import { Matrix } from '../math';
/**
* Generic class to deal with traditional 2D matrix transforms
*
* @class
* @memberof Tiny
*/
export default class TransformBase {
/**
*
*/
constructor() {
/**
* The global matrix transform. It can be swapped temporarily by some functions like getLocalBounds()
*
* @member {Tiny.Matrix}
*/
this.worldTransform = new Matrix();
/**
* The local matrix transform
*
* @member {Tiny.Matrix}
*/
this.localTransform = new Matrix();
this._worldID = 0;
this._parentID = 0;
}
/**
* TransformBase does not have decomposition, so this function wont do anything
*/
updateLocalTransform() {
// empty
}
/**
* Updates the values of the object and applies the parent's transform.
*
* @param {Tiny.TransformBase} parentTransform - The transform of the parent of this object
*/
updateTransform(parentTransform) {
const pt = parentTransform.worldTransform;
const wt = this.worldTransform;
const lt = this.localTransform;
// concat the parent matrix with the objects transform.
wt.a = (lt.a * pt.a) + (lt.b * pt.c);
wt.b = (lt.a * pt.b) + (lt.b * pt.d);
wt.c = (lt.c * pt.a) + (lt.d * pt.c);
wt.d = (lt.c * pt.b) + (lt.d * pt.d);
wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx;
wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty;
this._worldID++;
}
}
/**
* Updates the values of the object and applies the parent's transform.
*
* @param parentTransform {Tiny.Transform} The transform of the parent of this object
*
*/
TransformBase.prototype.updateWorldTransform = TransformBase.prototype.updateTransform;
TransformBase.IDENTITY = new TransformBase();