Object2D.js.html 9.2 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>"use strict";
  20. import {Vector2} from "./math/Vector2.js";
  21. import {Matrix} from "./math/Matrix.js";
  22. import {UUID} from "./math/UUID.js";
  23. /**
  24. * Base 2D object class, implements all the object positioning and scalling features.
  25. *
  26. * @class
  27. */
  28. function Object2D()
  29. {
  30. /**
  31. * UUID of the object.
  32. */
  33. this.uuid = UUID.generate();
  34. /**
  35. * List of children objects attached to the object.
  36. */
  37. this.children = [];
  38. /**
  39. * Parent object, the object position is affected by its parent position.
  40. */
  41. this.parent = null;
  42. /**
  43. * Depth level in the object tree, objects with higher depth are drawn on top.
  44. *
  45. * The layer value is considered first.
  46. */
  47. this.level = 0;
  48. /**
  49. * Position of the object.
  50. */
  51. this.position = new Vector2(0, 0);
  52. /**
  53. * Origin of the object used as point of rotation.
  54. */
  55. this.origin = new Vector2(0, 0);
  56. /**
  57. * Scale of the object.
  58. */
  59. this.scale = new Vector2(1, 1);
  60. /**
  61. * Rotation of the object relative to its center.
  62. */
  63. this.rotation = 0.0;
  64. /**
  65. * Indicates if the object is visible.
  66. */
  67. this.visible = true;
  68. /**
  69. * Layer of this object, objects are sorted by layer value.
  70. *
  71. * Lower layer value is draw first.
  72. */
  73. this.layer = 0;
  74. /**
  75. * Local transformation matrix applied to the object.
  76. */
  77. this.matrix = new Matrix();
  78. /**
  79. * Global transformation matrix multiplied by the parent matrix.
  80. *
  81. * Used to transform the object before projecting into screen coordinates.
  82. */
  83. this.globalMatrix = new Matrix();
  84. /**
  85. * Inverse of the global matrix.
  86. *
  87. * Used to convert pointer input points into object coordinates.
  88. */
  89. this.inverseGlobalMatrix = new Matrix();
  90. /**
  91. * Masks being applied to this object.
  92. *
  93. * Multiple masks can be used simultaneously.
  94. */
  95. this.masks = [];
  96. /**
  97. * If true the matrix is updated before rendering the object.
  98. */
  99. this.matrixNeedsUpdate = true;
  100. /**
  101. * Indicates if its possible to drag the object around.
  102. *
  103. * If true the onPointerDrag callback is used to update the state of the object.
  104. */
  105. this.draggable = false;
  106. /**
  107. * Indicates if this object uses pointer events.
  108. *
  109. * Can be set false to skip the pointer interaction events.
  110. */
  111. this.pointerEvents = true;
  112. /**
  113. * Flag to indicate wheter this objet ignores the viewport transformation.
  114. */
  115. this.ignoreViewport = false;
  116. /**
  117. * Flag to indicate if the context of canvas should be saved before render.
  118. */
  119. this.saveContextState = true;
  120. /**
  121. * Flag to indicate if the context of canvas should be restored after render.
  122. */
  123. this.restoreContextState = true;
  124. /**
  125. * Flag indicating if the pointer is inside of the element.
  126. *
  127. * Used to control object event.
  128. */
  129. this.pointerInside = false;
  130. /**
  131. * Flag to indicate if the object is currently being dragged.
  132. */
  133. this.beingDragged = false;
  134. }
  135. /**
  136. * Traverse the object tree and run a function for all objects.
  137. *
  138. * @param callback Callback function that receives the object as parameter.
  139. */
  140. Object2D.prototype.traverse = function(callback)
  141. {
  142. callback(this);
  143. var children = this.children;
  144. for(var i = 0; i &lt; children.length; i++)
  145. {
  146. children[i].traverse(callback);
  147. }
  148. };
  149. /**
  150. * Attach a children to the object.
  151. *
  152. * @param object Object to attach to this object.
  153. */
  154. Object2D.prototype.add = function(object)
  155. {
  156. object.parent = this;
  157. object.level = this.level + 1;
  158. object.traverse(function(child)
  159. {
  160. if(child.onAdd !== null)
  161. {
  162. child.onAdd(this);
  163. }
  164. });
  165. this.children.push(object);
  166. };
  167. /**
  168. * Remove object from the children list.
  169. *
  170. * @param object Object to be removed.
  171. */
  172. Object2D.prototype.remove = function(object)
  173. {
  174. var index = this.children.indexOf(object);
  175. if(index !== -1)
  176. {
  177. var object = this.children[index];
  178. object.parent = null;
  179. object.level = 0;
  180. object.traverse(function(child)
  181. {
  182. if(child.onRemove !== null)
  183. {
  184. child.onRemove(this);
  185. }
  186. });
  187. this.children.splice(index, 1)
  188. }
  189. };
  190. /**
  191. * Check if a point is inside of the object.
  192. */
  193. Object2D.prototype.isInside = function(point)
  194. {
  195. return false;
  196. };
  197. /**
  198. * Update the transformation matrix of the object.
  199. */
  200. Object2D.prototype.updateMatrix = function(context)
  201. {
  202. if(this.matrixNeedsUpdate)
  203. {
  204. this.matrix.compose(this.position.x, this.position.y, this.scale.x, this.scale.y, this.origin.x, this.origin.y, this.rotation);
  205. this.globalMatrix.copy(this.matrix);
  206. if(this.parent !== null)
  207. {
  208. this.globalMatrix.premultiply(this.parent.globalMatrix);
  209. }
  210. this.inverseGlobalMatrix = this.globalMatrix.getInverse()
  211. //this.matrixNeedsUpdate = false;
  212. }
  213. };
  214. /**
  215. * Apply the transform to the rendering context.
  216. *
  217. * It is assumed that the viewport transform is pre-applied to the context.
  218. *
  219. * Can also be used for pre rendering logic.
  220. *
  221. * @param {CanvasContext} context Canvas 2d drawing context.
  222. * @param {Viewport} viewport Viewport applied to the canvas.
  223. */
  224. Object2D.prototype.transform = function(context, viewport)
  225. {
  226. this.globalMatrix.tranformContext(context);
  227. };
  228. /**
  229. * Draw the object into the canvas.
  230. *
  231. * Has to be implemented by underlying classes.
  232. *
  233. * @param {CanvasContext} context Canvas 2d drawing context.
  234. * @param {Viewport} viewport Viewport applied to the canvas.
  235. * @param {DOM} canvas DOM canvas element where the content is being drawn.
  236. */
  237. Object2D.prototype.draw = function(context, viewport, canvas){};
  238. /**
  239. * Callback method while the object is being dragged across the screen.
  240. *
  241. * By default is adds the delta value to the object position (making it follow the mouse movement).
  242. *
  243. * Delta is the movement of the pointer already translated into local object coordinates.
  244. *
  245. * Receives (pointer, viewport, delta) as arguments.
  246. */
  247. Object2D.prototype.onPointerDrag = function(pointer, viewport, delta)
  248. {
  249. this.position.add(delta);
  250. };
  251. /**
  252. * Method called when the object its added to a parent.
  253. *
  254. * Receives (parent) as arguments.
  255. */
  256. Object2D.prototype.onAdd = null;
  257. /**
  258. * Method called when the object gets removed from its parent
  259. *
  260. * Receives (parent) as arguments.
  261. */
  262. Object2D.prototype.onRemove = null;
  263. /**
  264. * Callback method called every time before the object is draw into the canvas.
  265. *
  266. * Can be used to run preparation code, move the object, etc.
  267. */
  268. Object2D.prototype.onUpdate = null;
  269. /**
  270. * Callback method called when the pointer enters the object.
  271. *
  272. * Receives (pointer, viewport) as arguments.
  273. */
  274. Object2D.prototype.onPointerEnter = null;
  275. /**
  276. * Callback method called when the was inside of the object and leaves the object.
  277. *
  278. * Receives (pointer, viewport) as arguments.
  279. */
  280. Object2D.prototype.onPointerLeave = null;
  281. /**
  282. * Callback method while the pointer is over (inside) of the object.
  283. *
  284. * Receives (pointer, viewport) as arguments.
  285. */
  286. Object2D.prototype.onPointerOver = null;
  287. /**
  288. * Callback method called while the pointer button is pressed.
  289. *
  290. * Receives (pointer, viewport) as arguments.
  291. */
  292. Object2D.prototype.onButtonPressed = null;
  293. /**
  294. * Callback method called when the pointer button is pressed down (single time).
  295. *
  296. * Receives (pointer, viewport) as arguments.
  297. */
  298. Object2D.prototype.onButtonDown = null;
  299. /**
  300. * Callback method called when the pointer button is released (single time).
  301. *
  302. * Receives (pointer, viewport) as arguments.
  303. */
  304. Object2D.prototype.onButtonUp = null;
  305. export {Object2D};
  306. </code></pre>
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  308. </section>
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