// @todo - ignore the too many parameters warning for now
// should either fix it or change the jshint config
// jshint -W072
const Vector = require('engine/Vector');
/**
* The pixi Matrix class as an object, which makes it a lot faster,
* here is a representation of it :
* | a | b | tx|
* | c | d | ty|
* | 0 | 0 | 1 |
*
* @class
*/
class Matrix {
/**
* @constructor
*/
constructor() {
/**
* @member {number}
* @default 1
*/
this.a = 1;
/**
* @member {number}
* @default 0
*/
this.b = 0;
/**
* @member {number}
* @default 0
*/
this.c = 0;
/**
* @member {number}
* @default 1
*/
this.d = 1;
/**
* @member {number}
* @default 0
*/
this.tx = 0;
/**
* @member {number}
* @default 0
*/
this.ty = 0;
}
/**
* Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:
*
* a = array[0]
* b = array[1]
* c = array[3]
* d = array[4]
* tx = array[2]
* ty = array[5]
*
* @param {number[]} array The array that the matrix will be populated from.
*/
fromArray(array) {
this.a = array[0];
this.b = array[1];
this.c = array[3];
this.d = array[4];
this.tx = array[2];
this.ty = array[5];
}
/**
* sets the matrix properties
*
* @param {number} a Matrix property a
* @param {number} b Matrix property b
* @param {number} c Matrix property c
* @param {number} d Matrix property d
* @param {number} tx Matrix property tx
* @param {number} ty Matrix property ty
*
* @return {Matrix} This matrix. Good for chaining method calls.
*/
set(a, b, c, d, tx, ty) {
this.a = a;
this.b = b;
this.c = c;
this.d = d;
this.tx = tx;
this.ty = ty;
return this;
}
/**
* Creates an array from the current Matrix object.
*
* @param {boolean} transpose Whether we need to transpose the matrix or not
* @param {Array} [out] If provided the array will be assigned to out
* @return {number[]} the newly created array which contains the matrix
*/
toArray(transpose, out) {
if (!this.array) {
this.array = new Float32Array(9);
}
var array = out || this.array;
if (transpose) {
array[0] = this.a;
array[1] = this.b;
array[2] = 0;
array[3] = this.c;
array[4] = this.d;
array[5] = 0;
array[6] = this.tx;
array[7] = this.ty;
array[8] = 1;
}
else {
array[0] = this.a;
array[1] = this.c;
array[2] = this.tx;
array[3] = this.b;
array[4] = this.d;
array[5] = this.ty;
array[6] = 0;
array[7] = 0;
array[8] = 1;
}
return array;
}
/**
* Get a new position with the current transformation applied.
* Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)
*
* @param {Vector} pos The origin
* @param {Vector} [newPos] The point that the new position is assigned to (allowed to be same as input)
* @return {Vector} The new point, transformed through this matrix
*/
apply(pos, newPos) {
newPos = newPos || new Vector();
var x = pos.x;
var y = pos.y;
newPos.x = this.a * x + this.c * y + this.tx;
newPos.y = this.b * x + this.d * y + this.ty;
return newPos;
}
/**
* Get a new position with the inverse of the current transformation applied.
* Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)
*
* @param {Vector} pos The origin
* @param {Vector} [newPos] The point that the new position is assigned to (allowed to be same as input)
* @return {Vector} The new point, inverse-transformed through this matrix
*/
applyInverse(pos, newPos) {
newPos = newPos || new Vector();
var id = 1 / (this.a * this.d + this.c * -this.b);
var x = pos.x;
var y = pos.y;
newPos.x = this.d * id * x + -this.c * id * y + (this.ty * this.c - this.tx * this.d) * id;
newPos.y = this.a * id * y + -this.b * id * x + (-this.ty * this.a + this.tx * this.b) * id;
return newPos;
}
/**
* Translates the matrix on the x and y.
*
* @param {number} x The amount to move on x axis
* @param {number} y The amount to move on y axis
* @return {Matrix} This matrix. Good for chaining method calls.
*/
translate(x, y) {
this.tx += x;
this.ty += y;
return this;
}
/**
* Applies a scale transformation to the matrix.
*
* @param {number} x The amount to scale horizontally
* @param {number} y The amount to scale vertically
* @return {Matrix} This matrix. Good for chaining method calls.
*/
scale(x, y) {
this.a *= x;
this.d *= y;
this.c *= x;
this.b *= y;
this.tx *= x;
this.ty *= y;
return this;
}
/**
* Applies a rotation transformation to the matrix.
*
* @param {number} angle The angle in radians.
* @return {Matrix} This matrix. Good for chaining method calls.
*/
rotate(angle) {
var cos = Math.cos(angle);
var sin = Math.sin(angle);
var a1 = this.a;
var c1 = this.c;
var tx1 = this.tx;
this.a = a1 * cos - this.b * sin;
this.b = a1 * sin + this.b * cos;
this.c = c1 * cos - this.d * sin;
this.d = c1 * sin + this.d * cos;
this.tx = tx1 * cos - this.ty * sin;
this.ty = tx1 * sin + this.ty * cos;
return this;
}
/**
* Appends the given Matrix to this Matrix.
*
* @param {Matrix} matrix Matrix to append
* @return {Matrix} This matrix. Good for chaining method calls.
*/
append(matrix) {
var a1 = this.a;
var b1 = this.b;
var c1 = this.c;
var d1 = this.d;
this.a = matrix.a * a1 + matrix.b * c1;
this.b = matrix.a * b1 + matrix.b * d1;
this.c = matrix.c * a1 + matrix.d * c1;
this.d = matrix.c * b1 + matrix.d * d1;
this.tx = matrix.tx * a1 + matrix.ty * c1 + this.tx;
this.ty = matrix.tx * b1 + matrix.ty * d1 + this.ty;
return this;
}
/**
* Sets the matrix based on all the available properties
*
* @param {number} x Position x
* @param {number} y Position y
* @param {number} pivotX Pivot x
* @param {number} pivotY Pivot y
* @param {number} scaleX Scale x
* @param {number} scaleY Scale y
* @param {number} rotation Rotation
* @param {number} skewX Skew x
* @param {number} skewY Skew y
*
* @return {Matrix} This matrix. Good for chaining method calls.
*/
setTransform(x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {
var a, b, c, d, sr, cr, cy, sy, nsx, cx;
sr = Math.sin(rotation);
cr = Math.cos(rotation);
cy = Math.cos(skewY);
sy = Math.sin(skewY);
nsx = -Math.sin(skewX);
cx = Math.cos(skewX);
a = cr * scaleX;
b = sr * scaleX;
c = -sr * scaleY;
d = cr * scaleY;
this.a = cy * a + sy * c;
this.b = cy * b + sy * d;
this.c = nsx * a + cx * c;
this.d = nsx * b + cx * d;
this.tx = x + (pivotX * a + pivotY * c);
this.ty = y + (pivotX * b + pivotY * d);
return this;
}
/**
* Prepends the given Matrix to this Matrix.
*
* @param {Matrix} matrix Matrix to prepend
* @return {Matrix} This matrix. Good for chaining method calls.
*/
prepend(matrix) {
var tx1 = this.tx;
if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {
var a1 = this.a;
var c1 = this.c;
this.a = a1 * matrix.a + this.b * matrix.c;
this.b = a1 * matrix.b + this.b * matrix.d;
this.c = c1 * matrix.a + this.d * matrix.c;
this.d = c1 * matrix.b + this.d * matrix.d;
}
this.tx = tx1 * matrix.a + this.ty * matrix.c + matrix.tx;
this.ty = tx1 * matrix.b + this.ty * matrix.d + matrix.ty;
return this;
}
/**
* Inverts this matrix
*
* @return {Matrix} This matrix. Good for chaining method calls.
*/
invert() {
var a1 = this.a;
var b1 = this.b;
var c1 = this.c;
var d1 = this.d;
var tx1 = this.tx;
var n = a1 * d1 - b1 * c1;
this.a = d1 / n;
this.b = -b1 / n;
this.c = -c1 / n;
this.d = a1 / n;
this.tx = (c1 * this.ty - d1 * tx1) / n;
this.ty = -(a1 * this.ty - b1 * tx1) / n;
return this;
}
/**
* Resets this Matix to an identity (default) matrix.
*
* @return {Matrix} This matrix. Good for chaining method calls.
*/
identity() {
this.a = 1;
this.b = 0;
this.c = 0;
this.d = 1;
this.tx = 0;
this.ty = 0;
return this;
}
/**
* Creates a new Matrix object with the same values as this one.
*
* @return {Matrix} A copy of this matrix. Good for chaining method calls.
*/
clone() {
let matrix = new Matrix();
matrix.a = this.a;
matrix.b = this.b;
matrix.c = this.c;
matrix.d = this.d;
matrix.tx = this.tx;
matrix.ty = this.ty;
return matrix;
}
/**
* Changes the values of the given matrix to be the same as the ones in this matrix
*
* @param {Matrix} matrix Target matrix to set to
* @return {Matrix} The matrix given in parameter with its values updated.
*/
copy(matrix) {
matrix.a = this.a;
matrix.b = this.b;
matrix.c = this.c;
matrix.d = this.d;
matrix.tx = this.tx;
matrix.ty = this.ty;
return matrix;
}
}
/**
* A default (identity) matrix
*
* @static
* @const
*/
Matrix.IDENTITY = new Matrix();
/**
* A temp matrix
*
* @static
* @const
*/
Matrix.TEMP_MATRIX = new Matrix();
module.exports = Matrix;