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- <h1 class="page-title">Source: Object2D.js</h1>
-
-
- <section>
- <article>
- <pre class="prettyprint source linenums"><code>import {Vector2} from "./math/Vector2.js";
- import {Matrix} from "./math/Matrix.js";
- import {UUID} from "./math/UUID.js";
- /**
- * Base object class, implements all the object positioning and scaling features.
- *
- * Stores all the base properties shared between all objects as the position, transformation properties, children etc.
- *
- * Object2D object can be used as a group to the other objects drawn.
- *
- * @class
- */
- function Object2D()
- {
- /**
- * UUID of the object.
- *
- * @type {string}
- */
- this.uuid = UUID.generate();
- /**
- * List of children objects attached to the object.
- *
- * @type {Object2D[]}
- */
- this.children = [];
- /**
- * Parent object, the object position is affected by its parent position.
- *
- * @type {Object2D}
- */
- this.parent = null;
- /**
- * Depth level in the object tree, objects with higher depth are drawn on top.
- *
- * The layer value is considered first.
- *
- * @type {number}
- */
- this.level = 0;
- /**
- * Position of the object.
- *
- * The world position of the object is affected by its parent transform.
- *
- * @type {Vector2}
- */
- this.position = new Vector2(0, 0);
- /**
- * Origin of the object used as point of rotation.
- *
- * @type {Vector2}
- */
- this.origin = new Vector2(0, 0);
- /**
- * Scale of the object.
- *
- * The world scale of the object is affected by the parent transform.
- *
- * @type {Vector2}
- */
- this.scale = new Vector2(1, 1);
- /**
- * Rotation of the object relative to its center.
- *
- * The world rotation of the object is affected by the parent transform.
- *
- * @type {number}
- */
- this.rotation = 0.0;
- /**
- * Indicates if the object is visible.
- *
- * @type {boolean}
- */
- this.visible = true;
- /**
- * Layer of this object, objects are sorted by layer value.
- *
- * Lower layer value is draw first, higher layer value is drawn on top.
- *
- * @type {number}
- */
- this.layer = 0;
- /**
- * Local transformation matrix applied to the object.
- *
- * @type {Matrix}
- */
- this.matrix = new Matrix();
- /**
- * Global transformation matrix multiplied by the parent matrix.
- *
- * Used to transform the object before projecting into screen coordinates.
- *
- * @type {Matrix}
- */
- this.globalMatrix = new Matrix();
- /**
- * Inverse of the global (world) transform matrix.
- *
- * Used to convert pointer input points (viewport space) into object coordinates.
- *
- * @type {Matrix}
- */
- this.inverseGlobalMatrix = new Matrix();
- /**
- * Mask objects being applied to this object. Used to mask/subtract portions of this object when rendering.
- *
- * Multiple masks can be used simultaneously. Same mask might be reused for multiple objects.
- *
- * @type {Mask[]}
- */
- this.masks = [];
- /**
- * Indicates if the transform matrix should be automatically updated every frame.
- *
- * Set this false for better performance. But if you do so dont forget to set matrixNeedsUpdate every time that a transform attribute is changed.
- *
- * @type {boolean}
- */
- this.matrixAutoUpdate = true;
- /**
- * Indicates if the matrix needs to be updated, should be set true after changes to the object position, scale or rotation.
- *
- * The matrix is updated before rendering the object, after the matrix is updated this attribute is automatically reset to false.
- *
- * @type {boolean}
- */
- this.matrixNeedsUpdate = true;
- /**
- * Draggable controls if its possible to drag the object around. Set this true to enable dragging events on this object.
- *
- * The onPointerDrag callback is used to update the state of the object while being dragged, by default it just updates the object position.
- *
- * @type {boolean}
- */
- this.draggable = false;
- /**
- * Indicates if this object uses pointer events.
- *
- * Can be set false to skip the pointer interaction events, better performance if pointer events are not required.
- *
- * @type {boolean}
- */
- this.pointerEvents = true;
- /**
- * Flag to indicate whether this object ignores the viewport transformation.
- *
- * @type {boolean}
- */
- this.ignoreViewport = false;
- /**
- * Flag to indicate if the context of canvas should be saved before render.
- *
- * @type {boolean}
- */
- this.saveContextState = true;
- /**
- * Flag to indicate if the context of canvas should be restored after render.
- *
- * @type {boolean}
- */
- this.restoreContextState = true;
- /**
- * Flag indicating if the pointer is inside of the element.
- *
- * Used to control object event.
- *
- * @type {boolean}
- */
- this.pointerInside = false;
- /**
- * Flag to indicate if the object is currently being dragged.
- *
- * @type {boolean}
- */
- this.beingDragged = false;
- /**
- * Indicates if the object should be serialized or not as a child of another object.
- *
- * Used to prevent duplicate serialization data on custom objects. Should be set false for objects added on constructor.
- *
- * @type {boolean}
- */
- this.serializable = true;
- }
- Object2D.prototype.constructor = Object2D;
- /**
- * Type of the object, used for data serialization and/or checking the object type.
- *
- * The name used should match the object constructor name. But it is not required.
- *
- * If this type is from an external library you can add the library name to the object type name to prevent collisions.
- *
- * @type {string}
- */
- Object2D.prototype.type = "Object2D";
- /**
- * List of available object types known by the application. Stores the object constructor by object type.
- *
- * Newly created types should be introduced in this map for data serialization support.
- *
- * New object types should be added using the Object2D.register() method.
- *
- * @static
- * @type {Map<string, Function>}
- */
- Object2D.types = new Map([[Object2D.prototype.type, Object2D]]);
- /**
- * Register a object type into the application. Associates the type string to the object constructor.
- *
- * Should be called for every new object class implemented if you want to be able to serialize and parse data.
- *
- * @static
- * @param {Function} constructor Object constructor.
- * @param {string} type Object type name.
- */
- Object2D.register = function(constructor, type)
- {
- Object2D.types.set(type, constructor);
- };
- /**
- * Check if a point in world coordinates intersects this object or its children and get a list of the objects intersected.
- *
- * @param {Vector2} point Point in world coordinates.
- * @param {Object2D[]} list List of objects intersected passed to children objects recursively.
- * @return {Object2D[]} List of object intersected by this point.
- */
- Object2D.prototype.getWorldPointIntersections = function(point, list)
- {
- if(list === undefined)
- {
- list = [];
- }
- // Calculate the pointer position in the object coordinates
- var localPoint = this.inverseGlobalMatrix.transformPoint(point);
- if(this.isInside(localPoint))
- {
- list.push(this);
- }
- // Iterate trough the children
- for(var i = 0; i < this.children.length; i++)
- {
- this.children[i].getWorldPointIntersections(point, list);
- }
- return list;
- };
- /**
- * Check if a point in world coordinates intersects this object or some of its children.
- *
- * @param {Vector2} point Point in world coordinates.
- * @param {boolean} recursive If set to true it will also check intersections with the object children.
- * @return {boolean} Returns true if the point in inside of the object.
- */
- Object2D.prototype.isWorldPointInside = function(point, recursive)
- {
- // Calculate the pointer position in the object coordinates
- var localPoint = this.inverseGlobalMatrix.transformPoint(point);
- if(this.isInside(localPoint))
- {
- return true;
- }
- // Iterate trough the children
- if(recursive)
- {
- for(var i = 0; i < this.children.length; i++)
- {
- if(this.children[i].isWorldPointInside(point, true))
- {
- return true;
- }
- }
- }
- return false;
- };
- /**
- * Destroy the object, removes it from the parent object.
- */
- Object2D.prototype.destroy = function()
- {
- if(this.parent !== null)
- {
- this.parent.remove(this);
- }
- };
- /**
- * Traverse the object tree and run a function for all objects.
- *
- * @param {Function} callback Callback function that receives the object as parameter.
- */
- Object2D.prototype.traverse = function(callback)
- {
- callback(this);
- for(var i = 0; i < this.children.length; i++)
- {
- this.children[i].traverse(callback);
- }
- };
- /**
- * Get a object from its children list by its UUID.
- *
- * @param {string} uuid UUID of the object to get.
- * @return {Object2D} The object that has the UUID specified, null if the object was not found.
- */
- Object2D.prototype.getChildByUUID = function(uuid)
- {
- var object = null;
- this.traverse(function(child)
- {
- if(child.uuid === uuid)
- {
- object = child;
- }
- });
- return object;
- };
- /**
- * Attach a children to this object.
- *
- * The object is set as children of this object and the transformations applied to this object are traversed to its children.
- *
- * @param {Object2D} object Object to attach to this object.
- */
- Object2D.prototype.add = function(object)
- {
- object.parent = this;
- object.level = this.level + 1;
- object.traverse(function(child)
- {
- if(child.onAdd !== null)
- {
- child.onAdd(this);
- }
- });
- this.children.push(object);
- };
- /**
- * Remove object from the children list.
- *
- * Resets the parent of the object to null and resets its level.
- *
- * @param {Object2D} children Object to be removed.
- */
- Object2D.prototype.remove = function(children)
- {
- var index = this.children.indexOf(children);
-
- if(index !== -1)
- {
- var object = this.children[index];
- object.parent = null;
- object.level = 0;
- object.traverse(function(child)
- {
- if(child.onRemove !== null)
- {
- child.onRemove(this);
- }
- });
- this.children.splice(index, 1)
- }
- };
- /**
- * 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).
- *
- * Point should be in local object coordinates.
- *
- * To check if a point in world coordinates intersects the object the inverseGlobalMatrix should be applied to that point before calling this method.
- *
- * @param {Vector2} point Point in local object coordinates.
- * @return {boolean} True if the point is inside of the object.
- */
- Object2D.prototype.isInside = function(point)
- {
- return false;
- };
- /**
- * Update the transformation matrix of the object.
- *
- * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
- */
- Object2D.prototype.updateMatrix = function(context)
- {
- if(this.matrixAutoUpdate || this.matrixNeedsUpdate)
- {
- this.matrix.compose(this.position.x, this.position.y, this.scale.x, this.scale.y, this.origin.x, this.origin.y, this.rotation);
- this.globalMatrix.copy(this.matrix);
- if(this.parent !== null)
- {
- this.globalMatrix.premultiply(this.parent.globalMatrix);
- }
- this.inverseGlobalMatrix = this.globalMatrix.getInverse()
- this.matrixNeedsUpdate = false;
- }
- };
- /**
- * Apply the transform to the rendering context, it is assumed that the viewport transform is pre-applied to the context.
- *
- * This is called before style() and draw(). It can also be used for some pre-rendering logic.
- *
- * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
- * @param {Viewport} viewport Viewport applied to the canvas.
- * @param {Element} canvas DOM canvas element where the content is being drawn.
- * @param {Renderer} renderer Renderer object being used to draw the object into the canvas.
- */
- Object2D.prototype.transform = function(context, viewport, canvas, renderer)
- {
- this.globalMatrix.tranformContext(context);
- };
- /**
- * 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).
- *
- * The draw() and style() methods can be useful for objects that share the same styling attributes but are drawing differently.
- *
- * Should be implemented by underlying classes.
- *
- * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
- * @param {Viewport} viewport Viewport used to view the canvas content.
- * @param {Element} canvas DOM canvas element where the content is being drawn.
- */
- Object2D.prototype.style = null; // function(context, viewport, canvas){};
- /**
- * Draw the object into the canvas, this is called transform() and style(), should be where the content is actually drawn into the canvas.
- *
- * Should be implemented by underlying classes.
- *
- * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
- * @param {Viewport} viewport Viewport used to view the canvas content.
- * @param {Element} canvas DOM canvas element where the content is being drawn.
- */
- Object2D.prototype.draw = null; // function(context, viewport, canvas){};
- /**
- * Callback method while the object is being dragged across the screen.
- *
- * By default is adds the delta value to the object position (making it follow the mouse movement).
- *
- * Delta is the movement of the pointer already translated into local object coordinates.
- *
- * To detect when the object drag stops the onPointerDragEnd() method can be used.
- *
- * @param {Pointer} pointer Pointer object that receives the user input.
- * @param {Viewport} viewport Viewport where the object is drawn.
- * @param {Vector2} delta Pointer movement diff in world space since the last frame.
- * @param {Vector2} positionWorld Position of the dragging pointer in world coordinates.
- */
- Object2D.prototype.onPointerDrag = function(pointer, viewport, delta, positionWorld)
- {
- this.position.add(delta);
- };
- /**
- * Callback method called when the pointer drag start after the button was pressed
- *
- * @param {Pointer} pointer Pointer object that receives the user input.
- * @param {Viewport} viewport Viewport where the object is drawn.
- */
- Object2D.prototype.onPointerDragStart = null;
- /**
- * Callback method called when the pointer drag ends after the button has been released.
- *
- * @param {Pointer} pointer Pointer object that receives the user input.
- * @param {Viewport} viewport Viewport where the object is drawn.
- */
- Object2D.prototype.onPointerDragEnd = null;
- /**
- * Method called when the object its added to a parent.
- *
- * @param {Object2D} parent Parent object were it was added.
- */
- Object2D.prototype.onAdd = null;
- /**
- * Method called when the object gets removed from its parent
- *
- * @param {Object2D} parent Parent object from were the object is being removed.
- */
- Object2D.prototype.onRemove = null;
- /**
- * Callback method called every time before the object is draw into the canvas.
- *
- * Should be used to run object logic, any preparation code, move the object, etc.
- *
- * This method is called for every object before rendering.
- */
- Object2D.prototype.onUpdate = null;
- /**
- * Callback method called when the pointer enters the object.
- *
- * 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()
- *
- * @param {Pointer} pointer Pointer object that receives the user input.
- * @param {Viewport} viewport Viewport where the object is drawn.
- */
- Object2D.prototype.onPointerEnter = null;
- /**
- * Method called when the was inside of the object and leaves the object.
- *
- * @param {Pointer} pointer Pointer object that receives the user input.
- * @param {Viewport} viewport Viewport where the object is drawn.
- */
- Object2D.prototype.onPointerLeave = null;
- /**
- * Method while the pointer is over (inside) of the object.
- *
- * @param {Pointer} pointer Pointer object that receives the user input.
- * @param {Viewport} viewport Viewport where the object is drawn.
- */
- Object2D.prototype.onPointerOver = null;
- /**
- * Method called while the pointer button is pressed.
- *
- * @param {Pointer} pointer Pointer object that receives the user input.
- * @param {Viewport} viewport Viewport where the object is drawn.
- */
- Object2D.prototype.onButtonPressed = null;
- /**
- * Method called while the pointer button is double clicked.
- *
- * @param {Pointer} pointer Pointer object that receives the user input.
- * @param {Viewport} viewport Viewport where the object is drawn.
- */
- Object2D.prototype.onDoubleClick = null;
- /**
- * Callback method called when the pointer button is pressed down (single time).
- *
- * @param {Pointer} pointer Pointer object that receives the user input.
- * @param {Viewport} viewport Viewport where the object is drawn.
- */
- Object2D.prototype.onButtonDown = null;
- /**
- * Method called when the pointer button is released (single time).
- *
- * @param {Pointer} pointer Pointer object that receives the user input.
- * @param {Viewport} viewport Viewport where the object is drawn.
- */
- Object2D.prototype.onButtonUp = null;
- /**
- * Serialize the object data into a JSON object. That can be written into a file, sent using HTTP request etc.
- *
- * All required attributes to recreate the object in its current state should be stored. Relations between children should be stored by their UUID only.
- *
- * Data has to be parsed back into a usable object.
- *
- * @param {boolean} recursive If set false the children list is not serialized, otherwise all children are serialized.
- * @return {Object} Serialized object data.
- */
- Object2D.prototype.serialize = function(recursive)
- {
- var data = {
- uuid: this.uuid,
- type: this.type,
- position: this.position.toArray(),
- origin: this.origin.toArray(),
- scale: this.scale.toArray(),
- rotation: this.rotation,
- visible: this.visible,
- layer: this.layer,
- matrix: this.matrix.m,
- globalMatrix: this.globalMatrix.m,
- inverseGlobalMatrix: this.inverseGlobalMatrix.m,
- matrixAutoUpdate: this.matrixAutoUpdate,
- draggable: this.draggable,
- pointerEvents: this.pointerEvents,
- ignoreViewport: this.ignoreViewport,
- saveContextState: this.saveContextState,
- restoreContextState: this.restoreContextState,
- children: [],
- masks: []
- };
- if(recursive !== false)
- {
- for(var i = 0; i < this.children.length; i++)
- {
- if(this.children[i].serializable)
- {
- data.children.push(this.children[i].serialize());
- }
- }
- }
- for(var i = 0; i < this.masks.length; i++)
- {
- data.masks.push(this.masks[i].uuid);
- }
- return data;
- };
- /**
- * Parse serialized object data and fill the object attributes.
- *
- * Implementations of this method should only load the attributes added to the structure, the based method already loads common attributes.
- *
- * Dont forget to register object types using the Object2D.register() method.
- *
- * @param {Object} data Object data loaded from JSON.
- * @param {Object2D} root Root object being loaded can be used to get references to other objects.
- */
- Object2D.prototype.parse = function(data, root)
- {
- this.uuid = data.uuid;
- this.position.fromArray(data.position);
- this.origin.fromArray(data.origin);
- this.scale.fromArray(data.scale);
- this.rotation = data.rotation;
- this.visible = data.visible;
- this.layer = data.layer;
- this.matrix = new Matrix(data.matrix);
- this.globalMatrix = new Matrix(data.globalMatrix);
- this.inverseGlobalMatrix = new Matrix(data.inverseGlobalMatrix);
- this.matrixAutoUpdate = data.matrixAutoUpdate;
- this.draggable = data.draggable;
- this.pointerEvents = data.pointerEvents;
- this.ignoreViewport = data.ignoreViewport;
- this.saveContextState = data.saveContextState;
- this.restoreContextState = data.restoreContextState;
- for(var i = 0; i < this.masks.length; i++)
- {
- data.masks.push(root.getChildByUUID(data.masks[i]));
- }
- };
- /**
- * Create objects from serialized object data into the proper data structures.
- *
- * All objects should implement serialization methods to serialize and load data properly.
- *
- * 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.
- *
- * @static
- * @param {Object} data Object data loaded from JSON.
- * @return {Object2D} Parsed object data.
- */
- Object2D.parse = function(data)
- {
- // List of objects created stored as pairs of object, data to be later parsed.
- var objects = [];
- // Parse all objects from the data object recursively and create the correct instances.
- function createObjectInstances(data)
- {
- if(!Object2D.types.has(data.type))
- {
- throw new Error("Object type " + data.type + " unknown. Cannot parse data.");
- }
- var Constructor = Object2D.types.get(data.type);
- var object = new Constructor();
- object.uuid = data.uuid;
- objects.push({object: object, data: data});
- for(var i = 0; i < data.children.length; i++)
- {
- object.add(createObjectInstances(data.children[i]));
- }
- return object;
- }
- var root = createObjectInstances(data);
- // Parse objects data
- for(var i = 0; i < objects.length; i++)
- {
- objects[i].object.parse(objects[i].data, root);
- }
- return root;
- };
- export {Object2D};
- </code></pre>
- </article>
- </section>
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