Object2D.js 20 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([[Object2D.prototype.type, Object2D]]);
  202. /**
  203. * Register a object type into the application. Associates the type string to the object constructor.
  204. *
  205. * Should be called for every new object class implemented if you want to be able to serialize and parse data.
  206. *
  207. * @param {Function} constructor Object constructor.
  208. * @param {string} type Object type name.
  209. */
  210. Object2D.register = function(constructor, type)
  211. {
  212. Object2D.types.set(type, constructor);
  213. };
  214. /**
  215. * Check if a point in world coordinates intersects this object or its children and get a list of the objects intersected.
  216. *
  217. * @param {Vector2} point Point in world coordinates.
  218. * @param {Object2D[]} list List of objects intersected passed to children objects recursively.
  219. * @return {Object2D[]} List of object intersected by this point.
  220. */
  221. Object2D.prototype.getWorldPointIntersections = function(point, list)
  222. {
  223. if(list === undefined)
  224. {
  225. list = [];
  226. }
  227. // Calculate the pointer position in the object coordinates
  228. var localPoint = this.inverseGlobalMatrix.transformPoint(point);
  229. if(this.isInside(localPoint))
  230. {
  231. list.push(this);
  232. }
  233. // Iterate trough the children
  234. for(var i = 0; i < this.children.length; i++)
  235. {
  236. this.children[i].getWorldPointIntersections(point, list);
  237. }
  238. return list;
  239. };
  240. /**
  241. * Check if a point in world coordinates intersects this object or some of its children.
  242. *
  243. * @param {Vector2} point Point in world coordinates.
  244. * @param {boolean} recursive If set to true it will also check intersections with the object children.
  245. * @return {boolean} Returns true if the point in inside of the object.
  246. */
  247. Object2D.prototype.isWorldPointInside = function(point, recursive)
  248. {
  249. // Calculate the pointer position in the object coordinates
  250. var localPoint = this.inverseGlobalMatrix.transformPoint(point);
  251. if(this.isInside(localPoint))
  252. {
  253. return true;
  254. }
  255. // Iterate trough the children
  256. if(recursive)
  257. {
  258. for(var i = 0; i < this.children.length; i++)
  259. {
  260. if(this.children[i].isWorldPointInside(point, true))
  261. {
  262. return true;
  263. }
  264. }
  265. }
  266. return false;
  267. };
  268. /**
  269. * Destroy the object, removes it from the parent object.
  270. */
  271. Object2D.prototype.destroy = function()
  272. {
  273. if(this.parent !== null)
  274. {
  275. this.parent.remove(this);
  276. }
  277. };
  278. /**
  279. * Traverse the object tree and run a function for all objects.
  280. *
  281. * @param {Function} callback Callback function that receives the object as parameter.
  282. */
  283. Object2D.prototype.traverse = function(callback)
  284. {
  285. callback(this);
  286. for(var i = 0; i < this.children.length; i++)
  287. {
  288. this.children[i].traverse(callback);
  289. }
  290. };
  291. /**
  292. * Get a object from its children list by its UUID.
  293. *
  294. * @param {string} uuid UUID of the object to get.
  295. * @return {Object2D} The object that has the UUID specified, null if the object was not found.
  296. */
  297. Object2D.prototype.getChildByUUID = function(uuid)
  298. {
  299. var object = null;
  300. this.traverse(function(child)
  301. {
  302. if(child.uuid === uuid)
  303. {
  304. object = child;
  305. }
  306. });
  307. // TODO <REMOVE THIS CODE>
  308. console.log("getChildByUUID()", uuid, this, object);
  309. return object;
  310. };
  311. /**
  312. * Attach a children to this object.
  313. *
  314. * The object is set as children of this object and the transformations applied to this object are traversed to its children.
  315. *
  316. * @param {Object2D} object Object to attach to this object.
  317. */
  318. Object2D.prototype.add = function(object)
  319. {
  320. object.parent = this;
  321. object.level = this.level + 1;
  322. object.traverse(function(child)
  323. {
  324. if(child.onAdd !== null)
  325. {
  326. child.onAdd(this);
  327. }
  328. });
  329. this.children.push(object);
  330. };
  331. /**
  332. * Remove object from the children list.
  333. *
  334. * @param {Object2D} children Object to be removed.
  335. */
  336. Object2D.prototype.remove = function(children)
  337. {
  338. var index = this.children.indexOf(children);
  339. if(index !== -1)
  340. {
  341. var object = this.children[index];
  342. object.parent = null;
  343. object.level = 0;
  344. object.traverse(function(child)
  345. {
  346. if(child.onRemove !== null)
  347. {
  348. child.onRemove(this);
  349. }
  350. });
  351. this.children.splice(index, 1)
  352. }
  353. };
  354. /**
  355. * 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).
  356. *
  357. * Point should be in local object coordinates.
  358. *
  359. * To check if a point in world coordinates intersects the object the inverseGlobalMatrix should be applied to that point before calling this method.
  360. *
  361. * @param {Vector2} point Point in local object coordinates.
  362. * @return {boolean} True if the point is inside of the object.
  363. */
  364. Object2D.prototype.isInside = function(point)
  365. {
  366. return false;
  367. };
  368. /**
  369. * Update the transformation matrix of the object.
  370. *
  371. * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
  372. */
  373. Object2D.prototype.updateMatrix = function(context)
  374. {
  375. if(this.matrixAutoUpdate || this.matrixNeedsUpdate)
  376. {
  377. this.matrix.compose(this.position.x, this.position.y, this.scale.x, this.scale.y, this.origin.x, this.origin.y, this.rotation);
  378. this.globalMatrix.copy(this.matrix);
  379. if(this.parent !== null)
  380. {
  381. this.globalMatrix.premultiply(this.parent.globalMatrix);
  382. }
  383. this.inverseGlobalMatrix = this.globalMatrix.getInverse()
  384. this.matrixNeedsUpdate = false;
  385. }
  386. };
  387. /**
  388. * Apply the transform to the rendering context, it is assumed that the viewport transform is pre-applied to the context.
  389. *
  390. * This is called before style() and draw(). It can also be used for some pre-rendering logic.
  391. *
  392. * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
  393. * @param {Viewport} viewport Viewport applied to the canvas.
  394. * @param {Element} canvas DOM canvas element where the content is being drawn.
  395. */
  396. Object2D.prototype.transform = function(context, viewport, canvas)
  397. {
  398. this.globalMatrix.tranformContext(context);
  399. };
  400. /**
  401. * 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).
  402. *
  403. * The draw() and style() methods can be useful for objects that share the same styling attributes but are drawing differently.
  404. *
  405. * Should be implemented by underlying classes.
  406. *
  407. * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
  408. * @param {Viewport} viewport Viewport used to view the canvas content.
  409. * @param {Element} canvas DOM canvas element where the content is being drawn.
  410. */
  411. Object2D.prototype.style = null; // function(context, viewport, canvas){};
  412. /**
  413. * Draw the object into the canvas, this is called transform() and style(), should be where the content is actually drawn into the canvas.
  414. *
  415. * Should be implemented by underlying classes.
  416. *
  417. * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
  418. * @param {Viewport} viewport Viewport used to view the canvas content.
  419. * @param {Element} canvas DOM canvas element where the content is being drawn.
  420. */
  421. Object2D.prototype.draw = null; // function(context, viewport, canvas){};
  422. /**
  423. * Callback method while the object is being dragged across the screen.
  424. *
  425. * By default is adds the delta value to the object position (making it follow the mouse movement).
  426. *
  427. * Delta is the movement of the pointer already translated into local object coordinates.
  428. *
  429. * To detect when the object drag stops the onPointerDragEnd() method can be used.
  430. *
  431. * @param {Pointer} pointer Pointer object that receives the user input.
  432. * @param {Viewport} viewport Viewport where the object is drawn.
  433. * @param {Vector2} delta Pointer movement diff in world space since the last frame.
  434. * @param {Vector2} positionWorld Position of the dragging pointer in world coordinates.
  435. */
  436. Object2D.prototype.onPointerDrag = function(pointer, viewport, delta, positionWorld)
  437. {
  438. this.position.add(delta);
  439. };
  440. /**
  441. * Callback method called when the pointer drag start after the button was pressed
  442. *
  443. * @param {Pointer} pointer Pointer object that receives the user input.
  444. * @param {Viewport} viewport Viewport where the object is drawn.
  445. */
  446. Object2D.prototype.onPointerDragStart = null;
  447. /**
  448. * Callback method called when the pointer drag ends after the button has been released.
  449. *
  450. * @param {Pointer} pointer Pointer object that receives the user input.
  451. * @param {Viewport} viewport Viewport where the object is drawn.
  452. */
  453. Object2D.prototype.onPointerDragEnd = null;
  454. /**
  455. * Method called when the object its added to a parent.
  456. *
  457. * @param {Object2D} parent Parent object were it was added.
  458. */
  459. Object2D.prototype.onAdd = null;
  460. /**
  461. * Method called when the object gets removed from its parent
  462. *
  463. * @param {Object2D} parent Parent object from were the object is being removed.
  464. */
  465. Object2D.prototype.onRemove = null;
  466. /**
  467. * Callback method called every time before the object is draw into the canvas.
  468. *
  469. * Should be used to run object logic, any preparation code, move the object, etc.
  470. *
  471. * This method is called for every object before rendering.
  472. */
  473. Object2D.prototype.onUpdate = null;
  474. /**
  475. * Callback method called when the pointer enters the object.
  476. *
  477. * 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()
  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.onPointerEnter = null;
  483. /**
  484. * Method called when the was inside of the object and leaves the object.
  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.onPointerLeave = null;
  490. /**
  491. * Method while the pointer is over (inside) of the object.
  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.onPointerOver = null;
  497. /**
  498. * Method called while the pointer button is pressed.
  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.onButtonPressed = null;
  504. /**
  505. * Method called while the pointer button is double clicked.
  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.onDoubleClick = null;
  511. /**
  512. * Callback method called when the pointer button is pressed down (single time).
  513. *
  514. * @param {Pointer} pointer Pointer object that receives the user input.
  515. * @param {Viewport} viewport Viewport where the object is drawn.
  516. */
  517. Object2D.prototype.onButtonDown = null;
  518. /**
  519. * Method called when the pointer button is released (single time).
  520. *
  521. * @param {Pointer} pointer Pointer object that receives the user input.
  522. * @param {Viewport} viewport Viewport where the object is drawn.
  523. */
  524. Object2D.prototype.onButtonUp = null;
  525. /**
  526. * Serialize the object data into a JSON object. That can be written into a file, sent using HTTP request etc.
  527. *
  528. * All required attributes to recreate the object in its current state should be stored. Relations between children should be stored by their UUID only.
  529. *
  530. * Data has to be parsed back into a usable object.
  531. *
  532. * @param {boolean} recursive If set false the children list is not serialized, otherwise all children are serialized.
  533. * @return {Object} Serialized object data.
  534. */
  535. Object2D.prototype.serialize = function(recursive)
  536. {
  537. var data = {
  538. uuid: this.uuid,
  539. type: this.type,
  540. position: this.position.toArray(),
  541. origin: this.origin.toArray(),
  542. scale: this.scale.toArray(),
  543. rotation: this.rotation,
  544. visible: this.visible,
  545. layer: this.layer,
  546. matrix: this.matrix.m,
  547. globalMatrix: this.globalMatrix.m,
  548. inverseGlobalMatrix: this.inverseGlobalMatrix.m,
  549. matrixAutoUpdate: this.matrixAutoUpdate,
  550. draggable: this.draggable,
  551. pointerEvents: this.pointerEvents,
  552. ignoreViewport: this.ignoreViewport,
  553. saveContextState: this.saveContextState,
  554. restoreContextState: this.restoreContextState,
  555. pointerInside: this.pointerInside,
  556. beingDragged: this.beingDragged,
  557. children: [],
  558. masks: []
  559. };
  560. if(recursive !== false)
  561. {
  562. for(var i = 0; i < this.children.length; i++)
  563. {
  564. data.children.push(this.children[i].serialize());
  565. }
  566. }
  567. for(var i = 0; i < this.masks.length; i++)
  568. {
  569. data.masks.push(this.masks[i].uuid);
  570. }
  571. return data;
  572. };
  573. /**
  574. * Parse serialized object data and fill the object attributes.
  575. *
  576. * Implementations of this method should only load the attributes added to the structure, the based method already loads common attributes.
  577. *
  578. * Dont forget to register object types using the Object2D.register() method.
  579. *
  580. * @param {Object} data Object data loaded from JSON.
  581. * @param {Object2D} root Root object being loaded can be used to get references to other objects.
  582. */
  583. Object2D.prototype.parse = function(data, root)
  584. {
  585. this.uuid = data.uuid;
  586. this.position.fromArray(data.position);
  587. this.origin.fromArray(data.origin);
  588. this.scale.fromArray(data.scale);
  589. this.rotation = data.rotation;
  590. this.visible = data.visible;
  591. this.layer = data.layer;
  592. this.matrix = new Matrix(data.matrix);
  593. this.globalMatrix = new Matrix(data.globalMatrix);
  594. this.inverseGlobalMatrix = new Matrix(data.inverseGlobalMatrix);
  595. this.matrixAutoUpdate = data.matrixAutoUpdate;
  596. this.draggable = data.draggable;
  597. this.pointerEvents = data.pointerEvents;
  598. this.ignoreViewport = data.ignoreViewport;
  599. this.saveContextState = data.saveContextState;
  600. this.restoreContextState = data.restoreContextState;
  601. this.pointerInside = data.pointerInside;
  602. this.beingDragged = data.beingDragged;
  603. for(var i = 0; i < this.masks.length; i++)
  604. {
  605. data.masks.push(root.getChildByUUID(data.masks[i]));
  606. }
  607. };
  608. /**
  609. * Create objects from serialized object data into the proper data structures.
  610. *
  611. * All objects should implement serialization methods to serialize and load data properly.
  612. *
  613. * First all objects instances are created to ensure that object trying to get references to other object can have the data accessible, only then the parse method is called.
  614. *
  615. * @static
  616. * @param {Object} data Object data loaded from JSON.
  617. * @return {Object2D} Parsed object data.
  618. */
  619. Object2D.parse = function(data)
  620. {
  621. // List of objects created stored as pairs of object, data to be later parsed.
  622. var objects = [];
  623. // Parse all objects from the data object recursively and create the correct instances.
  624. function createObjectInstances(data)
  625. {
  626. if(!Object2D.types.has(data.type))
  627. {
  628. throw new Error("Object type " + data.type + " unknown. Cannot parse data.");
  629. }
  630. var Constructor = Object2D.types.get(data.type);
  631. var object = new Constructor();
  632. object.uuid = data.uuid;
  633. objects.push({object: object, data: data});
  634. for(var i = 0; i < data.children.length; i++)
  635. {
  636. object.add(createObjectInstances(data.children[i]));
  637. }
  638. return object;
  639. }
  640. var root = createObjectInstances(data);
  641. // Parse objects data
  642. for(var i = 0; i < objects.length; i++)
  643. {
  644. objects[i].object.parse(objects[i].data, root);
  645. }
  646. return root;
  647. };
  648. export {Object2D};