Object2D.js 14 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. /**
  181. * Check if a point in world coordinates intersects this object or its children and get a list of the objects intersected.
  182. *
  183. * @param {Vector2} point Point in world coordinates.
  184. * @param {Object2D[]} list List of objects intersected passed to children objects recursively.
  185. * @return {Object2D[]} List of object intersected by this point.
  186. */
  187. Object2D.prototype.getWorldPointIntersections = function(point, list)
  188. {
  189. if(list === undefined)
  190. {
  191. list = [];
  192. }
  193. // Calculate the pointer position in the object coordinates
  194. var localPoint = this.inverseGlobalMatrix.transformPoint(point);
  195. if(this.isInside(localPoint))
  196. {
  197. list.push(this);
  198. }
  199. // Iterate trough the children
  200. for(var i = 0; i < this.children.length; i++)
  201. {
  202. this.children[i].getWorldPointIntersections(point, list);
  203. }
  204. return list;
  205. };
  206. /**
  207. * Check if a point in world coordinates intersects this object or some of its children.
  208. *
  209. * @param {Vector2} point Point in world coordinates.
  210. * @param {boolean} recursive If set to true it will also check intersections with the object children.
  211. * @return {boolean} Returns true if the point in inside of the object.
  212. */
  213. Object2D.prototype.isWorldPointInside = function(point, recursive)
  214. {
  215. // Calculate the pointer position in the object coordinates
  216. var localPoint = this.inverseGlobalMatrix.transformPoint(point);
  217. if(this.isInside(localPoint))
  218. {
  219. return true;
  220. }
  221. // Iterate trough the children
  222. if(recursive)
  223. {
  224. for(var i = 0; i < this.children.length; i++)
  225. {
  226. if(this.children[i].isWorldPointInside(point, true))
  227. {
  228. return true;
  229. }
  230. }
  231. }
  232. return false;
  233. };
  234. /**
  235. * Destroy the object, removes it from the parent object.
  236. */
  237. Object2D.prototype.destroy = function()
  238. {
  239. if(this.parent !== null)
  240. {
  241. this.parent.remove(this);
  242. }
  243. };
  244. /**
  245. * Traverse the object tree and run a function for all objects.
  246. *
  247. * @param {Function} callback Callback function that receives the object as parameter.
  248. */
  249. Object2D.prototype.traverse = function(callback)
  250. {
  251. callback(this);
  252. for(var i = 0; i < this.children.length; i++)
  253. {
  254. this.children[i].traverse(callback);
  255. }
  256. };
  257. /**
  258. * Get a object from its children list by its UUID.
  259. *
  260. * @param {string} uuid UUID of the object to get.
  261. * @return {Object2D} The object that has the UUID specified, null if the object was not found.
  262. */
  263. Object2D.prototype.getChildByUUID = function(uuid)
  264. {
  265. var object = null;
  266. this.traverse(function(child)
  267. {
  268. if(child.uuid === uuid)
  269. {
  270. object = child;
  271. }
  272. });
  273. return object;
  274. };
  275. /**
  276. * Attach a children to this object.
  277. *
  278. * The object is set as children of this object and the transformations applied to this object are traversed to its children.
  279. *
  280. * @param {Object2D} object Object to attach to this object.
  281. */
  282. Object2D.prototype.add = function(object)
  283. {
  284. object.parent = this;
  285. object.level = this.level + 1;
  286. object.traverse(function(child)
  287. {
  288. if(child.onAdd !== null)
  289. {
  290. child.onAdd(this);
  291. }
  292. });
  293. this.children.push(object);
  294. };
  295. /**
  296. * Remove object from the children list.
  297. *
  298. * @param {Object2D} children Object to be removed.
  299. */
  300. Object2D.prototype.remove = function(children)
  301. {
  302. var index = this.children.indexOf(children);
  303. if(index !== -1)
  304. {
  305. var object = this.children[index];
  306. object.parent = null;
  307. object.level = 0;
  308. object.traverse(function(child)
  309. {
  310. if(child.onRemove !== null)
  311. {
  312. child.onRemove(this);
  313. }
  314. });
  315. this.children.splice(index, 1)
  316. }
  317. };
  318. /**
  319. * 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).
  320. *
  321. * Point should be in local object coordinates.
  322. *
  323. * To check if a point in world coordinates intersects the object the inverseGlobalMatrix should be applied to that point before calling this method.
  324. *
  325. * @param {Vector2} point Point in local object coordinates.
  326. * @return {boolean} True if the point is inside of the object.
  327. */
  328. Object2D.prototype.isInside = function(point)
  329. {
  330. return false;
  331. };
  332. /**
  333. * Update the transformation matrix of the object.
  334. *
  335. * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
  336. */
  337. Object2D.prototype.updateMatrix = function(context)
  338. {
  339. if(this.matrixAutoUpdate || this.matrixNeedsUpdate)
  340. {
  341. this.matrix.compose(this.position.x, this.position.y, this.scale.x, this.scale.y, this.origin.x, this.origin.y, this.rotation);
  342. this.globalMatrix.copy(this.matrix);
  343. if(this.parent !== null)
  344. {
  345. this.globalMatrix.premultiply(this.parent.globalMatrix);
  346. }
  347. this.inverseGlobalMatrix = this.globalMatrix.getInverse()
  348. this.matrixNeedsUpdate = false;
  349. }
  350. };
  351. /**
  352. * Apply the transform to the rendering context, it is assumed that the viewport transform is pre-applied to the context.
  353. *
  354. * This is called before style() and draw(). It can also be used for some pre-rendering logic.
  355. *
  356. * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
  357. * @param {Viewport} viewport Viewport applied to the canvas.
  358. */
  359. Object2D.prototype.transform = function(context, viewport)
  360. {
  361. this.globalMatrix.tranformContext(context);
  362. };
  363. /**
  364. * 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).
  365. *
  366. * The draw() and style() methods can be useful for objects that share the same styling attributes but are drawing differently.
  367. *
  368. * Should be implemented by underlying classes.
  369. *
  370. * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
  371. * @param {Viewport} viewport Viewport used to view the canvas content.
  372. * @param {DOM} canvas DOM canvas element where the content is being drawn.
  373. */
  374. Object2D.prototype.style = null; // function(context, viewport, canvas){};
  375. /**
  376. * Draw the object into the canvas, this is called transform() and style(), should be where the content is actually drawn into the canvas.
  377. *
  378. * Should be implemented by underlying classes.
  379. *
  380. * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
  381. * @param {Viewport} viewport Viewport used to view the canvas content.
  382. * @param {DOM} canvas DOM canvas element where the content is being drawn.
  383. */
  384. Object2D.prototype.draw = null; // function(context, viewport, canvas){};
  385. /**
  386. * Callback method while the object is being dragged across the screen.
  387. *
  388. * By default is adds the delta value to the object position (making it follow the mouse movement).
  389. *
  390. * Delta is the movement of the pointer already translated into local object coordinates.
  391. *
  392. * To detect when the object drag stops the onPointerDragEnd() method can be used.
  393. *
  394. * @param {Pointer} pointer Pointer object that receives the user input.
  395. * @param {Viewport} viewport Viewport where the object is drawn.
  396. * @param {Vector2} delta Pointer movement diff in world space since the last frame.
  397. * @param {Vector2} positionWorld Position of the dragging pointer in world coordinates.
  398. */
  399. Object2D.prototype.onPointerDrag = function(pointer, viewport, delta, positionWorld)
  400. {
  401. this.position.add(delta);
  402. };
  403. /**
  404. * Callback method called when the pointer drag start after the button was pressed
  405. *
  406. * @param {Pointer} pointer Pointer object that receives the user input.
  407. * @param {Viewport} viewport Viewport where the object is drawn.
  408. */
  409. Object2D.prototype.onPointerDragStart = null;
  410. /**
  411. * Callback method called when the pointer drag ends after the button has been released.
  412. *
  413. * @param {Pointer} pointer Pointer object that receives the user input.
  414. * @param {Viewport} viewport Viewport where the object is drawn.
  415. */
  416. Object2D.prototype.onPointerDragEnd = null;
  417. /**
  418. * Method called when the object its added to a parent.
  419. *
  420. * @param {Object2D} parent Parent object were it was added.
  421. */
  422. Object2D.prototype.onAdd = null;
  423. /**
  424. * Method called when the object gets removed from its parent
  425. *
  426. * @param {Object2D} parent Parent object from were the object is being removed.
  427. */
  428. Object2D.prototype.onRemove = null;
  429. /**
  430. * Callback method called every time before the object is draw into the canvas.
  431. *
  432. * Should be used to run object logic, any preparation code, move the object, etc.
  433. *
  434. * This method is called for every object before rendering.
  435. */
  436. Object2D.prototype.onUpdate = null;
  437. /**
  438. * Callback method called when the pointer enters the object.
  439. *
  440. * 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()
  441. *
  442. * @param {Pointer} pointer Pointer object that receives the user input.
  443. * @param {Viewport} viewport Viewport where the object is drawn.
  444. */
  445. Object2D.prototype.onPointerEnter = null;
  446. /**
  447. * Method called when the was inside of the object and leaves the object.
  448. *
  449. * @param {Pointer} pointer Pointer object that receives the user input.
  450. * @param {Viewport} viewport Viewport where the object is drawn.
  451. */
  452. Object2D.prototype.onPointerLeave = null;
  453. /**
  454. * Method while the pointer is over (inside) of the object.
  455. *
  456. * @param {Pointer} pointer Pointer object that receives the user input.
  457. * @param {Viewport} viewport Viewport where the object is drawn.
  458. */
  459. Object2D.prototype.onPointerOver = null;
  460. /**
  461. * Method called while the pointer button is pressed.
  462. *
  463. * @param {Pointer} pointer Pointer object that receives the user input.
  464. * @param {Viewport} viewport Viewport where the object is drawn.
  465. */
  466. Object2D.prototype.onButtonPressed = null;
  467. /**
  468. * Method called while the pointer button is double clicked.
  469. *
  470. * @param {Pointer} pointer Pointer object that receives the user input.
  471. * @param {Viewport} viewport Viewport where the object is drawn.
  472. */
  473. Object2D.prototype.onDoubleClick = null;
  474. /**
  475. * Callback method called when the pointer button is pressed down (single time).
  476. *
  477. * @param {Pointer} pointer Pointer object that receives the user input.
  478. * @param {Viewport} viewport Viewport where the object is drawn.
  479. */
  480. Object2D.prototype.onButtonDown = null;
  481. /**
  482. * Method called when the pointer button is released (single time).
  483. *
  484. * @param {Pointer} pointer Pointer object that receives the user input.
  485. * @param {Viewport} viewport Viewport where the object is drawn.
  486. */
  487. Object2D.prototype.onButtonUp = null;
  488. export {Object2D};