Object2D.js.html 8.0 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. * Position of the object.
  44. */
  45. this.position = new Vector2(0, 0);
  46. /**
  47. * Origin of the object used as point of rotation.
  48. */
  49. this.origin = new Vector2(0, 0);
  50. /**
  51. * Scale of the object.
  52. */
  53. this.scale = new Vector2(1, 1);
  54. /**
  55. * Rotation of the object relative to its center.
  56. */
  57. this.rotation = 0.0;
  58. /**
  59. * Indicates if the object is visible.
  60. */
  61. this.visible = true;
  62. /**
  63. * Layer of this object, objects are sorted by layer value.
  64. *
  65. * Lower layer value is draw first.
  66. */
  67. this.layer = 0;
  68. /**
  69. * Local transformation matrix applied to the object.
  70. */
  71. this.matrix = new Matrix();
  72. /**
  73. * Global transformation matrix multiplied by the parent matrix.
  74. *
  75. * Used to transform the object before projecting into screen coordinates.
  76. */
  77. this.globalMatrix = new Matrix();
  78. /**
  79. * Inverse of the global matrix.
  80. *
  81. * Used to convert pointer input points into object coordinates.
  82. */
  83. this.inverseGlobalMatrix = new Matrix();
  84. /**
  85. * If true the matrix is updated before rendering the object.
  86. */
  87. this.matrixNeedsUpdate = true;
  88. /**
  89. * Indicates if its possible to drag the object around.
  90. *
  91. * If true the onPointerDrag callback is used to update the state of the object.
  92. */
  93. this.draggable = false;
  94. /**
  95. * Indicates if this object uses pointer events.
  96. *
  97. * Can be set false to skip the pointer interaction events.
  98. */
  99. this.pointerEvents = true;
  100. /**
  101. * Flag to indicate wheter this objet ignores the viewport transformation.
  102. */
  103. this.ignoreViewport = false;
  104. /**
  105. * Flag to indicate if the context of canvas should be saved before render.
  106. */
  107. this.saveContextState = true;
  108. /**
  109. * Flag to indicate if the context of canvas should be restored after render.
  110. */
  111. this.restoreContextState = true;
  112. /**
  113. * Flag indicating if the pointer is inside of the element.
  114. *
  115. * Used to control object event.
  116. */
  117. this.pointerInside = false;
  118. /**
  119. * Flag to indicate if the object is currently being dragged.
  120. */
  121. this.beingDragged = false;
  122. }
  123. /**
  124. * Traverse the object tree and run a function for all objects.
  125. *
  126. * @param callback Callback function that receives the object as parameter.
  127. */
  128. Object2D.prototype.traverse = function(callback)
  129. {
  130. callback(this);
  131. var children = this.children;
  132. for(var i = 0; i &lt; children.length; i++)
  133. {
  134. children[i].traverse(callback);
  135. }
  136. };
  137. /**
  138. * Attach a children to the object.
  139. *
  140. * @param object Object to attach to this object.
  141. */
  142. Object2D.prototype.add = function(object)
  143. {
  144. object.parent = this;
  145. this.children.push(object);
  146. };
  147. /**
  148. * Remove object from the children list.
  149. *
  150. * @param object Object to be removed.
  151. */
  152. Object2D.prototype.remove = function(object)
  153. {
  154. var index = this.children.indexOf(object);
  155. if(index !== -1)
  156. {
  157. this.children[index].parent = null;
  158. this.children.splice(index, 1)
  159. }
  160. };
  161. /**
  162. * Check if a point is inside of the object.
  163. */
  164. Object2D.prototype.isInside = function(point)
  165. {
  166. return false;
  167. };
  168. /**
  169. * Update the transformation matrix of the object.
  170. */
  171. Object2D.prototype.updateMatrix = function(context)
  172. {
  173. if(this.matrixNeedsUpdate)
  174. {
  175. this.matrix.compose(this.position.x, this.position.y, this.scale.x, this.scale.y, this.origin.x, this.origin.y, this.rotation);
  176. this.globalMatrix.copy(this.matrix);
  177. if(this.parent !== null)
  178. {
  179. this.globalMatrix.premultiply(this.parent.globalMatrix);
  180. }
  181. this.inverseGlobalMatrix = this.globalMatrix.getInverse()
  182. //this.matrixNeedsUpdate = false;
  183. }
  184. };
  185. /**
  186. * Apply the transform to the rendering context.
  187. *
  188. * It is assumed that the viewport transform is pre-applied to the context.
  189. *
  190. * Can also be used for pre rendering logic.
  191. *
  192. * @param {CanvasContext} context Canvas 2d drawing context.
  193. * @param {Viewport} viewport Viewport applied to the canvas.
  194. */
  195. Object2D.prototype.transform = function(context, viewport)
  196. {
  197. this.globalMatrix.tranformContext(context);
  198. };
  199. /**
  200. * Draw the object into the canvas.
  201. *
  202. * Has to be implemented by underlying classes.
  203. *
  204. * @param {CanvasContext} context Canvas 2d drawing context.
  205. * @param {Viewport} viewport Viewport applied to the canvas.
  206. * @param {DOM} canvas DOM canvas element where the content is being drawn.
  207. */
  208. Object2D.prototype.draw = function(context, viewport, canvas){};
  209. /**
  210. * Callback method called every time before the object is draw into the canvas.
  211. *
  212. * Can be used to run preparation code, move the object, etc.
  213. */
  214. Object2D.prototype.onUpdate = null;
  215. /**
  216. * Callback method called when the pointer enters the object.
  217. *
  218. * Receives (pointer, viewport) as arguments.
  219. */
  220. Object2D.prototype.onPointerEnter = null;
  221. /**
  222. * Callback method called when the was inside of the object and leaves the object.
  223. *
  224. * Receives (pointer, viewport) as arguments.
  225. */
  226. Object2D.prototype.onPointerLeave = null;
  227. /**
  228. * Callback method while the pointer is over (inside) of the object.
  229. *
  230. * Receives (pointer, viewport) as arguments.
  231. */
  232. Object2D.prototype.onPointerOver = null;
  233. /**
  234. * Callback method while the object is being dragged across the screen.
  235. *
  236. * Receives (pointer, viewport, delta) as arguments. Delta is the movement of the pointer already translated into local object coordinates.
  237. */
  238. Object2D.prototype.onPointerDrag = function(pointer, viewport, delta)
  239. {
  240. this.position.add(delta);
  241. };
  242. /**
  243. * Callback method called while the pointer button is pressed.
  244. *
  245. * Receives (pointer, viewport) as arguments.
  246. */
  247. Object2D.prototype.onButtonPressed = null;
  248. /**
  249. * Callback method called when the pointer button is pressed down (single time).
  250. */
  251. Object2D.prototype.onButtonDown = null;
  252. /**
  253. * Callback method called when the pointer button is released (single time).
  254. */
  255. Object2D.prototype.onButtonUp = null;
  256. export {Object2D};
  257. </code></pre>
  258. </article>
  259. </section>
  260. </div>
  261. <nav>
  262. <h2><a href="index.html">Home</a></h2><h3>Classes</h3><ul><li><a href="Box.html">Box</a></li><li><a href="Box2.html">Box2</a></li><li><a href="BoxStencil.html">BoxStencil</a></li><li><a href="Circle.html">Circle</a></li><li><a href="DOM.html">DOM</a></li><li><a href="EventManager.html">EventManager</a></li><li><a href="Helpers.html">Helpers</a></li><li><a href="Image.html">Image</a></li><li><a href="Key.html">Key</a></li><li><a href="Line.html">Line</a></li><li><a href="Matrix.html">Matrix</a></li><li><a href="Object2D.html">Object2D</a></li><li><a href="Pattern.html">Pattern</a></li><li><a href="Pointer.html">Pointer</a></li><li><a href="Renderer.html">Renderer</a></li><li><a href="Stencil.html">Stencil</a></li><li><a href="Text.html">Text</a></li><li><a href="UUID.html">UUID</a></li><li><a href="Vector2.html">Vector2</a></li><li><a href="Viewport.html">Viewport</a></li></ul>
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