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);