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awayjs-display

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import EventDispatcher from "awayjs-core/lib/events/EventDispatcher"; import ColorTransform from "awayjs-core/lib/geom/ColorTransform"; import Matrix from "awayjs-core/lib/geom/Matrix"; import Matrix3D from "awayjs-core/lib/geom/Matrix3D"; import Rectangle from "awayjs-core/lib/geom/Rectangle"; import Vector3D from "awayjs-core/lib/geom/Vector3D"; import PerspectiveProjection from "awayjs-core/lib/projections/PerspectiveProjection"; import DisplayObject from "../display/DisplayObject"; /** * The Transform class provides access to color adjustment properties and two- * or three-dimensional transformation objects that can be applied to a * display object. During the transformation, the color or the orientation and * position of a display object is adjusted(offset) from the current values * or coordinates to new values or coordinates. The Transform class also * collects data about color and two-dimensional matrix transformations that * are applied to a display object and all of its parent objects. You can * access these combined transformations through the * <code>concatenatedColorTransform</code> and <code>concatenatedMatrix</code> * properties. * * <p>To apply color transformations: create a ColorTransform object, set the * color adjustments using the object's methods and properties, and then * assign the <code>colorTransformation</code> property of the * <code>transform</code> property of the display object to the new * ColorTransformation object.</p> * * <p>To apply two-dimensional transformations: create a Matrix object, set * the matrix's two-dimensional transformation, and then assign the * <code>transform.matrix</code> property of the display object to the new * Matrix object.</p> * * <p>To apply three-dimensional transformations: start with a * three-dimensional display object. A three-dimensional display object has a * <code>z</code> property value other than zero. You do not need to create * the Matrix3D object. For all three-dimensional objects, a Matrix3D object * is created automatically when you assign a <code>z</code> value to a * display object. You can access the display object's Matrix3D object through * the display object's <code>transform</code> property. Using the methods of * the Matrix3D class, you can add to or modify the existing transformation * settings. Also, you can create a custom Matrix3D object, set the custom * Matrix3D object's transformation elements, and then assign the new Matrix3D * object to the display object using the <code>transform.matrix</code> * property.</p> * * <p>To modify a perspective projection of the stage or root object: use the * <code>transform.matrix</code> property of the root display object to gain * access to the PerspectiveProjection object. Or, apply different perspective * projection properties to a display object by setting the perspective * projection properties of the display object's parent. The child display * object inherits the new properties. Specifically, create a * PerspectiveProjection object and set its properties, then assign the * PerspectiveProjection object to the <code>perspectiveProjection</code> * property of the parent display object's <code>transform</code> property. * The specified projection transformation then applies to all the display * object's three-dimensional children.</p> * * <p>Since both PerspectiveProjection and Matrix3D objects perform * perspective transformations, do not assign both to a display object at the * same time. Use the PerspectiveProjection object for focal length and * projection center changes. For more control over the perspective * transformation, create a perspective projection Matrix3D object.</p> */ declare class Transform extends EventDispatcher { private _concatenatedColorTransform; private _concatenatedMatrix; private _pixelBounds; private _colorTransform; private _matrix3D; private _matrix3DDirty; private _rotation; private _skew; private _scale; private _components; private _componentsDirty; /** * */ readonly backVector: Vector3D; /** * A ColorTransform object containing values that universally adjust the * colors in the display object. * * @throws TypeError The colorTransform is null when being set */ colorTransform: ColorTransform; /** * A ColorTransform object representing the combined color transformations * applied to the display object and all of its parent objects, back to the * root level. If different color transformations have been applied at * different levels, all of those transformations are concatenated into one * ColorTransform object for this property. */ readonly concatenatedColorTransform: ColorTransform; /** * A Matrix object representing the combined transformation matrixes of the * display object and all of its parent objects, back to the root level. If * different transformation matrixes have been applied at different levels, * all of those matrixes are concatenated into one matrix for this property. * Also, for resizeable SWF content running in the browser, this property * factors in the difference between stage coordinates and window coordinates * due to window resizing. Thus, the property converts local coordinates to * window coordinates, which may not be the same coordinate space as that of * the Scene. */ readonly concatenatedMatrix: Matrix; /** * */ readonly downVector: Vector3D; /** * */ readonly forwardVector: Vector3D; /** * */ readonly leftVector: Vector3D; /** * A Matrix object containing values that alter the scaling, rotation, and * translation of the display object. * * <p>If the <code>matrix</code> property is set to a value(not * <code>null</code>), the <code>matrix3D</code> property is * <code>null</code>. And if the <code>matrix3D</code> property is set to a * value(not <code>null</code>), the <code>matrix</code> property is * <code>null</code>.</p> * * @throws TypeError The matrix is null when being set */ matrix: Matrix; /** * Provides access to the Matrix3D object of a three-dimensional display * object. The Matrix3D object represents a transformation matrix that * determines the display object's position and orientation. A Matrix3D * object can also perform perspective projection. * * <p>If the <code>matrix</code> property is set to a value(not * <code>null</code>), the <code>matrix3D</code> property is * <code>null</code>. And if the <code>matrix3D</code> property is set to a * value(not <code>null</code>), the <code>matrix</code> property is * <code>null</code>.</p> */ matrix3D: Matrix3D; /** * Provides access to the PerspectiveProjection object of a three-dimensional * display object. The PerspectiveProjection object can be used to modify the * perspective transformation of the stage or to assign a perspective * transformation to all the three-dimensional children of a display object. * * <p>Based on the field of view and aspect ratio(dimensions) of the stage, * a default PerspectiveProjection object is assigned to the root object.</p> */ perspectiveProjection: PerspectiveProjection; /** * A Rectangle object that defines the bounding rectangle of the display * object on the stage. */ readonly pixelBounds: Rectangle; /** * Defines the position of the 3d object, relative to the local coordinates of the parent <code>ObjectContainer3D</code>. */ readonly position: Vector3D; /** * */ readonly rightVector: Vector3D; /** * Defines the rotation of the 3d object, relative to the local coordinates of the parent <code>ObjectContainer3D</code>. */ readonly rotation: Vector3D; /** * Rotates the 3d object directly to a euler angle * * @param ax The angle in degrees of the rotation around the x axis. * @param ay The angle in degrees of the rotation around the y axis. * @param az The angle in degrees of the rotation around the z axis. */ rotateTo(ax: number, ay: number, az: number): void; /** * Defines the scale of the 3d object, relative to the local coordinates of the parent <code>ObjectContainer3D</code>. */ readonly scale: Vector3D; scaleTo(sx: number, sy: number, sz: number): void; /** * Defines the scale of the 3d object, relative to the local coordinates of the parent <code>ObjectContainer3D</code>. */ readonly skew: Vector3D; skewTo(sx: number, sy: number, sz: number): void; /** * */ readonly upVector: Vector3D; constructor(); dispose(): void; /** * Returns a Matrix3D object, which can transform the space of a specified * display object in relation to the current display object's space. You can * use the <code>getRelativeMatrix3D()</code> method to move one * three-dimensional display object relative to another three-dimensional * display object. * * @param relativeTo The display object relative to which the transformation * occurs. To get a Matrix3D object relative to the stage, * set the parameter to the <code>root</code> or * <code>stage</code> object. To get the world-relative * matrix of the display object, set the parameter to a * display object that has a perspective transformation * applied to it. * @return A Matrix3D object that can be used to transform the space from the * <code>relativeTo</code> display object to the current display * object space. */ getRelativeMatrix3D(relativeTo: DisplayObject): Matrix3D; /** * Moves the 3d object forwards along it's local z axis * * @param distance The length of the movement */ moveForward(distance: number): void; /** * Moves the 3d object backwards along it's local z axis * * @param distance The length of the movement */ moveBackward(distance: number): void; /** * Moves the 3d object backwards along it's local x axis * * @param distance The length of the movement */ moveLeft(distance: number): void; /** * Moves the 3d object forwards along it's local x axis * * @param distance The length of the movement */ moveRight(distance: number): void; /** * Moves the 3d object forwards along it's local y axis * * @param distance The length of the movement */ moveUp(distance: number): void; /** * Moves the 3d object backwards along it's local y axis * * @param distance The length of the movement */ moveDown(distance: number): void; /** * Moves the 3d object directly to a point in space * * @param dx The amount of movement along the local x axis. * @param dy The amount of movement along the local y axis. * @param dz The amount of movement along the local z axis. */ moveTo(dx: number, dy: number, dz: number): void; /** * Rotates the 3d object around it's local x-axis * * @param angle The amount of rotation in degrees */ pitch(angle: number): void; /** * Rotates the 3d object around it's local z-axis * * @param angle The amount of rotation in degrees */ roll(angle: number): void; /** * Rotates the 3d object around it's local y-axis * * @param angle The amount of rotation in degrees */ yaw(angle: number): void; /** * Rotates the 3d object around an axis by a defined angle * * @param axis The vector defining the axis of rotation * @param angle The amount of rotation in degrees */ rotate(axis: Vector3D, angle: number): void; /** * Moves the 3d object along a vector by a defined length * * @param axis The vector defining the axis of movement * @param distance The length of the movement */ translate(axis: Vector3D, distance: number): void; /** * Moves the 3d object along a vector by a defined length * * @param axis The vector defining the axis of movement * @param distance The length of the movement */ translateLocal(axis: Vector3D, distance: number): void; clearMatrix3D(): void; clearColorTransform(): void; /** * Invalidates the 3D transformation matrix, causing it to be updated upon the next request * * @private */ invalidateMatrix3D(): void; invalidateComponents(): void; /** * */ invalidatePosition(): void; invalidateColorTransform(): void; /** * */ private _updateMatrix3D(); private _updateComponents(); } export default Transform;