Phew.. lots of transform matrix math over and I can finally get all 4 points of a Sprite, regardless of rotation, translation or scale of itself or any of its parents.

This commit is contained in:
Richard Davey
2013-09-01 05:29:53 +01:00
parent 12e5d2aceb
commit 6ef89826df
3 changed files with 14 additions and 18 deletions
+6 -11
View File
@@ -30,20 +30,20 @@
s.addChild(s2);
// s.angle = 45;
s.scale.x = 0.5;
s.scale.y = 0.5;
// s2.scale.x = 2;
// s2.scale.y = 2;
s.scale.x = 2;
s.scale.y = 2;
s2.scale.x = 0.5;
s2.scale.y = 0.5;
s.anchor.setTo(0.5, 0.5);
s2.anchor.setTo(0.5, 0.5);
s2.anchor.setTo(0, 0);
}
function update() {
s.angle += 0.5;
// s2.angle += 1;
s2.angle += 1;
if (s.scale.x > -2)
{
@@ -55,11 +55,6 @@
function render() {
var scale1X = Math.sqrt((s2.worldTransform[0] * s2.worldTransform[0]) + (s2.worldTransform[1] * s2.worldTransform[1]));
var scale1Y = Math.sqrt((s2.worldTransform[3] * s2.worldTransform[3]) + (s2.worldTransform[4] * s2.worldTransform[4]));
game.debug.renderText('scaleX: ' + scale1X + ' scaleY: ' + scale1Y, 500, 32);
game.debug.renderWorldTransformInfo(s, 32, 32);
game.debug.renderLocalTransformInfo(s, 300, 32);
+6 -6
View File
@@ -158,8 +158,8 @@ Phaser.Sprite.prototype.update = function() {
this._sx = Math.sqrt((this._a00 * this._a00) + (this._a01 * this._a01));
this._sy = Math.sqrt((this._a10 * this._a10) + (this._a11 * this._a11));
this._sw = this.width * this._sx;
this._sh = this.height * this._sy;
this._sw = this.texture.frame.width * this._sx;
this._sh = this.texture.frame.height * this._sy;
this._a01 *= -1;
this._a10 *= -1;
@@ -167,12 +167,12 @@ Phaser.Sprite.prototype.update = function() {
this._id = 1 / (this._a00 * this._a11 + this._a01 * -this._a10);
// Update the edge points
this.offset.setTo(this._a02 - (this.anchor.x * this.width), this._a12 - (this.anchor.y * this.height));
this.offset.setTo(this._a02 - (this.anchor.x * this._sw), this._a12 - (this.anchor.y * this._sh));
this.getLocalPosition(this.topLeft, this.offset.x, this.offset.y);
this.getLocalPosition(this.topRight, this.offset.x + this.width, this.offset.y);
this.getLocalPosition(this.bottomLeft, this.offset.x, this.offset.y + this.height);
this.getLocalPosition(this.bottomRight, this.offset.x + this.width, this.offset.y + this.height);
this.getLocalPosition(this.topRight, this.offset.x + this._sw, this.offset.y);
this.getLocalPosition(this.bottomLeft, this.offset.x, this.offset.y + this._sh);
this.getLocalPosition(this.bottomRight, this.offset.x + this._sw, this.offset.y + this._sh);
// this.checkBounds();
+2 -1
View File
@@ -332,13 +332,14 @@ Phaser.Utils.Debug.prototype = {
this.start(x, y, color);
this.line('Local Transform');
// this.line('testX: ' + Math.floor(sprite.localTransform[3] + sprite.localTransform[0]));
this.line('skewX: ' + sprite.localTransform[3]);
this.line('skewY: ' + sprite.localTransform[1]);
this.line('scaleX: ' + sprite.localTransform[0]);
this.line('scaleY: ' + sprite.localTransform[4]);
this.line('transX: ' + sprite.localTransform[2]);
this.line('transY: ' + sprite.localTransform[5]);
this.line('sX: ' + sprite._sx);
this.line('sY: ' + sprite._sy);
},