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dragonbones-runtime

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the tools to build dragonbones file for diffrent framework

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////////////////////////////////////////////////////////////////////////////////////// // // Copyright (c) 2014-present, Egret Technology. // All rights reserved. // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are met: // // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of the Egret nor the // names of its contributors may be used to endorse or promote products // derived from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY EGRET AND CONTRIBUTORS "AS IS" AND ANY EXPRESS // OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES // OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. // IN NO EVENT SHALL EGRET AND CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, // INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;LOSS OF USE, DATA, // OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF // LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING // NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // ////////////////////////////////////////////////////////////////////////////////////// namespace egret { let PI = Math.PI; let TwoPI = PI * 2; let DEG_TO_RAD:number = PI / 180; let matrixPool:Matrix[] = []; /** * The Matrix class represents a transformation matrix that determines how to map points from one coordinate space to * another. You can perform various graphical transformations on a display object by setting the properties of a Matrix * object, applying that Matrix object to the matrix property of a display object, These transformation functions include * translation (x and y repositioning), rotation, scaling, and skewing. * @version Egret 2.4 * @platform Web,Native * @includeExample egret/geom/Matrix.ts * @language en_US */ /** * Matrix 类表示一个转换矩阵,它确定如何将点从一个坐标空间映射到另一个坐标空间。 * 您可以对一个显示对象执行不同的图形转换,方法是设置 Matrix 对象的属性,将该 Matrix * 对象应用于显示对象的 matrix 属性。这些转换函数包括平移(x 和 y 重新定位)、旋转、缩放和倾斜。 * @version Egret 2.4 * @platform Web,Native * @includeExample egret/geom/Matrix.ts * @language zh_CN */ export class Matrix extends HashObject { /** * Releases a matrix instance to the object pool * @param matrix matrix that Needs to be recycled * @version Egret 2.4 * @platform Web,Native * @language en_US */ /** * 释放一个Matrix实例到对象池 * @param matrix 需要回收的 matrix * @version Egret 2.4 * @platform Web,Native * @language zh_CN */ public static release(matrix:Matrix):void { if(!matrix){ return; } matrixPool.push(matrix); } /** * get a matrix instance from the object pool or create a new one. * @version Egret 2.4 * @platform Web,Native * @language en_US */ /** * 从对象池中取出或创建一个新的Matrix对象。 * @version Egret 2.4 * @platform Web,Native * @language zh_CN */ public static create():Matrix { let matrix = matrixPool.pop(); if (!matrix) { matrix = new Matrix(); } return matrix; } /** * Creates a new Matrix object with the specified parameters. * @param a The value that affects the positioning of pixels along the x axis when scaling or rotating an image. * @param b The value that affects the positioning of pixels along the y axis when rotating or skewing an image. * @param c The value that affects the positioning of pixels along the x axis when rotating or skewing an image. * @param d The value that affects the positioning of pixels along the y axis when scaling or rotating an image.. * @param tx The distance by which to translate each point along the x axis. * @param ty The distance by which to translate each point along the y axis. * @version Egret 2.4 * @platform Web,Native * @language en_US */ /** * 使用指定参数创建一个 Matrix 对象 * @param a 缩放或旋转图像时影响像素沿 x 轴定位的值。 * @param b 旋转或倾斜图像时影响像素沿 y 轴定位的值。 * @param c 旋转或倾斜图像时影响像素沿 x 轴定位的值。 * @param d 缩放或旋转图像时影响像素沿 y 轴定位的值。 * @param tx 沿 x 轴平移每个点的距离。 * @param ty 沿 y 轴平移每个点的距离。 * @version Egret 2.4 * @platform Web,Native * @language zh_CN */ constructor(a:number = 1, b:number = 0, c:number = 0, d:number = 1, tx:number = 0, ty:number = 0) { super(); this.a = a; this.b = b; this.c = c; this.d = d; this.tx = tx; this.ty = ty; } /** * The value that affects the positioning of pixels along the x axis when scaling or rotating an image. * @default 1 * @version Egret 2.4 * @platform Web,Native * @language en_US */ /** * 缩放或旋转图像时影响像素沿 x 轴定位的值 * @default 1 * @version Egret 2.4 * @platform Web,Native * @language zh_CN */ public a:number; /** * The value that affects the positioning of pixels along the y axis when rotating or skewing an image. * @default 0 * @version Egret 2.4 * @platform Web,Native * @language en_US */ /** * 旋转或倾斜图像时影响像素沿 y 轴定位的值 * @default 0 * @version Egret 2.4 * @platform Web,Native * @language zh_CN */ public b:number; /** * The value that affects the positioning of pixels along the x axis when rotating or skewing an image. * @default 0 * @version Egret 2.4 * @platform Web,Native * @language en_US */ /** * 旋转或倾斜图像时影响像素沿 x 轴定位的值 * @default 0 * @version Egret 2.4 * @platform Web,Native * @language zh_CN */ public c:number; /** * The value that affects the positioning of pixels along the y axis when scaling or rotating an image. * @default 1 * @version Egret 2.4 * @platform Web,Native * @language en_US */ /** * 缩放或旋转图像时影响像素沿 y 轴定位的值 * @default 1 * @version Egret 2.4 * @platform Web,Native * @language zh_CN */ public d:number; /** * The distance by which to translate each point along the x axis. * @default 0 * @version Egret 2.4 * @platform Web,Native * @language en_US */ /** * 沿 x 轴平移每个点的距离 * @default 0 * @version Egret 2.4 * @platform Web,Native * @language zh_CN */ public tx:number; /** * The distance by which to translate each point along the y axis. * @default 0 * @version Egret 2.4 * @platform Web,Native * @language en_US */ /** * 沿 y 轴平移每个点的距离 * @default 0 * @version Egret 2.4 * @platform Web,Native * @language zh_CN */ public ty:number; /** * Returns a new Matrix object that is a clone of this matrix, with an exact copy of the contained object. * @version Egret 2.4 * @platform Web,Native * @language en_US */ /** * 返回一个新的 Matrix 对象,它是此矩阵的克隆,带有与所含对象完全相同的副本。 * @version Egret 2.4 * @platform Web,Native * @language zh_CN */ public clone():Matrix { return new Matrix(this.a, this.b, this.c, this.d, this.tx, this.ty); } /** * Concatenates a matrix with the current matrix, effectively combining the geometric effects of the two. In mathematical * terms, concatenating two matrixes is the same as combining them using matrix multiplication. * @param other The matrix to be concatenated to the source matrix. * @version Egret 2.4 * @platform Web,Native * @language en_US */ /** * 将某个矩阵与当前矩阵连接,从而将这两个矩阵的几何效果有效地结合在一起。在数学术语中,将两个矩阵连接起来与使用矩阵乘法将它们结合起来是相同的。 * @param other 要连接到源矩阵的矩阵。 * @version Egret 2.4 * @platform Web,Native * @language zh_CN */ public concat(other:Matrix):void { let a = this.a * other.a; let b = 0.0; let c = 0.0; let d = this.d * other.d; let tx = this.tx * other.a + other.tx; let ty = this.ty * other.d + other.ty; if (this.b !== 0.0 || this.c !== 0.0 || other.b !== 0.0 || other.c !== 0.0) { a += this.b * other.c; d += this.c * other.b; b += this.a * other.b + this.b * other.d; c += this.c * other.a + this.d * other.c; tx += this.ty * other.c; ty += this.tx * other.b; } this.a = a; this.b = b; this.c = c; this.d = d; this.tx = tx; this.ty = ty; } /** * Copies all of the matrix data from the source Point object into the calling Matrix object. * @param other The Matrix object from which to copy the data. * @version Egret 2.4 * @platform Web,Native * @language en_US */ /** * 将源 Matrix 对象中的所有矩阵数据复制到调用方 Matrix 对象中。 * @param other 要拷贝的目标矩阵 * @version Egret 2.4 * @platform Web,Native * @language zh_CN */ public copyFrom(other:Matrix):Matrix { this.a = other.a; this.b = other.b; this.c = other.c; this.d = other.d; this.tx = other.tx; this.ty = other.ty; return this; } /** * Sets each matrix property to a value that causes a null transformation. An object transformed by applying an * identity matrix will be identical to the original. After calling the identity() method, the resulting matrix * has the following properties: a=1, b=0, c=0, d=1, tx=0, ty=0. * @version Egret 2.4 * @platform Web,Native * @language en_US */ /** * 为每个矩阵属性设置一个值,该值将导致矩阵无转换。通过应用恒等矩阵转换的对象将与原始对象完全相同。 * 调用 identity() 方法后,生成的矩阵具有以下属性:a=1、b=0、c=0、d=1、tx=0 和 ty=0。 * @version Egret 2.4 * @platform Web,Native * @language zh_CN */ public identity():void { this.a = this.d = 1; this.b = this.c = this.tx = this.ty = 0; } /** * Performs the opposite transformation of the original matrix. You can apply an inverted matrix to an object to * undo the transformation performed when applying the original matrix. * @version Egret 2.4 * @platform Web,Native * @language en_US */ /** * 执行原始矩阵的逆转换。 * 您可以将一个逆矩阵应用于对象来撤消在应用原始矩阵时执行的转换。 * @version Egret 2.4 * @platform Web,Native * @language zh_CN */ public invert():void { this.$invertInto(this); } /** * @private */ $invertInto(target:Matrix):void { let a = this.a; let b = this.b; let c = this.c; let d = this.d; let tx = this.tx; let ty = this.ty; if (b == 0 && c == 0) { target.b = target.c = 0; if(a==0||d==0){ target.a = target.d = target.tx = target.ty = 0; } else{ a = target.a = 1 / a; d = target.d = 1 / d; target.tx = -a * tx; target.ty = -d * ty; } return; } let determinant = a * d - b * c; if (determinant == 0) { target.identity(); return; } determinant = 1 / determinant; let k = target.a = d * determinant; b = target.b = -b * determinant; c = target.c = -c * determinant; d = target.d = a * determinant; target.tx = -(k * tx + c * ty); target.ty = -(b * tx + d * ty); } /** * Applies a rotation transformation to the Matrix object. * The rotate() method alters the a, b, c, and d properties of the Matrix object. * @param angle The rotation angle in radians. * @version Egret 2.4 * @platform Web,Native * @language en_US */ /** * 对 Matrix 对象应用旋转转换。 * rotate() 方法将更改 Matrix 对象的 a、b、c 和 d 属性。 * @param angle 以弧度为单位的旋转角度。 * @version Egret 2.4 * @platform Web,Native * @language zh_CN */ public rotate(angle:number):void { angle = +angle; if (angle !== 0) { angle = angle / DEG_TO_RAD; let u = egret.NumberUtils.cos(angle); let v = egret.NumberUtils.sin(angle); let ta = this.a; let tb = this.b; let tc = this.c; let td = this.d; let ttx = this.tx; let tty = this.ty; this.a = ta * u - tb * v; this.b = ta * v + tb * u; this.c = tc * u - td * v; this.d = tc * v + td * u; this.tx = ttx * u - tty * v; this.ty = ttx * v + tty * u; } } /** * Applies a scaling transformation to the matrix. The x axis is multiplied by sx, and the y axis it is multiplied by sy. * The scale() method alters the a and d properties of the Matrix object. * @param sx A multiplier used to scale the object along the x axis. * @param sy A multiplier used to scale the object along the y axis. * @version Egret 2.4 * @platform Web,Native * @language en_US */ /** * 对矩阵应用缩放转换。x 轴乘以 sx,y 轴乘以 sy。 * scale() 方法将更改 Matrix 对象的 a 和 d 属性。 * @param sx 用于沿 x 轴缩放对象的乘数。 * @param sy 用于沿 y 轴缩放对象的乘数。 * @version Egret 2.4 * @platform Web,Native * @language zh_CN */ public scale(sx:number, sy:number):void { if (sx !== 1) { this.a *= sx; this.c *= sx; this.tx *= sx; } if (sy !== 1) { this.b *= sy; this.d *= sy; this.ty *= sy; } } /** * Sets the members of Matrix to the specified values * @param a The value that affects the positioning of pixels along the x axis when scaling or rotating an image. * @param b The value that affects the positioning of pixels along the y axis when rotating or skewing an image. * @param c The value that affects the positioning of pixels along the x axis when rotating or skewing an image. * @param d The value that affects the positioning of pixels along the y axis when scaling or rotating an image.. * @param tx The distance by which to translate each point along the x axis. * @param ty The distance by which to translate each point along the y axis. * @version Egret 2.4 * @platform Web,Native * @language en_US */ /** * 将 Matrix 的成员设置为指定值 * @param a 缩放或旋转图像时影响像素沿 x 轴定位的值。 * @param b 旋转或倾斜图像时影响像素沿 y 轴定位的值。 * @param c 旋转或倾斜图像时影响像素沿 x 轴定位的值。 * @param d 缩放或旋转图像时影响像素沿 y 轴定位的值。 * @param tx 沿 x 轴平移每个点的距离。 * @param ty 沿 y 轴平移每个点的距离。 * @version Egret 2.4 * @platform Web,Native * @language zh_CN */ public setTo(a:number, b:number, c:number, d:number, tx:number, ty:number):Matrix { this.a = a; this.b = b; this.c = c; this.d = d; this.tx = tx; this.ty = ty; return this; } /** * Returns the result of applying the geometric transformation represented by the Matrix object to the specified point. * @param pointX The x coordinate for which you want to get the result of the Matrix transformation. * @param pointY The y coordinate for which you want to get the result of the Matrix transformation. * @param resultPoint A reusable instance of Point for saving the results. Passing this parameter can reduce the * number of reallocate objects, which allows you to get better code execution performance. * @returns The point resulting from applying the Matrix transformation. * @version Egret 2.4 * @platform Web,Native * @language en_US */ /** * 返回将 Matrix 对象表示的几何转换应用于指定点所产生的结果。 * @param pointX 想要获得其矩阵转换结果的点的x坐标。 * @param pointY 想要获得其矩阵转换结果的点的y坐标。 * @param resultPoint 框架建议尽可能减少创建对象次数来优化性能,可以从外部传入一个复用的Point对象来存储结果,若不传入将创建一个新的Point对象返回。 * @returns 由应用矩阵转换所产生的点。 * @version Egret 2.4 * @platform Web,Native * @language zh_CN */ public transformPoint(pointX:number, pointY:number, resultPoint?:Point):Point { let x = this.a * pointX + this.c * pointY + this.tx; let y = this.b * pointX + this.d * pointY + this.ty; if (resultPoint) { resultPoint.setTo(x, y); return resultPoint; } return new Point(x, y); } /** * Translates the matrix along the x and y axes, as specified by the dx and dy parameters. * @param dx The amount of movement along the x axis to the right, in pixels. * @param dy The amount of movement down along the y axis, in pixels. * @version Egret 2.4 * @platform Web,Native * @language en_US */ /** * 沿 x 和 y 轴平移矩阵,由 dx 和 dy 参数指定。 * @param dx 沿 x 轴向右移动的量(以像素为单位)。 * @param dy 沿 y 轴向下移动的量(以像素为单位)。 * @version Egret 2.4 * @platform Web,Native * @language zh_CN */ public translate(dx:number, dy:number):void { this.tx += dx; this.ty += dy; } /** * Determines whether two matrixes are equal. * @param other The matrix to be compared. * @returns A value of true if the object is equal to this Matrix object; false if it is not equal. * @version Egret 2.4 * @platform Web,Native * @language en_US */ /** * 是否与另一个矩阵数据相等 * @param other 要比较的另一个矩阵对象。 * @returns 是否相等,ture表示相等。 * @version Egret 2.4 * @platform Web,Native * @language zh_CN */ public equals(other:Matrix):boolean { return this.a == other.a && this.b == other.b && this.c == other.c && this.d == other.d && this.tx == other.tx && this.ty == other.ty; } /** * prepend matrix * @param a The value that affects the positioning of pixels along the x axis when scaling or rotating an image. * @param b The value that affects the positioning of pixels along the y axis when rotating or skewing an image. * @param c The value that affects the positioning of pixels along the x axis when rotating or skewing an image. * @param d The value that affects the positioning of pixels along the y axis when scaling or rotating an image.. * @param tx The distance by which to translate each point along the x axis. * @param ty The distance by which to translate each point along the y axis. * @returns matrix * @version Egret 2.4 * @platform Web,Native * @language en_US */ /** * 前置矩阵 * @param a 缩放或旋转图像时影响像素沿 x 轴定位的值 * @param b 缩放或旋转图像时影响像素沿 y 轴定位的值 * @param c 缩放或旋转图像时影响像素沿 x 轴定位的值 * @param d 缩放或旋转图像时影响像素沿 y 轴定位的值 * @param tx 沿 x 轴平移每个点的距离 * @param ty 沿 y 轴平移每个点的距离 * @returns 矩阵自身 * @version Egret 2.4 * @platform Web,Native * @language zh_CN */ public prepend(a:number, b:number, c:number, d:number, tx:number, ty:number):Matrix { let tx1 = this.tx; if (a != 1 || b != 0 || c != 0 || d != 1) { let a1 = this.a; let c1 = this.c; this.a = a1 * a + this.b * c; this.b = a1 * b + this.b * d; this.c = c1 * a + this.d * c; this.d = c1 * b + this.d * d; } this.tx = tx1 * a + this.ty * c + tx; this.ty = tx1 * b + this.ty * d + ty; return this; } /** * append matrix * @param a The value that affects the positioning of pixels along the x axis when scaling or rotating an image. * @param b The value that affects the positioning of pixels along the y axis when rotating or skewing an image. * @param c The value that affects the positioning of pixels along the x axis when rotating or skewing an image. * @param d The value that affects the positioning of pixels along the y axis when scaling or rotating an image.. * @param tx The distance by which to translate each point along the x axis. * @param ty The distance by which to translate each point along the y axis. * @returns matrix * @version Egret 2.4 * @platform Web,Native * @language en_US */ /** * 后置矩阵 * @param a 缩放或旋转图像时影响像素沿 x 轴定位的值 * @param b 缩放或旋转图像时影响像素沿 y 轴定位的值 * @param c 缩放或旋转图像时影响像素沿 x 轴定位的值 * @param d 缩放或旋转图像时影响像素沿 y 轴定位的值 * @param tx 沿 x 轴平移每个点的距离 * @param ty 沿 y 轴平移每个点的距离 * @returns 矩阵自身 * @version Egret 2.4 * @platform Web,Native * @language zh_CN */ public append(a:number, b:number, c:number, d:number, tx:number, ty:number):Matrix { let a1 = this.a; let b1 = this.b; let c1 = this.c; let d1 = this.d; if (a != 1 || b != 0 || c != 0 || d != 1) { this.a = a * a1 + b * c1; this.b = a * b1 + b * d1; this.c = c * a1 + d * c1; this.d = c * b1 + d * d1; } this.tx = tx * a1 + ty * c1 + this.tx; this.ty = tx * b1 + ty * d1 + this.ty; return this; } /** * Given a point in the pretransform coordinate space, returns the coordinates of that point after the transformation occurs. * Unlike the standard transformation applied using the transformPoint() method, the deltaTransformPoint() method's transformation does not consider the translation parameters tx and ty. * @param point The point for which you want to get the result of the matrix transformation. * @returns The point resulting from applying the matrix transformation. * @version Egret 2.4 * @platform Web,Native * @language en_US */ /** * 如果给定预转换坐标空间中的点,则此方法返回发生转换后该点的坐标。 * 与使用 transformPoint() 方法应用的标准转换不同,deltaTransformPoint() 方法的转换不考虑转换参数 tx 和 ty。 * @param point 想要获得其矩阵转换结果的点 * @returns 由应用矩阵转换所产生的点 * @version Egret 2.4 * @platform Web,Native * @language zh_CN */ public deltaTransformPoint(point:Point):Point { let self = this; let x = self.a * point.x + self.c * point.y; let y = self.b * point.x + self.d * point.y; return new egret.Point(x, y); } /** * Returns a text value listing the properties of the Matrix object. * @returns A string containing the values of the properties of the Matrix object: a, b, c, d, tx, and ty. * @version Egret 2.4 * @platform Web,Native * @language en_US */ /** * 返回将 Matrix 对象表示的几何转换应用于指定点所产生的结果。 * @returns 一个字符串,它包含 Matrix 对象的属性值:a、b、c、d、tx 和 ty。 * @version Egret 2.4 * @platform Web,Native * @language zh_CN */ public toString():string { return "(a=" + this.a + ", b=" + this.b + ", c=" + this.c + ", d=" + this.d + ", tx=" + this.tx + ", ty=" + this.ty + ")"; } /** * Includes parameters for scaling, rotation, and translation. When applied to a matrix it sets the matrix's values based on those parameters. * @param scaleX The factor by which to scale horizontally. * @param scaleY The factor by which scale vertically. * @param rotation The amount to rotate, in radians. * @param tx The number of pixels to translate (move) to the right along the x axis. * @param ty The number of pixels to translate (move) down along the y axis. * @version Egret 2.4 * @platform Web,Native * @language en_US */ /** * 包括用于缩放、旋转和转换的参数。当应用于矩阵时,该方法会基于这些参数设置矩阵的值。 * @param scaleX 水平缩放所用的系数 * @param scaleY 垂直缩放所用的系数 * @param rotation 旋转量(以弧度为单位) * @param tx 沿 x 轴向右平移(移动)的像素数 * @param ty 沿 y 轴向下平移(移动)的像素数 * @version Egret 2.4 * @platform Web,Native * @language zh_CN */ public createBox(scaleX:number, scaleY:number, rotation:number = 0, tx:number = 0, ty:number = 0):void { let self = this; if (rotation !== 0) { rotation = rotation / DEG_TO_RAD; let u = egret.NumberUtils.cos(rotation); let v = egret.NumberUtils.sin(rotation); self.a = u * scaleX; self.b = v * scaleY; self.c = -v * scaleX; self.d = u * scaleY; } else { self.a = scaleX; self.b = 0; self.c = 0; self.d = scaleY; } self.tx = tx; self.ty = ty; } /** * Creates the specific style of matrix expected by the beginGradientFill() and lineGradientStyle() methods of the Graphics class. * Width and height are scaled to a scaleX/scaleY pair and the tx/ty values are offset by half the width and height. * @param width The width of the gradient box. * @param height The height of the gradient box. * @param rotation The amount to rotate, in radians. * @param tx The distance, in pixels, to translate to the right along the x axis. This value is offset by half of the width parameter. * @param ty The distance, in pixels, to translate down along the y axis. This value is offset by half of the height parameter. * @version Egret 2.4 * @platform Web,Native * @language en_US */ /** * 创建 Graphics 类的 beginGradientFill() 和 lineGradientStyle() 方法所需的矩阵的特定样式。 * 宽度和高度被缩放为 scaleX/scaleY 对,而 tx/ty 值偏移了宽度和高度的一半。 * @param width 渐变框的宽度 * @param height 渐变框的高度 * @param rotation 旋转量(以弧度为单位) * @param tx 沿 x 轴向右平移的距离(以像素为单位)。此值将偏移 width 参数的一半 * @param ty 沿 y 轴向下平移的距离(以像素为单位)。此值将偏移 height 参数的一半 * @version Egret 2.4 * @platform Web,Native * @language zh_CN */ public createGradientBox(width:number, height:number, rotation:number = 0, tx:number = 0, ty:number = 0):void { this.createBox(width / 1638.4, height / 1638.4, rotation, tx + width / 2, ty + height / 2); } /** * @private */ $transformBounds(bounds:Rectangle):void { let a = this.a; let b = this.b; let c = this.c; let d = this.d; let tx = this.tx; let ty = this.ty; let x = bounds.x; let y = bounds.y; let xMax = x + bounds.width; let yMax = y + bounds.height; let x0 = a * x + c * y + tx; let y0 = b * x + d * y + ty; let x1 = a * xMax + c * y + tx; let y1 = b * xMax + d * y + ty; let x2 = a * xMax + c * yMax + tx; let y2 = b * xMax + d * yMax + ty; let x3 = a * x + c * yMax + tx; let y3 = b * x + d * yMax + ty; let tmp = 0; if (x0 > x1) { tmp = x0; x0 = x1; x1 = tmp; } if (x2 > x3) { tmp = x2; x2 = x3; x3 = tmp; } bounds.x = Math.floor(x0 < x2 ? x0 : x2); bounds.width = Math.ceil((x1 > x3 ? x1 : x3) - bounds.x); if (y0 > y1) { tmp = y0; y0 = y1; y1 = tmp; } if (y2 > y3) { tmp = y2; y2 = y3; y3 = tmp; } bounds.y = Math.floor(y0 < y2 ? y0 : y2); bounds.height = Math.ceil((y1 > y3 ? y1 : y3) - bounds.y); } /** * @private */ private getDeterminant() { return this.a * this.d - this.b * this.c; } /** * @private */ $getScaleX():number { let m = this; if (m.a == 1 && m.b == 0) { return 1; } let result = Math.sqrt(m.a * m.a + m.b * m.b); return this.getDeterminant() < 0 ? -result : result; } /** * @private */ $getScaleY():number { let m = this; if (m.c == 0 && m.d == 1) { return 1; } let result = Math.sqrt(m.c * m.c + m.d * m.d); return this.getDeterminant() < 0 ? -result : result; } /** * @private */ $getSkewX():number { return Math.atan2(this.d, this.c) - (PI / 2); } /** * @private */ $getSkewY():number { return Math.atan2(this.b, this.a); } /** * @private */ $updateScaleAndRotation(scaleX:number, scaleY:number, skewX:number, skewY:number) { if ((skewX == 0 || skewX == TwoPI) && (skewY == 0 || skewY == TwoPI)) { this.a = scaleX; this.b = this.c = 0; this.d = scaleY; return; } skewX = skewX / DEG_TO_RAD; skewY = skewY / DEG_TO_RAD; let u = egret.NumberUtils.cos(skewX); let v = egret.NumberUtils.sin(skewX); if (skewX == skewY) { this.a = u * scaleX; this.b = v * scaleX; } else { this.a = egret.NumberUtils.cos(skewY) * scaleX; this.b = egret.NumberUtils.sin(skewY) * scaleX; } this.c = -v * scaleY; this.d = u * scaleY; } /** * @private * target = other * this */ $preMultiplyInto(other:Matrix, target:Matrix):void { let a = other.a * this.a; let b = 0.0; let c = 0.0; let d = other.d * this.d; let tx = other.tx * this.a + this.tx; let ty = other.ty * this.d + this.ty; if (other.b !== 0.0 || other.c !== 0.0 || this.b !== 0.0 || this.c !== 0.0) { a += other.b * this.c; d += other.c * this.b; b += other.a * this.b + other.b * this.d; c += other.c * this.a + other.d * this.c; tx += other.ty * this.c; ty += other.tx * this.b; } target.a = a; target.b = b; target.c = c; target.d = d; target.tx = tx; target.ty = ty; } } /** * @private * 仅供框架内复用,要防止暴露引用到外部。 */ export let $TempMatrix = new Matrix(); }