Object2D.js.html 23 KB

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  16. <h1 class="page-title">Source: Object2D.js</h1>
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  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. * Indicates if the object should be serialized or not as a child of another object.
  199. *
  200. * Used to prevent duplicate serialization data on custom objects. Should be set false for objects added on constructor.
  201. *
  202. * @type {boolean}
  203. */
  204. this.serializable = true;
  205. }
  206. Object2D.prototype.constructor = Object2D;
  207. /**
  208. * Type of the object, used for data serialization and/or checking the object type.
  209. *
  210. * The name used should match the object constructor name. But it is not required.
  211. *
  212. * If this type is from an external library you can add the library name to the object type name to prevent collisions.
  213. *
  214. * @type {string}
  215. */
  216. Object2D.prototype.type = "Object2D";
  217. /**
  218. * List of available object types known by the application. Stores the object constructor by object type.
  219. *
  220. * Newly created types should be introduced in this map for data serialization support.
  221. *
  222. * New object types should be added using the Object2D.register() method.
  223. *
  224. * @static
  225. * @type {Map&lt;string, Function>}
  226. */
  227. Object2D.types = new Map([[Object2D.prototype.type, Object2D]]);
  228. /**
  229. * Register a object type into the application. Associates the type string to the object constructor.
  230. *
  231. * Should be called for every new object class implemented if you want to be able to serialize and parse data.
  232. *
  233. * @param {Function} constructor Object constructor.
  234. * @param {string} type Object type name.
  235. */
  236. Object2D.register = function(constructor, type)
  237. {
  238. Object2D.types.set(type, constructor);
  239. };
  240. /**
  241. * Check if a point in world coordinates intersects this object or its children and get a list of the objects intersected.
  242. *
  243. * @param {Vector2} point Point in world coordinates.
  244. * @param {Object2D[]} list List of objects intersected passed to children objects recursively.
  245. * @return {Object2D[]} List of object intersected by this point.
  246. */
  247. Object2D.prototype.getWorldPointIntersections = function(point, list)
  248. {
  249. if(list === undefined)
  250. {
  251. list = [];
  252. }
  253. // Calculate the pointer position in the object coordinates
  254. var localPoint = this.inverseGlobalMatrix.transformPoint(point);
  255. if(this.isInside(localPoint))
  256. {
  257. list.push(this);
  258. }
  259. // Iterate trough the children
  260. for(var i = 0; i &lt; this.children.length; i++)
  261. {
  262. this.children[i].getWorldPointIntersections(point, list);
  263. }
  264. return list;
  265. };
  266. /**
  267. * Check if a point in world coordinates intersects this object or some of its children.
  268. *
  269. * @param {Vector2} point Point in world coordinates.
  270. * @param {boolean} recursive If set to true it will also check intersections with the object children.
  271. * @return {boolean} Returns true if the point in inside of the object.
  272. */
  273. Object2D.prototype.isWorldPointInside = function(point, recursive)
  274. {
  275. // Calculate the pointer position in the object coordinates
  276. var localPoint = this.inverseGlobalMatrix.transformPoint(point);
  277. if(this.isInside(localPoint))
  278. {
  279. return true;
  280. }
  281. // Iterate trough the children
  282. if(recursive)
  283. {
  284. for(var i = 0; i &lt; this.children.length; i++)
  285. {
  286. if(this.children[i].isWorldPointInside(point, true))
  287. {
  288. return true;
  289. }
  290. }
  291. }
  292. return false;
  293. };
  294. /**
  295. * Destroy the object, removes it from the parent object.
  296. */
  297. Object2D.prototype.destroy = function()
  298. {
  299. if(this.parent !== null)
  300. {
  301. this.parent.remove(this);
  302. }
  303. };
  304. /**
  305. * Traverse the object tree and run a function for all objects.
  306. *
  307. * @param {Function} callback Callback function that receives the object as parameter.
  308. */
  309. Object2D.prototype.traverse = function(callback)
  310. {
  311. callback(this);
  312. for(var i = 0; i &lt; this.children.length; i++)
  313. {
  314. this.children[i].traverse(callback);
  315. }
  316. };
  317. /**
  318. * Get a object from its children list by its UUID.
  319. *
  320. * @param {string} uuid UUID of the object to get.
  321. * @return {Object2D} The object that has the UUID specified, null if the object was not found.
  322. */
  323. Object2D.prototype.getChildByUUID = function(uuid)
  324. {
  325. var object = null;
  326. this.traverse(function(child)
  327. {
  328. if(child.uuid === uuid)
  329. {
  330. object = child;
  331. }
  332. });
  333. return object;
  334. };
  335. /**
  336. * Attach a children to this object.
  337. *
  338. * The object is set as children of this object and the transformations applied to this object are traversed to its children.
  339. *
  340. * @param {Object2D} object Object to attach to this object.
  341. */
  342. Object2D.prototype.add = function(object)
  343. {
  344. object.parent = this;
  345. object.level = this.level + 1;
  346. object.traverse(function(child)
  347. {
  348. if(child.onAdd !== null)
  349. {
  350. child.onAdd(this);
  351. }
  352. });
  353. this.children.push(object);
  354. };
  355. /**
  356. * Remove object from the children list.
  357. *
  358. * @param {Object2D} children Object to be removed.
  359. */
  360. Object2D.prototype.remove = function(children)
  361. {
  362. var index = this.children.indexOf(children);
  363. if(index !== -1)
  364. {
  365. var object = this.children[index];
  366. object.parent = null;
  367. object.level = 0;
  368. object.traverse(function(child)
  369. {
  370. if(child.onRemove !== null)
  371. {
  372. child.onRemove(this);
  373. }
  374. });
  375. this.children.splice(index, 1)
  376. }
  377. };
  378. /**
  379. * 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).
  380. *
  381. * Point should be in local object coordinates.
  382. *
  383. * To check if a point in world coordinates intersects the object the inverseGlobalMatrix should be applied to that point before calling this method.
  384. *
  385. * @param {Vector2} point Point in local object coordinates.
  386. * @return {boolean} True if the point is inside of the object.
  387. */
  388. Object2D.prototype.isInside = function(point)
  389. {
  390. return false;
  391. };
  392. /**
  393. * Update the transformation matrix of the object.
  394. *
  395. * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
  396. */
  397. Object2D.prototype.updateMatrix = function(context)
  398. {
  399. if(this.matrixAutoUpdate || this.matrixNeedsUpdate)
  400. {
  401. this.matrix.compose(this.position.x, this.position.y, this.scale.x, this.scale.y, this.origin.x, this.origin.y, this.rotation);
  402. this.globalMatrix.copy(this.matrix);
  403. if(this.parent !== null)
  404. {
  405. this.globalMatrix.premultiply(this.parent.globalMatrix);
  406. }
  407. this.inverseGlobalMatrix = this.globalMatrix.getInverse()
  408. this.matrixNeedsUpdate = false;
  409. }
  410. };
  411. /**
  412. * Apply the transform to the rendering context, it is assumed that the viewport transform is pre-applied to the context.
  413. *
  414. * This is called before style() and draw(). It can also be used for some pre-rendering logic.
  415. *
  416. * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
  417. * @param {Viewport} viewport Viewport applied to the canvas.
  418. * @param {Element} canvas DOM canvas element where the content is being drawn.
  419. */
  420. Object2D.prototype.transform = function(context, viewport, canvas)
  421. {
  422. this.globalMatrix.tranformContext(context);
  423. };
  424. /**
  425. * 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).
  426. *
  427. * The draw() and style() methods can be useful for objects that share the same styling attributes but are drawing differently.
  428. *
  429. * Should be implemented by underlying classes.
  430. *
  431. * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
  432. * @param {Viewport} viewport Viewport used to view the canvas content.
  433. * @param {Element} canvas DOM canvas element where the content is being drawn.
  434. */
  435. Object2D.prototype.style = null; // function(context, viewport, canvas){};
  436. /**
  437. * Draw the object into the canvas, this is called transform() and style(), should be where the content is actually drawn into the canvas.
  438. *
  439. * Should be implemented by underlying classes.
  440. *
  441. * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
  442. * @param {Viewport} viewport Viewport used to view the canvas content.
  443. * @param {Element} canvas DOM canvas element where the content is being drawn.
  444. */
  445. Object2D.prototype.draw = null; // function(context, viewport, canvas){};
  446. /**
  447. * Callback method while the object is being dragged across the screen.
  448. *
  449. * By default is adds the delta value to the object position (making it follow the mouse movement).
  450. *
  451. * Delta is the movement of the pointer already translated into local object coordinates.
  452. *
  453. * To detect when the object drag stops the onPointerDragEnd() method can be used.
  454. *
  455. * @param {Pointer} pointer Pointer object that receives the user input.
  456. * @param {Viewport} viewport Viewport where the object is drawn.
  457. * @param {Vector2} delta Pointer movement diff in world space since the last frame.
  458. * @param {Vector2} positionWorld Position of the dragging pointer in world coordinates.
  459. */
  460. Object2D.prototype.onPointerDrag = function(pointer, viewport, delta, positionWorld)
  461. {
  462. this.position.add(delta);
  463. };
  464. /**
  465. * Callback method called when the pointer drag start after the button was pressed
  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.onPointerDragStart = null;
  471. /**
  472. * Callback method called when the pointer drag ends after the button has been released.
  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.onPointerDragEnd = null;
  478. /**
  479. * Method called when the object its added to a parent.
  480. *
  481. * @param {Object2D} parent Parent object were it was added.
  482. */
  483. Object2D.prototype.onAdd = null;
  484. /**
  485. * Method called when the object gets removed from its parent
  486. *
  487. * @param {Object2D} parent Parent object from were the object is being removed.
  488. */
  489. Object2D.prototype.onRemove = null;
  490. /**
  491. * Callback method called every time before the object is draw into the canvas.
  492. *
  493. * Should be used to run object logic, any preparation code, move the object, etc.
  494. *
  495. * This method is called for every object before rendering.
  496. */
  497. Object2D.prototype.onUpdate = null;
  498. /**
  499. * Callback method called when the pointer enters the object.
  500. *
  501. * 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()
  502. *
  503. * @param {Pointer} pointer Pointer object that receives the user input.
  504. * @param {Viewport} viewport Viewport where the object is drawn.
  505. */
  506. Object2D.prototype.onPointerEnter = null;
  507. /**
  508. * Method called when the was inside of the object and leaves the object.
  509. *
  510. * @param {Pointer} pointer Pointer object that receives the user input.
  511. * @param {Viewport} viewport Viewport where the object is drawn.
  512. */
  513. Object2D.prototype.onPointerLeave = null;
  514. /**
  515. * Method while the pointer is over (inside) of the object.
  516. *
  517. * @param {Pointer} pointer Pointer object that receives the user input.
  518. * @param {Viewport} viewport Viewport where the object is drawn.
  519. */
  520. Object2D.prototype.onPointerOver = null;
  521. /**
  522. * Method called while the pointer button is pressed.
  523. *
  524. * @param {Pointer} pointer Pointer object that receives the user input.
  525. * @param {Viewport} viewport Viewport where the object is drawn.
  526. */
  527. Object2D.prototype.onButtonPressed = null;
  528. /**
  529. * Method called while the pointer button is double clicked.
  530. *
  531. * @param {Pointer} pointer Pointer object that receives the user input.
  532. * @param {Viewport} viewport Viewport where the object is drawn.
  533. */
  534. Object2D.prototype.onDoubleClick = null;
  535. /**
  536. * Callback method called when the pointer button is pressed down (single time).
  537. *
  538. * @param {Pointer} pointer Pointer object that receives the user input.
  539. * @param {Viewport} viewport Viewport where the object is drawn.
  540. */
  541. Object2D.prototype.onButtonDown = null;
  542. /**
  543. * Method called when the pointer button is released (single time).
  544. *
  545. * @param {Pointer} pointer Pointer object that receives the user input.
  546. * @param {Viewport} viewport Viewport where the object is drawn.
  547. */
  548. Object2D.prototype.onButtonUp = null;
  549. /**
  550. * Serialize the object data into a JSON object. That can be written into a file, sent using HTTP request etc.
  551. *
  552. * All required attributes to recreate the object in its current state should be stored. Relations between children should be stored by their UUID only.
  553. *
  554. * Data has to be parsed back into a usable object.
  555. *
  556. * @param {boolean} recursive If set false the children list is not serialized, otherwise all children are serialized.
  557. * @return {Object} Serialized object data.
  558. */
  559. Object2D.prototype.serialize = function(recursive)
  560. {
  561. var data = {
  562. uuid: this.uuid,
  563. type: this.type,
  564. position: this.position.toArray(),
  565. origin: this.origin.toArray(),
  566. scale: this.scale.toArray(),
  567. rotation: this.rotation,
  568. visible: this.visible,
  569. layer: this.layer,
  570. matrix: this.matrix.m,
  571. globalMatrix: this.globalMatrix.m,
  572. inverseGlobalMatrix: this.inverseGlobalMatrix.m,
  573. matrixAutoUpdate: this.matrixAutoUpdate,
  574. draggable: this.draggable,
  575. pointerEvents: this.pointerEvents,
  576. ignoreViewport: this.ignoreViewport,
  577. saveContextState: this.saveContextState,
  578. restoreContextState: this.restoreContextState,
  579. pointerInside: this.pointerInside,
  580. beingDragged: this.beingDragged,
  581. children: [],
  582. masks: []
  583. };
  584. if(recursive !== false)
  585. {
  586. for(var i = 0; i &lt; this.children.length; i++)
  587. {
  588. if(this.children[i].serializable)
  589. {
  590. data.children.push(this.children[i].serialize());
  591. }
  592. }
  593. }
  594. for(var i = 0; i &lt; this.masks.length; i++)
  595. {
  596. data.masks.push(this.masks[i].uuid);
  597. }
  598. return data;
  599. };
  600. /**
  601. * Parse serialized object data and fill the object attributes.
  602. *
  603. * Implementations of this method should only load the attributes added to the structure, the based method already loads common attributes.
  604. *
  605. * Dont forget to register object types using the Object2D.register() method.
  606. *
  607. * @param {Object} data Object data loaded from JSON.
  608. * @param {Object2D} root Root object being loaded can be used to get references to other objects.
  609. */
  610. Object2D.prototype.parse = function(data, root)
  611. {
  612. this.uuid = data.uuid;
  613. this.position.fromArray(data.position);
  614. this.origin.fromArray(data.origin);
  615. this.scale.fromArray(data.scale);
  616. this.rotation = data.rotation;
  617. this.visible = data.visible;
  618. this.layer = data.layer;
  619. this.matrix = new Matrix(data.matrix);
  620. this.globalMatrix = new Matrix(data.globalMatrix);
  621. this.inverseGlobalMatrix = new Matrix(data.inverseGlobalMatrix);
  622. this.matrixAutoUpdate = data.matrixAutoUpdate;
  623. this.draggable = data.draggable;
  624. this.pointerEvents = data.pointerEvents;
  625. this.ignoreViewport = data.ignoreViewport;
  626. this.saveContextState = data.saveContextState;
  627. this.restoreContextState = data.restoreContextState;
  628. this.pointerInside = data.pointerInside;
  629. this.beingDragged = data.beingDragged;
  630. for(var i = 0; i &lt; this.masks.length; i++)
  631. {
  632. data.masks.push(root.getChildByUUID(data.masks[i]));
  633. }
  634. };
  635. /**
  636. * Create objects from serialized object data into the proper data structures.
  637. *
  638. * All objects should implement serialization methods to serialize and load data properly.
  639. *
  640. * 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.
  641. *
  642. * @static
  643. * @param {Object} data Object data loaded from JSON.
  644. * @return {Object2D} Parsed object data.
  645. */
  646. Object2D.parse = function(data)
  647. {
  648. // List of objects created stored as pairs of object, data to be later parsed.
  649. var objects = [];
  650. // Parse all objects from the data object recursively and create the correct instances.
  651. function createObjectInstances(data)
  652. {
  653. if(!Object2D.types.has(data.type))
  654. {
  655. throw new Error("Object type " + data.type + " unknown. Cannot parse data.");
  656. }
  657. var Constructor = Object2D.types.get(data.type);
  658. var object = new Constructor();
  659. object.uuid = data.uuid;
  660. objects.push({object: object, data: data});
  661. for(var i = 0; i &lt; data.children.length; i++)
  662. {
  663. object.add(createObjectInstances(data.children[i]));
  664. }
  665. return object;
  666. }
  667. var root = createObjectInstances(data);
  668. // Parse objects data
  669. for(var i = 0; i &lt; objects.length; i++)
  670. {
  671. objects[i].object.parse(objects[i].data, root);
  672. }
  673. return root;
  674. };
  675. export {Object2D};
  676. </code></pre>
  677. </article>
  678. </section>
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