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PIXI rotation about the x-axis working
PIXI.DisplayObject.prototype.updateTransform = function()
{
// TODO OPTIMIZE THIS!! with dirty
if(this.rotation != this.rotationCache)
{
this.rotationCache = this.rotation;
this._sr = Math.sin(this.rotation);
this._cr = Math.cos(this.rotation);
}
var localTransform = this.localTransform;
var parentTransform = this.parent.worldTransform;
var worldTransform = this.worldTransform;
//console.log(localTransform)
//z-axis or 2D transformation
/*
localTransform[0] = this._cr;
localTransform[1] = this._sr;
localTransform[3] = -this._sr;
localTransform[4] = this._cr;
*/
//x - axis
localTransform[4] = this._cr;
localTransform[5] = -this._sr + this.position.y;
localTransform[7] = this._sr;
localTransform[8] = this._cr;
///AAARR GETTER SETTTER!
localTransform[2] = this.position.x;
//localTransform[5] = this.position.y;
// Cache the matrix values (makes for huge speed increases!)
var a00 = localTransform[0], a01 = localTransform[1], a02 = localTransform[2],
a10 = localTransform[3], a11 = localTransform[4], a12 = localTransform[5],
b00 = parentTransform[0], b01 = parentTransform[1], b02 = parentTransform[2],
b10 = parentTransform[3], b11 = parentTransform[4], b12 = parentTransform[5];
worldTransform[0] = b00 * a00 + b01 * a10;
worldTransform[1] = b00 * a01 + b01 * a11;
worldTransform[2] = b00 * a02 + b01 * a12 + b02;
worldTransform[3] = b10 * a00 + b11 * a10;
worldTransform[4] = b10 * a01 + b11 * a11;
worldTransform[5] = b10 * a02 + b11 * a12 + b12;
// because we are using affine transformation, we can optimise the matrix concatenation process.. wooo!
// mat3.multiply(this.localTransform, this.parent.worldTransform, this.worldTransform);
this.worldAlpha = this.alpha * this.parent.worldAlpha;
}
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