Object2D.js.html 22 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. Object2D.prototype.constructor = Object2D;
  199. /**
  200. * Type of the object, used for data serialization and/or checking the object type.
  201. *
  202. * The name used should match the object constructor name. But it is not required.
  203. *
  204. * If this type is from an external library you can add the library name to the object type name to prevent collisions.
  205. *
  206. * @type {string}
  207. */
  208. Object2D.prototype.type = "Object2D";
  209. /**
  210. * List of available object types known by the application. Stores the object constructor by object type.
  211. *
  212. * Newly created types should be introduced in this map for data serialization support.
  213. *
  214. * New object types should be added using the Object2D.register() method.
  215. *
  216. * @static
  217. * @type {Map&lt;string, Function>}
  218. */
  219. Object2D.types = new Map([[Object2D.prototype.type, Object2D]]);
  220. /**
  221. * Register a object type into the application. Associates the type string to the object constructor.
  222. *
  223. * Should be called for every new object class implemented if you want to be able to serialize and parse data.
  224. *
  225. * @param {Function} constructor Object constructor.
  226. * @param {string} type Object type name.
  227. */
  228. Object2D.register = function(constructor, type)
  229. {
  230. Object2D.types.set(type, constructor);
  231. };
  232. /**
  233. * Check if a point in world coordinates intersects this object or its children and get a list of the objects intersected.
  234. *
  235. * @param {Vector2} point Point in world coordinates.
  236. * @param {Object2D[]} list List of objects intersected passed to children objects recursively.
  237. * @return {Object2D[]} List of object intersected by this point.
  238. */
  239. Object2D.prototype.getWorldPointIntersections = function(point, list)
  240. {
  241. if(list === undefined)
  242. {
  243. list = [];
  244. }
  245. // Calculate the pointer position in the object coordinates
  246. var localPoint = this.inverseGlobalMatrix.transformPoint(point);
  247. if(this.isInside(localPoint))
  248. {
  249. list.push(this);
  250. }
  251. // Iterate trough the children
  252. for(var i = 0; i &lt; this.children.length; i++)
  253. {
  254. this.children[i].getWorldPointIntersections(point, list);
  255. }
  256. return list;
  257. };
  258. /**
  259. * Check if a point in world coordinates intersects this object or some of its children.
  260. *
  261. * @param {Vector2} point Point in world coordinates.
  262. * @param {boolean} recursive If set to true it will also check intersections with the object children.
  263. * @return {boolean} Returns true if the point in inside of the object.
  264. */
  265. Object2D.prototype.isWorldPointInside = function(point, recursive)
  266. {
  267. // Calculate the pointer position in the object coordinates
  268. var localPoint = this.inverseGlobalMatrix.transformPoint(point);
  269. if(this.isInside(localPoint))
  270. {
  271. return true;
  272. }
  273. // Iterate trough the children
  274. if(recursive)
  275. {
  276. for(var i = 0; i &lt; this.children.length; i++)
  277. {
  278. if(this.children[i].isWorldPointInside(point, true))
  279. {
  280. return true;
  281. }
  282. }
  283. }
  284. return false;
  285. };
  286. /**
  287. * Destroy the object, removes it from the parent object.
  288. */
  289. Object2D.prototype.destroy = function()
  290. {
  291. if(this.parent !== null)
  292. {
  293. this.parent.remove(this);
  294. }
  295. };
  296. /**
  297. * Traverse the object tree and run a function for all objects.
  298. *
  299. * @param {Function} callback Callback function that receives the object as parameter.
  300. */
  301. Object2D.prototype.traverse = function(callback)
  302. {
  303. callback(this);
  304. for(var i = 0; i &lt; this.children.length; i++)
  305. {
  306. this.children[i].traverse(callback);
  307. }
  308. };
  309. /**
  310. * Get a object from its children list by its UUID.
  311. *
  312. * @param {string} uuid UUID of the object to get.
  313. * @return {Object2D} The object that has the UUID specified, null if the object was not found.
  314. */
  315. Object2D.prototype.getChildByUUID = function(uuid)
  316. {
  317. var object = null;
  318. this.traverse(function(child)
  319. {
  320. if(child.uuid === uuid)
  321. {
  322. object = child;
  323. }
  324. });
  325. return object;
  326. };
  327. /**
  328. * Attach a children to this object.
  329. *
  330. * The object is set as children of this object and the transformations applied to this object are traversed to its children.
  331. *
  332. * @param {Object2D} object Object to attach to this object.
  333. */
  334. Object2D.prototype.add = function(object)
  335. {
  336. object.parent = this;
  337. object.level = this.level + 1;
  338. object.traverse(function(child)
  339. {
  340. if(child.onAdd !== null)
  341. {
  342. child.onAdd(this);
  343. }
  344. });
  345. this.children.push(object);
  346. };
  347. /**
  348. * Remove object from the children list.
  349. *
  350. * @param {Object2D} children Object to be removed.
  351. */
  352. Object2D.prototype.remove = function(children)
  353. {
  354. var index = this.children.indexOf(children);
  355. if(index !== -1)
  356. {
  357. var object = this.children[index];
  358. object.parent = null;
  359. object.level = 0;
  360. object.traverse(function(child)
  361. {
  362. if(child.onRemove !== null)
  363. {
  364. child.onRemove(this);
  365. }
  366. });
  367. this.children.splice(index, 1)
  368. }
  369. };
  370. /**
  371. * 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).
  372. *
  373. * Point should be in local object coordinates.
  374. *
  375. * To check if a point in world coordinates intersects the object the inverseGlobalMatrix should be applied to that point before calling this method.
  376. *
  377. * @param {Vector2} point Point in local object coordinates.
  378. * @return {boolean} True if the point is inside of the object.
  379. */
  380. Object2D.prototype.isInside = function(point)
  381. {
  382. return false;
  383. };
  384. /**
  385. * Update the transformation matrix of the object.
  386. *
  387. * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
  388. */
  389. Object2D.prototype.updateMatrix = function(context)
  390. {
  391. if(this.matrixAutoUpdate || this.matrixNeedsUpdate)
  392. {
  393. this.matrix.compose(this.position.x, this.position.y, this.scale.x, this.scale.y, this.origin.x, this.origin.y, this.rotation);
  394. this.globalMatrix.copy(this.matrix);
  395. if(this.parent !== null)
  396. {
  397. this.globalMatrix.premultiply(this.parent.globalMatrix);
  398. }
  399. this.inverseGlobalMatrix = this.globalMatrix.getInverse()
  400. this.matrixNeedsUpdate = false;
  401. }
  402. };
  403. /**
  404. * Apply the transform to the rendering context, it is assumed that the viewport transform is pre-applied to the context.
  405. *
  406. * This is called before style() and draw(). It can also be used for some pre-rendering logic.
  407. *
  408. * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
  409. * @param {Viewport} viewport Viewport applied to the canvas.
  410. * @param {Element} canvas DOM canvas element where the content is being drawn.
  411. */
  412. Object2D.prototype.transform = function(context, viewport, canvas)
  413. {
  414. this.globalMatrix.tranformContext(context);
  415. };
  416. /**
  417. * 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).
  418. *
  419. * The draw() and style() methods can be useful for objects that share the same styling attributes but are drawing differently.
  420. *
  421. * Should be implemented by underlying classes.
  422. *
  423. * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
  424. * @param {Viewport} viewport Viewport used to view the canvas content.
  425. * @param {Element} canvas DOM canvas element where the content is being drawn.
  426. */
  427. Object2D.prototype.style = null; // function(context, viewport, canvas){};
  428. /**
  429. * Draw the object into the canvas, this is called transform() and style(), should be where the content is actually drawn into the canvas.
  430. *
  431. * Should be implemented by underlying classes.
  432. *
  433. * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
  434. * @param {Viewport} viewport Viewport used to view the canvas content.
  435. * @param {Element} canvas DOM canvas element where the content is being drawn.
  436. */
  437. Object2D.prototype.draw = null; // function(context, viewport, canvas){};
  438. /**
  439. * Callback method while the object is being dragged across the screen.
  440. *
  441. * By default is adds the delta value to the object position (making it follow the mouse movement).
  442. *
  443. * Delta is the movement of the pointer already translated into local object coordinates.
  444. *
  445. * To detect when the object drag stops the onPointerDragEnd() method can be used.
  446. *
  447. * @param {Pointer} pointer Pointer object that receives the user input.
  448. * @param {Viewport} viewport Viewport where the object is drawn.
  449. * @param {Vector2} delta Pointer movement diff in world space since the last frame.
  450. * @param {Vector2} positionWorld Position of the dragging pointer in world coordinates.
  451. */
  452. Object2D.prototype.onPointerDrag = function(pointer, viewport, delta, positionWorld)
  453. {
  454. this.position.add(delta);
  455. };
  456. /**
  457. * Callback method called when the pointer drag start after the button was pressed
  458. *
  459. * @param {Pointer} pointer Pointer object that receives the user input.
  460. * @param {Viewport} viewport Viewport where the object is drawn.
  461. */
  462. Object2D.prototype.onPointerDragStart = null;
  463. /**
  464. * Callback method called when the pointer drag ends after the button has been released.
  465. *
  466. * @param {Pointer} pointer Pointer object that receives the user input.
  467. * @param {Viewport} viewport Viewport where the object is drawn.
  468. */
  469. Object2D.prototype.onPointerDragEnd = null;
  470. /**
  471. * Method called when the object its added to a parent.
  472. *
  473. * @param {Object2D} parent Parent object were it was added.
  474. */
  475. Object2D.prototype.onAdd = null;
  476. /**
  477. * Method called when the object gets removed from its parent
  478. *
  479. * @param {Object2D} parent Parent object from were the object is being removed.
  480. */
  481. Object2D.prototype.onRemove = null;
  482. /**
  483. * Callback method called every time before the object is draw into the canvas.
  484. *
  485. * Should be used to run object logic, any preparation code, move the object, etc.
  486. *
  487. * This method is called for every object before rendering.
  488. */
  489. Object2D.prototype.onUpdate = null;
  490. /**
  491. * Callback method called when the pointer enters the object.
  492. *
  493. * 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()
  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.onPointerEnter = null;
  499. /**
  500. * Method called when the was inside of the object and leaves the object.
  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.onPointerLeave = null;
  506. /**
  507. * Method while the pointer is over (inside) of the object.
  508. *
  509. * @param {Pointer} pointer Pointer object that receives the user input.
  510. * @param {Viewport} viewport Viewport where the object is drawn.
  511. */
  512. Object2D.prototype.onPointerOver = null;
  513. /**
  514. * Method called while the pointer button is pressed.
  515. *
  516. * @param {Pointer} pointer Pointer object that receives the user input.
  517. * @param {Viewport} viewport Viewport where the object is drawn.
  518. */
  519. Object2D.prototype.onButtonPressed = null;
  520. /**
  521. * Method called while the pointer button is double clicked.
  522. *
  523. * @param {Pointer} pointer Pointer object that receives the user input.
  524. * @param {Viewport} viewport Viewport where the object is drawn.
  525. */
  526. Object2D.prototype.onDoubleClick = null;
  527. /**
  528. * Callback method called when the pointer button is pressed down (single time).
  529. *
  530. * @param {Pointer} pointer Pointer object that receives the user input.
  531. * @param {Viewport} viewport Viewport where the object is drawn.
  532. */
  533. Object2D.prototype.onButtonDown = null;
  534. /**
  535. * Method called when the pointer button is released (single time).
  536. *
  537. * @param {Pointer} pointer Pointer object that receives the user input.
  538. * @param {Viewport} viewport Viewport where the object is drawn.
  539. */
  540. Object2D.prototype.onButtonUp = null;
  541. /**
  542. * Serialize the object data into a JSON object. That can be written into a file, sent using HTTP request etc.
  543. *
  544. * All required attributes to recreate the object in its current state should be stored. Relations between children should be stored by their UUID only.
  545. *
  546. * Data has to be parsed back into a usable object.
  547. *
  548. * @param {boolean} recursive If set false the children list is not serialized, otherwise all children are serialized.
  549. * @return {Object} Serialized object data.
  550. */
  551. Object2D.prototype.serialize = function(recursive)
  552. {
  553. var data = {
  554. uuid: this.uuid,
  555. type: this.type,
  556. position: this.position.toArray(),
  557. origin: this.origin.toArray(),
  558. scale: this.scale.toArray(),
  559. rotation: this.rotation,
  560. visible: this.visible,
  561. layer: this.layer,
  562. matrix: this.matrix.m,
  563. globalMatrix: this.globalMatrix.m,
  564. inverseGlobalMatrix: this.inverseGlobalMatrix.m,
  565. matrixAutoUpdate: this.matrixAutoUpdate,
  566. draggable: this.draggable,
  567. pointerEvents: this.pointerEvents,
  568. ignoreViewport: this.ignoreViewport,
  569. saveContextState: this.saveContextState,
  570. restoreContextState: this.restoreContextState,
  571. pointerInside: this.pointerInside,
  572. beingDragged: this.beingDragged,
  573. children: [],
  574. masks: []
  575. };
  576. if(recursive !== false)
  577. {
  578. for(var i = 0; i &lt; this.children.length; i++)
  579. {
  580. data.children.push(this.children[i].serialize());
  581. }
  582. }
  583. for(var i = 0; i &lt; this.masks.length; i++)
  584. {
  585. data.masks.push(this.masks[i].uuid);
  586. }
  587. return data;
  588. };
  589. /**
  590. * Parse serialized object data and fill the object attributes.
  591. *
  592. * Implementations of this method should only load the attributes added to the structure, the based method already loads common attributes.
  593. *
  594. * Dont forget to register object types using the Object2D.register() method.
  595. *
  596. * @param {Object} data Object data loaded from JSON.
  597. * @param {Object2D} root Root object being loaded can be used to get references to other objects.
  598. */
  599. Object2D.prototype.parse = function(data, root)
  600. {
  601. this.uuid = data.uuid;
  602. this.position.fromArray(data.position);
  603. this.origin.fromArray(data.origin);
  604. this.scale.fromArray(data.scale);
  605. this.rotation = data.rotation;
  606. this.visible = data.visible;
  607. this.layer = data.layer;
  608. this.matrix = new Matrix(data.matrix);
  609. this.globalMatrix = new Matrix(data.globalMatrix);
  610. this.inverseGlobalMatrix = new Matrix(data.inverseGlobalMatrix);
  611. this.matrixAutoUpdate = data.matrixAutoUpdate;
  612. this.draggable = data.draggable;
  613. this.pointerEvents = data.pointerEvents;
  614. this.ignoreViewport = data.ignoreViewport;
  615. this.saveContextState = data.saveContextState;
  616. this.restoreContextState = data.restoreContextState;
  617. this.pointerInside = data.pointerInside;
  618. this.beingDragged = data.beingDragged;
  619. for(var i = 0; i &lt; this.masks.length; i++)
  620. {
  621. data.masks.push(root.getChildByUUID(data.masks[i]));
  622. }
  623. };
  624. /**
  625. * Create objects from serialized object data into the proper data structures.
  626. *
  627. * All objects should implement serialization methods to serialize and load data properly.
  628. *
  629. * 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.
  630. *
  631. * @static
  632. * @param {Object} data Object data loaded from JSON.
  633. * @return {Object2D} Parsed object data.
  634. */
  635. Object2D.parse = function(data)
  636. {
  637. // List of objects created stored as pairs of object, data to be later parsed.
  638. var objects = [];
  639. // Parse all objects from the data object recursively and create the correct instances.
  640. function createObjectInstances(data)
  641. {
  642. if(!Object2D.types.has(data.type))
  643. {
  644. throw new Error("Object type " + data.type + " unknown. Cannot parse data.");
  645. }
  646. var Constructor = Object2D.types.get(data.type);
  647. var object = new Constructor();
  648. object.uuid = data.uuid;
  649. objects.push({object: object, data: data});
  650. for(var i = 0; i &lt; data.children.length; i++)
  651. {
  652. object.add(createObjectInstances(data.children[i]));
  653. }
  654. return object;
  655. }
  656. var root = createObjectInstances(data);
  657. // Parse objects data
  658. for(var i = 0; i &lt; objects.length; i++)
  659. {
  660. objects[i].object.parse(objects[i].data, root);
  661. }
  662. return root;
  663. };
  664. export {Object2D};
  665. </code></pre>
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