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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 {Matrix3DUtils} from "awayjs-core/lib/geom/Matrix3DUtils"; 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"; import {TransformEvent} from "../events/TransformEvent"; /** * 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> */ export class Transform extends EventDispatcher { private _concatenatedColorTransform:ColorTransform; private _concatenatedMatrix:Matrix; private _pixelBounds:Rectangle; private _colorTransform:ColorTransform; private _matrix3D:Matrix3D = new Matrix3D(); private _matrix3DDirty:boolean; private _rotation:Vector3D = new Vector3D(); private _skew:Vector3D = new Vector3D(); private _scale:Vector3D = new Vector3D(1, 1, 1); private _components:Array<Vector3D>; private _componentsDirty:boolean; /** * */ public get backVector():Vector3D { var director:Vector3D = Matrix3DUtils.getForward(this._matrix3D); director.negate(); return director; } /** * A ColorTransform object containing values that universally adjust the * colors in the display object. * * @throws TypeError The colorTransform is null when being set */ public get colorTransform():ColorTransform { return this._colorTransform; } public set colorTransform(val:ColorTransform) { if (this._colorTransform == val) return; this._colorTransform = val; this.invalidateColorTransform(); } /** * 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. */ public get concatenatedColorTransform():ColorTransform { return this._concatenatedColorTransform; //TODO } /** * 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. */ public get concatenatedMatrix():Matrix { return this._concatenatedMatrix; //TODO } /** * */ public get downVector():Vector3D { var director:Vector3D = Matrix3DUtils.getUp(this._matrix3D); director.negate(); return director; } /** * */ public get forwardVector():Vector3D { return Matrix3DUtils.getForward(this._matrix3D); } /** * */ public get leftVector():Vector3D { var director:Vector3D = Matrix3DUtils.getRight(this._matrix3D); director.negate(); return director; } /** * 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 */ public 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> */ public get matrix3D():Matrix3D { if (this._matrix3DDirty) this._updateMatrix3D(); return this._matrix3D; } public set matrix3D(val:Matrix3D) { for (var i:number = 0; i < 15; i++) this._matrix3D.rawData[i] = val.rawData[i]; this.invalidateComponents(); } /** * 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> */ public perspectiveProjection:PerspectiveProjection; /** * A Rectangle object that defines the bounding rectangle of the display * object on the stage. */ public get pixelBounds():Rectangle { return this._pixelBounds; } /** * Defines the position of the 3d object, relative to the local coordinates of the parent <code>ObjectContainer3D</code>. */ public get position():Vector3D { return this._matrix3D.position; } /** * */ public get rightVector():Vector3D { return Matrix3DUtils.getRight(this.matrix3D); } /** * Defines the rotation of the 3d object, relative to the local coordinates of the parent <code>ObjectContainer3D</code>. */ public get rotation():Vector3D { if (this._componentsDirty) this._updateComponents(); return this._rotation; } /** * 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. */ public rotateTo(ax:number, ay:number, az:number):void { if (this._componentsDirty) this._updateComponents(); this._rotation.x = ax; this._rotation.y = ay; this._rotation.z = az; this.invalidateMatrix3D(); } /** * Defines the scale of the 3d object, relative to the local coordinates of the parent <code>ObjectContainer3D</code>. */ public get scale():Vector3D { if (this._componentsDirty) this._updateComponents(); return this._scale; } public scaleTo(sx:number, sy:number, sz:number):void { if (this._componentsDirty) this._updateComponents(); this._scale.x = sx; this._scale.y = sy; this._scale.z = sz; this.invalidateMatrix3D(); } /** * Defines the scale of the 3d object, relative to the local coordinates of the parent <code>ObjectContainer3D</code>. */ public get skew():Vector3D { if (this._componentsDirty) this._updateComponents(); return this._skew; } public skewTo(sx:number, sy:number, sz:number):void { if (this._componentsDirty) this._updateComponents(); this._skew.x = sx; this._skew.y = sy; this._skew.z = sz; this.invalidateMatrix3D(); } /** * */ public get upVector():Vector3D { return Matrix3DUtils.getUp(this.matrix3D); } constructor() { super(); // Cached vector of transformation components used when // recomposing the transform matrix in updateTransform() this._components = new Array<Vector3D>(4); this._components[1] = this._rotation; this._components[2] = this._skew; this._components[3] = this._scale; } public 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. */ public getRelativeMatrix3D(relativeTo:DisplayObject):Matrix3D { return new Matrix3D(); //TODO } /** * Moves the 3d object forwards along it's local z axis * * @param distance The length of the movement */ public moveForward(distance:number):void { this.translateLocal(Vector3D.Z_AXIS, distance); } /** * Moves the 3d object backwards along it's local z axis * * @param distance The length of the movement */ public moveBackward(distance:number):void { this.translateLocal(Vector3D.Z_AXIS, -distance); } /** * Moves the 3d object backwards along it's local x axis * * @param distance The length of the movement */ public moveLeft(distance:number):void { this.translateLocal(Vector3D.X_AXIS, -distance); } /** * Moves the 3d object forwards along it's local x axis * * @param distance The length of the movement */ public moveRight(distance:number):void { this.translateLocal(Vector3D.X_AXIS, distance); } /** * Moves the 3d object forwards along it's local y axis * * @param distance The length of the movement */ public moveUp(distance:number):void { this.translateLocal(Vector3D.Y_AXIS, distance); } /** * Moves the 3d object backwards along it's local y axis * * @param distance The length of the movement */ public moveDown(distance:number):void { this.translateLocal(Vector3D.Y_AXIS, -distance); } /** * 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. */ public moveTo(dx:number, dy:number, dz:number):void { this._matrix3D.rawData[12] = dx; this._matrix3D.rawData[13] = dy; this._matrix3D.rawData[14] = dz; this.invalidatePosition(); } /** * Rotates the 3d object around it's local x-axis * * @param angle The amount of rotation in degrees */ public pitch(angle:number):void { this.rotate(Vector3D.X_AXIS, angle); } /** * Rotates the 3d object around it's local z-axis * * @param angle The amount of rotation in degrees */ public roll(angle:number):void { this.rotate(Vector3D.Z_AXIS, angle); } /** * Rotates the 3d object around it's local y-axis * * @param angle The amount of rotation in degrees */ public yaw(angle:number):void { this.rotate(Vector3D.Y_AXIS, angle); } /** * 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 */ public rotate(axis:Vector3D, angle:number):void { this.matrix3D.prependRotation(angle, axis); this.invalidateComponents(); } /** * 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 */ public translate(axis:Vector3D, distance:number):void { var x:number = axis.x, y:number = axis.y, z:number = axis.z; var len:number = distance/Math.sqrt(x*x + y*y + z*z); this.matrix3D.appendTranslation(x*len, y*len, z*len); this.invalidatePosition(); } /** * 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 */ public translateLocal(axis:Vector3D, distance:number):void { var x:number = axis.x, y:number = axis.y, z:number = axis.z; var len:number = distance/Math.sqrt(x*x + y*y + z*z); this.matrix3D.prependTranslation(x*len, y*len, z*len); this.invalidatePosition(); } public clearMatrix3D():void { this._matrix3D.identity(); this.invalidateComponents(); } public clearColorTransform():void { if (!this._colorTransform) return; this._colorTransform.clear(); this.invalidateColorTransform(); } /** * Invalidates the 3D transformation matrix, causing it to be updated upon the next request * * @private */ public invalidateMatrix3D():void { this._matrix3DDirty = true; this.dispatchEvent(new TransformEvent(TransformEvent.INVALIDATE_MATRIX3D, this)); } public invalidateComponents():void { this.invalidatePosition(); this._componentsDirty = true; } /** * */ public invalidatePosition():void { this._matrix3D.invalidatePosition(); this.dispatchEvent(new TransformEvent(TransformEvent.INVALIDATE_MATRIX3D, this)); } public invalidateColorTransform():void { this.dispatchEvent(new TransformEvent(TransformEvent.INVALIDATE_COLOR_TRANSFORM, this)); } /** * */ private _updateMatrix3D():void { this._matrix3D.recompose(this._components); this._matrix3DDirty = false; } private _updateComponents():void { var elements:Array<Vector3D> = this._matrix3D.decompose(); var vec:Vector3D; vec = elements[1]; this._rotation.x = vec.x; this._rotation.y = vec.y; this._rotation.z = vec.z; vec = elements[2]; this._skew.x = vec.x; this._skew.y = vec.y; this._skew.z = vec.z; vec = elements[3]; this._scale.x = vec.x; this._scale.y = vec.y; this._scale.z = vec.z; this._componentsDirty = false; } }