Object2D.js.html 17 KB

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  16. <h1 class="page-title">Source: Object2D.js</h1>
  17. <section>
  18. <article>
  19. <pre class="prettyprint source linenums"><code>import {Vector2} from "./math/Vector2.js";
  20. import {Matrix} from "./math/Matrix.js";
  21. import {UUID} from "./math/UUID.js";
  22. /**
  23. * Base object class, implements all the object positioning and scaling features.
  24. *
  25. * Stores all the base properties shared between all objects as the position, transformation properties, children etc.
  26. *
  27. * Object2D object can be used as a group to the other objects drawn.
  28. *
  29. * @class
  30. */
  31. function Object2D()
  32. {
  33. /**
  34. * UUID of the object.
  35. *
  36. * @type {string}
  37. */
  38. this.uuid = UUID.generate();
  39. /**
  40. * List of children objects attached to the object.
  41. *
  42. * @type {Object2D[]}
  43. */
  44. this.children = [];
  45. /**
  46. * Parent object, the object position is affected by its parent position.
  47. *
  48. * @type {Object2D}
  49. */
  50. this.parent = null;
  51. /**
  52. * Depth level in the object tree, objects with higher depth are drawn on top.
  53. *
  54. * The layer value is considered first.
  55. *
  56. * @type {number}
  57. */
  58. this.level = 0;
  59. /**
  60. * Position of the object.
  61. *
  62. * The world position of the object is affected by its parent transform.
  63. *
  64. * @type {Vector2}
  65. */
  66. this.position = new Vector2(0, 0);
  67. /**
  68. * Origin of the object used as point of rotation.
  69. *
  70. * @type {Vector2}
  71. */
  72. this.origin = new Vector2(0, 0);
  73. /**
  74. * Scale of the object.
  75. *
  76. * The world scale of the object is affected by the parent transform.
  77. *
  78. * @type {Vector2}
  79. */
  80. this.scale = new Vector2(1, 1);
  81. /**
  82. * Rotation of the object relative to its center.
  83. *
  84. * The world rotation of the object is affected by the parent transform.
  85. *
  86. * @type {number}
  87. */
  88. this.rotation = 0.0;
  89. /**
  90. * Indicates if the object is visible.
  91. *
  92. * @type {boolean}
  93. */
  94. this.visible = true;
  95. /**
  96. * Layer of this object, objects are sorted by layer value.
  97. *
  98. * Lower layer value is draw first, higher layer value is drawn on top.
  99. *
  100. * @type {number}
  101. */
  102. this.layer = 0;
  103. /**
  104. * Local transformation matrix applied to the object.
  105. *
  106. * @type {Matrix}
  107. */
  108. this.matrix = new Matrix();
  109. /**
  110. * Global transformation matrix multiplied by the parent matrix.
  111. *
  112. * Used to transform the object before projecting into screen coordinates.
  113. *
  114. * @type {Matrix}
  115. */
  116. this.globalMatrix = new Matrix();
  117. /**
  118. * Inverse of the global (world) transform matrix.
  119. *
  120. * Used to convert pointer input points (viewport space) into object coordinates.
  121. *
  122. * @type {Matrix}
  123. */
  124. this.inverseGlobalMatrix = new Matrix();
  125. /**
  126. * Mask objects being applied to this object. Used to mask/subtract portions of this object when rendering.
  127. *
  128. * Multiple masks can be used simultaneously. Same mask might be reused for multiple objects.
  129. *
  130. * @type {Mask[]}
  131. */
  132. this.masks = [];
  133. /**
  134. * Indicates if the transform matrix should be automatically updated every frame.
  135. *
  136. * Set this false for better performance. But if you do so dont forget to set matrixNeedsUpdate every time that a transform attribute is changed.
  137. *
  138. * @type {boolean}
  139. */
  140. this.matrixAutoUpdate = true;
  141. /**
  142. * Indicates if the matrix needs to be updated, should be set true after changes to the object position, scale or rotation.
  143. *
  144. * The matrix is updated before rendering the object, after the matrix is updated this attribute is automatically reset to false.
  145. *
  146. * @type {boolean}
  147. */
  148. this.matrixNeedsUpdate = true;
  149. /**
  150. * Draggable controls if its possible to drag the object around. Set this true to enable dragging events on this object.
  151. *
  152. * The onPointerDrag callback is used to update the state of the object while being dragged, by default it just updates the object position.
  153. *
  154. * @type {boolean}
  155. */
  156. this.draggable = false;
  157. /**
  158. * Indicates if this object uses pointer events.
  159. *
  160. * Can be set false to skip the pointer interaction events, better performance if pointer events are not required.
  161. *
  162. * @type {boolean}
  163. */
  164. this.pointerEvents = true;
  165. /**
  166. * Flag to indicate whether this object ignores the viewport transformation.
  167. *
  168. * @type {boolean}
  169. */
  170. this.ignoreViewport = false;
  171. /**
  172. * Flag to indicate if the context of canvas should be saved before render.
  173. *
  174. * @type {boolean}
  175. */
  176. this.saveContextState = true;
  177. /**
  178. * Flag to indicate if the context of canvas should be restored after render.
  179. *
  180. * @type {boolean}
  181. */
  182. this.restoreContextState = true;
  183. /**
  184. * Flag indicating if the pointer is inside of the element.
  185. *
  186. * Used to control object event.
  187. *
  188. * @type {boolean}
  189. */
  190. this.pointerInside = false;
  191. /**
  192. * Flag to indicate if the object is currently being dragged.
  193. *
  194. * @type {boolean}
  195. */
  196. this.beingDragged = false;
  197. }
  198. /**
  199. * Check if a point in world coordinates intersects this object or its children and get a list of the objects intersected.
  200. *
  201. * @param {Vector2} point Point in world coordinates.
  202. * @param {Object2D[]} list List of objects intersected passed to children objects recursively.
  203. * @return {Object2D[]} List of object intersected by this point.
  204. */
  205. Object2D.prototype.getWorldPointIntersections = function(point, list)
  206. {
  207. if(list === undefined)
  208. {
  209. list = [];
  210. }
  211. // Calculate the pointer position in the object coordinates
  212. var localPoint = this.inverseGlobalMatrix.transformPoint(point);
  213. if(this.isInside(localPoint))
  214. {
  215. list.push(this);
  216. }
  217. // Iterate trough the children
  218. for(var i = 0; i &lt; this.children.length; i++)
  219. {
  220. this.children[i].getWorldPointIntersections(point, list);
  221. }
  222. return list;
  223. };
  224. /**
  225. * Check if a point in world coordinates intersects this object or some of its children.
  226. *
  227. * @param {Vector2} point Point in world coordinates.
  228. * @param {boolean} recursive If set to true it will also check intersections with the object children.
  229. * @return {boolean} Returns true if the point in inside of the object.
  230. */
  231. Object2D.prototype.isWorldPointInside = function(point, recursive)
  232. {
  233. // Calculate the pointer position in the object coordinates
  234. var localPoint = this.inverseGlobalMatrix.transformPoint(point);
  235. if(this.isInside(localPoint))
  236. {
  237. return true;
  238. }
  239. // Iterate trough the children
  240. if(recursive)
  241. {
  242. for(var i = 0; i &lt; this.children.length; i++)
  243. {
  244. if(this.children[i].isWorldPointInside(point, true))
  245. {
  246. return true;
  247. }
  248. }
  249. }
  250. return false;
  251. };
  252. /**
  253. * Destroy the object, removes it from the parent object.
  254. */
  255. Object2D.prototype.destroy = function()
  256. {
  257. if(this.parent !== null)
  258. {
  259. this.parent.remove(this);
  260. }
  261. };
  262. /**
  263. * Traverse the object tree and run a function for all objects.
  264. *
  265. * @param {Function} callback Callback function that receives the object as parameter.
  266. */
  267. Object2D.prototype.traverse = function(callback)
  268. {
  269. callback(this);
  270. for(var i = 0; i &lt; this.children.length; i++)
  271. {
  272. this.children[i].traverse(callback);
  273. }
  274. };
  275. /**
  276. * Get a object from its children list by its UUID.
  277. *
  278. * @param {string} uuid UUID of the object to get.
  279. * @return {Object2D} The object that has the UUID specified, null if the object was not found.
  280. */
  281. Object2D.prototype.getChildByUUID = function(uuid)
  282. {
  283. var object = null;
  284. this.traverse(function(child)
  285. {
  286. if(child.uuid === uuid)
  287. {
  288. object = child;
  289. }
  290. });
  291. return object;
  292. };
  293. /**
  294. * Attach a children to this object.
  295. *
  296. * The object is set as children of this object and the transformations applied to this object are traversed to its children.
  297. *
  298. * @param {Object2D} object Object to attach to this object.
  299. */
  300. Object2D.prototype.add = function(object)
  301. {
  302. object.parent = this;
  303. object.level = this.level + 1;
  304. object.traverse(function(child)
  305. {
  306. if(child.onAdd !== null)
  307. {
  308. child.onAdd(this);
  309. }
  310. });
  311. this.children.push(object);
  312. };
  313. /**
  314. * Remove object from the children list.
  315. *
  316. * @param {Object2D} children Object to be removed.
  317. */
  318. Object2D.prototype.remove = function(children)
  319. {
  320. var index = this.children.indexOf(children);
  321. if(index !== -1)
  322. {
  323. var object = this.children[index];
  324. object.parent = null;
  325. object.level = 0;
  326. object.traverse(function(child)
  327. {
  328. if(child.onRemove !== null)
  329. {
  330. child.onRemove(this);
  331. }
  332. });
  333. this.children.splice(index, 1)
  334. }
  335. };
  336. /**
  337. * 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).
  338. *
  339. * Point should be in local object coordinates.
  340. *
  341. * To check if a point in world coordinates intersects the object the inverseGlobalMatrix should be applied to that point before calling this method.
  342. *
  343. * @param {Vector2} point Point in local object coordinates.
  344. * @return {boolean} True if the point is inside of the object.
  345. */
  346. Object2D.prototype.isInside = function(point)
  347. {
  348. return false;
  349. };
  350. /**
  351. * Update the transformation matrix of the object.
  352. *
  353. * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
  354. */
  355. Object2D.prototype.updateMatrix = function(context)
  356. {
  357. if(this.matrixAutoUpdate || this.matrixNeedsUpdate)
  358. {
  359. this.matrix.compose(this.position.x, this.position.y, this.scale.x, this.scale.y, this.origin.x, this.origin.y, this.rotation);
  360. this.globalMatrix.copy(this.matrix);
  361. if(this.parent !== null)
  362. {
  363. this.globalMatrix.premultiply(this.parent.globalMatrix);
  364. }
  365. this.inverseGlobalMatrix = this.globalMatrix.getInverse()
  366. this.matrixNeedsUpdate = false;
  367. }
  368. };
  369. /**
  370. * Apply the transform to the rendering context, it is assumed that the viewport transform is pre-applied to the context.
  371. *
  372. * This is called before style() and draw(). It can also be used for some pre-rendering logic.
  373. *
  374. * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
  375. * @param {Viewport} viewport Viewport applied to the canvas.
  376. */
  377. Object2D.prototype.transform = function(context, viewport)
  378. {
  379. this.globalMatrix.tranformContext(context);
  380. };
  381. /**
  382. * 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).
  383. *
  384. * The draw() and style() methods can be useful for objects that share the same styling attributes but are drawing differently.
  385. *
  386. * Should be implemented by underlying classes.
  387. *
  388. * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
  389. * @param {Viewport} viewport Viewport used to view the canvas content.
  390. * @param {DOM} canvas DOM canvas element where the content is being drawn.
  391. */
  392. Object2D.prototype.style = null; // function(context, viewport, canvas){};
  393. /**
  394. * Draw the object into the canvas, this is called transform() and style(), should be where the content is actually drawn into the canvas.
  395. *
  396. * Should be implemented by underlying classes.
  397. *
  398. * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
  399. * @param {Viewport} viewport Viewport used to view the canvas content.
  400. * @param {DOM} canvas DOM canvas element where the content is being drawn.
  401. */
  402. Object2D.prototype.draw = null; // function(context, viewport, canvas){};
  403. /**
  404. * Callback method while the object is being dragged across the screen.
  405. *
  406. * By default is adds the delta value to the object position (making it follow the mouse movement).
  407. *
  408. * Delta is the movement of the pointer already translated into local object coordinates.
  409. *
  410. * To detect when the object drag stops the onPointerDragEnd() method can be used.
  411. *
  412. * @param {Pointer} pointer Pointer object that receives the user input.
  413. * @param {Viewport} viewport Viewport where the object is drawn.
  414. * @param {Vector2} delta Pointer movement diff in world space since the last frame.
  415. * @param {Vector2} positionWorld Position of the dragging pointer in world coordinates.
  416. */
  417. Object2D.prototype.onPointerDrag = function(pointer, viewport, delta, positionWorld)
  418. {
  419. this.position.add(delta);
  420. };
  421. /**
  422. * Callback method called when the pointer drag start after the button was pressed
  423. *
  424. * @param {Pointer} pointer Pointer object that receives the user input.
  425. * @param {Viewport} viewport Viewport where the object is drawn.
  426. */
  427. Object2D.prototype.onPointerDragStart = null;
  428. /**
  429. * Callback method called when the pointer drag ends after the button has been released.
  430. *
  431. * @param {Pointer} pointer Pointer object that receives the user input.
  432. * @param {Viewport} viewport Viewport where the object is drawn.
  433. */
  434. Object2D.prototype.onPointerDragEnd = null;
  435. /**
  436. * Method called when the object its added to a parent.
  437. *
  438. * @param {Object2D} parent Parent object were it was added.
  439. */
  440. Object2D.prototype.onAdd = null;
  441. /**
  442. * Method called when the object gets removed from its parent
  443. *
  444. * @param {Object2D} parent Parent object from were the object is being removed.
  445. */
  446. Object2D.prototype.onRemove = null;
  447. /**
  448. * Callback method called every time before the object is draw into the canvas.
  449. *
  450. * Should be used to run object logic, any preparation code, move the object, etc.
  451. *
  452. * This method is called for every object before rendering.
  453. */
  454. Object2D.prototype.onUpdate = null;
  455. /**
  456. * Callback method called when the pointer enters the object.
  457. *
  458. * 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()
  459. *
  460. * @param {Pointer} pointer Pointer object that receives the user input.
  461. * @param {Viewport} viewport Viewport where the object is drawn.
  462. */
  463. Object2D.prototype.onPointerEnter = null;
  464. /**
  465. * Method called when the was inside of the object and leaves the object.
  466. *
  467. * @param {Pointer} pointer Pointer object that receives the user input.
  468. * @param {Viewport} viewport Viewport where the object is drawn.
  469. */
  470. Object2D.prototype.onPointerLeave = null;
  471. /**
  472. * Method while the pointer is over (inside) of the object.
  473. *
  474. * @param {Pointer} pointer Pointer object that receives the user input.
  475. * @param {Viewport} viewport Viewport where the object is drawn.
  476. */
  477. Object2D.prototype.onPointerOver = null;
  478. /**
  479. * Method called while the pointer button is pressed.
  480. *
  481. * @param {Pointer} pointer Pointer object that receives the user input.
  482. * @param {Viewport} viewport Viewport where the object is drawn.
  483. */
  484. Object2D.prototype.onButtonPressed = null;
  485. /**
  486. * Method called while the pointer button is double clicked.
  487. *
  488. * @param {Pointer} pointer Pointer object that receives the user input.
  489. * @param {Viewport} viewport Viewport where the object is drawn.
  490. */
  491. Object2D.prototype.onDoubleClick = null;
  492. /**
  493. * Callback method called when the pointer button is pressed down (single time).
  494. *
  495. * @param {Pointer} pointer Pointer object that receives the user input.
  496. * @param {Viewport} viewport Viewport where the object is drawn.
  497. */
  498. Object2D.prototype.onButtonDown = null;
  499. /**
  500. * Method called when the pointer button is released (single time).
  501. *
  502. * @param {Pointer} pointer Pointer object that receives the user input.
  503. * @param {Viewport} viewport Viewport where the object is drawn.
  504. */
  505. Object2D.prototype.onButtonUp = null;
  506. export {Object2D};
  507. </code></pre>
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  509. </section>
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