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display_object_container_3d.dart
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display_object_container_3d.dart
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part of '../display.dart';
/// The abstract [DisplayObjectContainer3D] class enables 3D transformations
/// of 2D display objects.
///
/// Use the [rotationX], [rotationY] and [rotationZ] properties to rotate the
/// display object in 3D space. Use the [offsetX], [offsetY] and [offsetZ]
/// properties to move the display object in 3D space.
///
abstract class DisplayObjectContainer3D extends DisplayObjectContainer
implements TweenObject3D, RenderObject3D {
PerspectiveProjection perspectiveProjection = PerspectiveProjection();
num _offsetX = 0.0;
num _offsetY = 0.0;
num _offsetZ = 0.0;
num _rotationX = 0.0;
num _rotationY = 0.0;
num _rotationZ = 0.0;
bool _transformationMatrix3DRefresh = false;
final Matrix3D _transformationMatrix3D = Matrix3D.fromIdentity();
final Matrix3D _projectionMatrix3D = Matrix3D.fromIdentity();
//---------------------------------------------------------------------------
/// The offset to the x-axis for all children in 3D space.
@override
num get offsetX => _offsetX;
@override
set offsetX(num value) {
_offsetX = value;
_transformationMatrix3DRefresh = true;
}
/// The offset to the y-axis for all children in 3D space.
@override
num get offsetY => _offsetY;
@override
set offsetY(num value) {
_offsetY = value;
_transformationMatrix3DRefresh = true;
}
/// The offset to the z-axis for all children in 3D space.
@override
num get offsetZ => _offsetZ;
@override
set offsetZ(num value) {
_offsetZ = value;
_transformationMatrix3DRefresh = true;
}
/// The x-axis rotation in 3D space.
@override
num get rotationX => _rotationX;
@override
set rotationX(num value) {
_rotationX = value;
_transformationMatrix3DRefresh = true;
}
/// The y-axis rotation in 3D space.
@override
num get rotationY => _rotationY;
@override
set rotationY(num value) {
_rotationY = value;
_transformationMatrix3DRefresh = true;
}
/// The z-axis rotation in 3D space.
@override
num get rotationZ => _rotationZ;
@override
set rotationZ(num value) {
_rotationZ = value;
_transformationMatrix3DRefresh = true;
}
//---------------------------------------------------------------------------
@override
Matrix3D get transformationMatrix3D {
if (_transformationMatrix3DRefresh) {
_transformationMatrix3DRefresh = false;
_transformationMatrix3D.setIdentity();
_transformationMatrix3D.rotateX(0.0 - rotationX);
_transformationMatrix3D.rotateY(0.0 + rotationY);
_transformationMatrix3D.rotateZ(0.0 - rotationZ);
_transformationMatrix3D.translate(offsetX, offsetY, offsetZ);
}
return _transformationMatrix3D;
}
//---------------------------------------------------------------------------
@override
Matrix3D get projectionMatrix3D {
_calculateProjectionMatrix(_identityMatrix);
return _projectionMatrix3D;
}
//---------------------------------------------------------------------------
bool get isForwardFacing {
final matrix = globalTransformationMatrix3D;
final num m00 = matrix.m00;
final num m10 = matrix.m10;
final num m30 = matrix.m30;
final num m01 = matrix.m01;
final num m11 = matrix.m11;
final num m31 = matrix.m31;
final num m03 = matrix.m03;
final num m13 = matrix.m13;
final num m33 = matrix.m33;
final num x1 = (0.0 + m30) / (0.0 + m33);
final num y1 = (0.0 + m31) / (0.0 + m33);
final num x2 = (m00 + m30) / (m03 + m33);
final num y2 = (m01 + m31) / (m03 + m33);
final num x3 = (m10 + m30) / (m13 + m33);
final num y3 = (m11 + m31) / (m13 + m33);
return x1 * (y3 - y2) + x2 * (y1 - y3) + x3 * (y2 - y1) <= 0;
}
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
@override
Rectangle<num> get boundsTransformed {
final rectangle = bounds;
_calculateProjectionMatrix(transformationMatrix);
return _projectionMatrix3D.transformRectangle(rectangle, rectangle);
}
//---------------------------------------------------------------------------
@override
Point<num> localToParent(Point<num> localPoint, [Point<num>? returnPoint]) {
_calculateProjectionMatrix(transformationMatrix);
return _projectionMatrix3D.transformPoint(localPoint, returnPoint);
}
//---------------------------------------------------------------------------
@override
Point<num> parentToLocal(Point<num> parentPoint, [Point<num>? returnPoint]) {
_calculateProjectionMatrix(transformationMatrix);
return _projectionMatrix3D.transformPointInverse(parentPoint, returnPoint);
}
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
void _calculateProjectionMatrix(Matrix matrix) {
_projectionMatrix3D.copyFrom2D(matrix);
_projectionMatrix3D.prependTranslation(pivotX, pivotY, 0.0);
_projectionMatrix3D.prepend(perspectiveProjection.perspectiveMatrix3D);
_projectionMatrix3D.prepend(transformationMatrix3D);
_projectionMatrix3D.prependTranslation(0.0 - pivotX, 0.0 - pivotY, 0.0);
}
}