viewport where the object is drawn.
  419. * @param {Vector2} delta Pointer movement diff in world space since the last frame.
  420. * @param {Vector2} positionWorld Position of the dragging pointer in world coordinates.
  421. */
  422. Object2D.prototype.onPointerDrag = function(pointer, viewport, delta, positionWorld)
  423. {
  424. this.position.add(delta);
  425. };
  426. /**
  427. * Callback method called when the pointer drag start after the button was pressed
  428. *
  429. * @param {Pointer} pointer Pointer object that receives the user input.
  430. * @param {Viewport} viewport Viewport where the object is drawn.
  431. */
  432. Object2D.prototype.onPointerDragStart = null;
  433. /**
  434. * Callback method called when the pointer drag ends after the button has been released.
  435. *
  436. * @param {Pointer} pointer Pointer object that receives the user input.
  437. * @param {Viewport} viewport Viewport where the object is drawn.
  438. */
  439. Object2D.prototype.onPointerDragEnd = null;
  440. /**
  441. * Method called when the object its added to a parent.
  442. *
  443. * @param {Object2D} parent Parent object were it was added.
  444. */
  445. Object2D.prototype.onAdd = null;
  446. /**
  447. * Method called when the object gets removed from its parent
  448. *
  449. * @param {Object2D} parent Parent object from were the object is being removed.
  450. */
  451. Object2D.prototype.onRemove = null;
  452. /**
  453. * Callback method called every time before the object is draw into the canvas.
  454. *
  455. * Should be used to run object logic, any preparation code, move the object, etc.
  456. *
  457. * This method is called for every object before rendering.
  458. */
  459. Object2D.prototype.onUpdate = null;
  460. /**
  461. * Callback method called when the pointer enters the object.
  462. *
  463. * It is not called while the pointer is inside of the object, just on the first time that the pointer enters the object for that use onPointerOver()
  464. *
  465. * @param {Pointer} pointer Pointer object that receives the user input.
  466. * @param {Viewport} viewport Viewport where the object is drawn.
  467. */
  468. Object2D.prototype.onPointerEnter = null;
  469. /**
  470. * Method called when the was inside of the object and leaves the object.
  471. *
  472. * @param {Pointer} pointer Pointer object that receives the user input.
  473. * @param {Viewport} viewport Viewport where the object is drawn.
  474. */
  475. Object2D.prototype.onPointerLeave = null;
  476. /**
  477. * Method while the pointer is over (inside) of the object.
  478. *
  479. * @param {Pointer} pointer Pointer object that receives the user input.
  480. * @param {Viewport} viewport Viewport where the object is drawn.
  481. */
  482. Object2D.prototype.onPointerOver = null;
  483. /**
  484. * Method called while the pointer button is pressed.
  485. *
  486. * @param {Pointer} pointer Pointer object that receives the user input.
  487. * @param {Viewport} viewport Viewport where the object is drawn.
  488. */
  489. Object2D.prototype.onButtonPressed = null;
  490. /**
  491. * Method called while the pointer button is double clicked.
  492. *
  493. * @param {Pointer} pointer Pointer object that receives the user input.
  494. * @param {Viewport} viewport Viewport where the object is drawn.
  495. */
  496. Object2D.prototype.onDoubleClick = null;
  497. /**
  498. * Callback method called when the pointer button is pressed down (single time).
  499. *
  500. * @param {Pointer} pointer Pointer object that receives the user input.
  501. * @param {Viewport} viewport Viewport where the object is drawn.
  502. */
  503. Object2D.prototype.onButtonDown = null;
  504. /**
  505. * Method called when the pointer button is released (single time).
  506. *
  507. * @param {Pointer} pointer Pointer object that receives the user input.
  508. * @param {Viewport} viewport Viewport where the object is drawn.
  509. */
  510. Object2D.prototype.onButtonUp = null;
  511. /**
  512. * Serialize the object data into a JSON object. That can be written into a file, sent using HTTP request etc.
  513. *
  514. * All required attributes to recreate the object in its current state should be stored. Relations between children should be stored by their UUID only.
  515. *
  516. * Data has to be parsed back into a usable object.
  517. *
  518. * @param {boolean} recursive If set false the children list is not serialized, otherwise all children are serialized.
  519. * @return {Object} Serialized object data.
  520. */
  521. Object2D.prototype.serialize = function(recursive)
  522. {
  523. var data = {
  524. uuid: this.uuid,
  525. type: this.type,
  526. position: this.position.toArray(),
  527. origin: this.origin.toArray(),
  528. scale: this.scale.toArray(),
  529. rotation: this.rotation,
  530. visible: this.visible,
  531. layer: this.layer,
  532. matrix: this.matrix.m,
  533. globalMatrix: this.globalMatrix.m,
  534. inverseGlobalMatrix: this.inverseGlobalMatrix.m,
  535. matrixAutoUpdate: this.matrixAutoUpdate,
  536. draggable: this.draggable,
  537. pointerEvents: this.pointerEvents,
  538. ignoreViewport: this.ignoreViewport,
  539. saveContextState: this.saveContextState,
  540. restoreContextState: this.restoreContextState,
  541. pointerInside: this.pointerInside,
  542. beingDragged: this.beingDragged,
  543. children: [],
  544. masks: []
  545. };
  546. if(recursive !== false)
  547. {
  548. for(var i = 0; i < this.children.length; i++)
  549. {
  550. data.children.push(this.children[i].serialize());
  551. }
  552. }
  553. for(var i = 0; i < this.masks.length; i++)
  554. {
  555. data.masks.push(this.masks[i].uuid);
  556. }
  557. return data;
  558. };
  559. /**
  560. * Parse serialized object data and fill the object attributes.
  561. *
  562. * Implementations of this method should only load the attributes added to the structure, the based method already loads common attributes.
  563. *
  564. * Dont forget to register object types using the Object2D.register() method.
  565. *
  566. * @param {Object} data Object data loaded from JSON.
  567. */
  568. Object2D.prototype.parse = function(data)
  569. {
  570. this.uuid = data.uuid;
  571. this.position.fromArray(data.position);
  572. this.origin.fromArray(data.origin);
  573. this.scale.fromArray(data.scale);
  574. this.rotation = data.rotation;
  575. this.visible = data.visible;
  576. this.layer = data.layer;
  577. this.matrix = new Matrix(data.matrix);
  578. this.globalMatrix = new Matrix(data.globalMatrix);
  579. this.inverseGlobalMatrix = new Matrix(data.inverseGlobalMatrix);
  580. this.matrixAutoUpdate = data.matrixAutoUpdate;
  581. this.draggable = data.draggable;
  582. this.pointerEvents = data.pointerEvents;
  583. this.ignoreViewport = data.ignoreViewport;
  584. this.saveContextState = data.saveContextState;
  585. this.restoreContextState = data.restoreContextState;
  586. this.pointerInside = data.pointerInside;
  587. this.beingDragged = data.beingDragged;
  588. };
  589. /**
  590. * Create objects from serialized object data into the proper data structures.
  591. *
  592. * All objects should implement serialization methods to serialize and load data properly.
  593. *
  594. * @static
  595. * @param {Object} data Object data loaded from JSON.
  596. * @return {Object2D} Parsed object data.
  597. */
  598. Object2D.parse = function(data)
  599. {
  600. var object = new Object2D.types.get(data.type)();
  601. object.parse(data);
  602. for(var i = 0; i < data.children.length; i++)
  603. {
  604. this.add(Object2D.parse(data.children[i]));
  605. }
  606. // TODO <ADD CODE HERE>
  607. /*
  608. for(var i = 0; i < this.masks.length; i++)
  609. {
  610. data.masks.push(this.masks[i].uuid);
  611. }
  612. */
  613. return object;
  614. };
  615. export {Object2D};