Object2D.js.html 7.6 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. * Flag to indicate wheter this objet ignores the viewport transformation.
  96. */
  97. this.ignoreViewport = false;
  98. /**
  99. * Flag to indicate if the context of canvas should be saved before render.
  100. */
  101. this.saveContextState = true;
  102. /**
  103. * Flag to indicate if the context of canvas should be restored after render.
  104. */
  105. this.restoreContextState = true;
  106. /**
  107. * Flag to indicate if the context of canvas should be restored after render.
  108. */
  109. this.restoreContextState = true;
  110. /**
  111. * Flag indicating if the pointer is inside of the element.
  112. *
  113. * Used to control object event.
  114. */
  115. this.pointerInside = false;
  116. /**
  117. * Flag to indicate if the object is currently being dragged.
  118. */
  119. this.beingDragged = false;
  120. }
  121. /**
  122. * Traverse the object tree and run a function for all objects.
  123. *
  124. * @param callback Callback function that receives the object as parameter.
  125. */
  126. Object2D.prototype.traverse = function(callback)
  127. {
  128. callback(this);
  129. var children = this.children;
  130. for(var i = 0; i &lt; children.length; i++)
  131. {
  132. children[i].traverse(callback);
  133. }
  134. };
  135. /**
  136. * Attach a children to the object.
  137. *
  138. * @param object Object to attach to this object.
  139. */
  140. Object2D.prototype.add = function(object)
  141. {
  142. object.parent = this;
  143. this.children.push(object);
  144. };
  145. /**
  146. * Remove object from the children list.
  147. *
  148. * @param object Object to be removed.
  149. */
  150. Object2D.prototype.remove = function(object)
  151. {
  152. var index = this.children.indexOf(object);
  153. if(index !== -1)
  154. {
  155. this.children[index].parent = null;
  156. this.children.splice(index, 1)
  157. }
  158. };
  159. /**
  160. * Check if a point is inside of the object.
  161. */
  162. Object2D.prototype.isInside = function(point)
  163. {
  164. return false;
  165. };
  166. /**
  167. * Update the transformation matrix of the object.
  168. */
  169. Object2D.prototype.updateMatrix = function(context)
  170. {
  171. if(this.matrixNeedsUpdate)
  172. {
  173. this.matrix.compose(this.position.x, this.position.y, this.scale.x, this.scale.y, this.origin.x, this.origin.y, this.rotation);
  174. this.globalMatrix.copy(this.matrix);
  175. if(this.parent !== null)
  176. {
  177. this.globalMatrix.premultiply(this.parent.globalMatrix);
  178. }
  179. this.inverseGlobalMatrix = this.globalMatrix.getInverse()
  180. //this.matrixNeedsUpdate = false;
  181. }
  182. };
  183. /**
  184. * Apply the transform to the rendering context.
  185. *
  186. * Can also be used for pre rendering logic.
  187. */
  188. Object2D.prototype.transform = function(context, viewport)
  189. {
  190. this.globalMatrix.tranformContext(context);
  191. };
  192. /**
  193. * Draw the object into the canvas.
  194. *
  195. * Has to be implemented by underlying classes.
  196. *
  197. * @param context Canvas 2d drawing context.
  198. */
  199. Object2D.prototype.draw = function(context, viewport){};
  200. /**
  201. * Callback method called every time before the object is draw into the canvas.
  202. *
  203. * Can be used to run preparation code, move the object, etc.
  204. */
  205. Object2D.prototype.onUpdate = null;
  206. /**
  207. * Callback method called when the pointer enters the object.
  208. *
  209. * Receives (pointer, viewport) as arguments.
  210. */
  211. Object2D.prototype.onPointerEnter = null;
  212. /**
  213. * Callback method called when the was inside of the object and leaves the object.
  214. *
  215. * Receives (pointer, viewport) as arguments.
  216. */
  217. Object2D.prototype.onPointerLeave = null;
  218. /**
  219. * Callback method while the pointer is over (inside) of the object.
  220. *
  221. * Receives (pointer, viewport) as arguments.
  222. */
  223. Object2D.prototype.onPointerOver = null;
  224. /**
  225. * Callback method while the object is being dragged across the screen.
  226. *
  227. * Receives (pointer, viewport, delta) as arguments. Delta is the movement of the pointer already translated into local object coordinates.
  228. */
  229. Object2D.prototype.onPointerDrag = function(pointer, viewport, delta)
  230. {
  231. this.position.add(delta);
  232. };
  233. /**
  234. * Callback method called while the pointer button is pressed.
  235. *
  236. * Receives (pointer, viewport) as arguments.
  237. */
  238. Object2D.prototype.onButtonPressed = null;
  239. /**
  240. * Callback method called when the pointer button is pressed down (single time).
  241. */
  242. Object2D.prototype.onButtonDown = null;
  243. /**
  244. * Callback method called when the pointer button is released (single time).
  245. */
  246. Object2D.prototype.onButtonUp = null;
  247. export {Object2D};
  248. </code></pre>
  249. </article>
  250. </section>
  251. </div>
  252. <nav>
  253. <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="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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