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CCNode.js
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CCNode.js
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/****************************************************************************
Copyright (c) 2013-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
'use strict';
import { mat4, vec2, vec3, quat, trs } from './vmath';
const BaseNode = require('./utils/base-node');
const PrefabHelper = require('./utils/prefab-helper');
const nodeMemPool = require('./utils/trans-pool').NodeMemPool;
const AffineTrans = require('./utils/affine-transform');
const eventManager = require('./event-manager');
const macro = require('./platform/CCMacro');
const js = require('./platform/js');
const Event = require('./event/event');
const EventTarget = require('./event/event-target');
const RenderFlow = require('./renderer/render-flow');
const Flags = cc.Object.Flags;
const Destroying = Flags.Destroying;
const ERR_INVALID_NUMBER = CC_EDITOR && 'The %s is invalid';
const ONE_DEGREE = Math.PI / 180;
var ActionManagerExist = !!cc.ActionManager;
var emptyFunc = function () {};
// getWorldPosition temp var
var _gwpVec3 = cc.v3();
var _gwpQuat = cc.quat();
// _invTransformPoint temp var
var _tpVec3a = cc.v3();
var _tpVec3b = cc.v3();
var _tpQuata = cc.quat();
var _tpQuatb = cc.quat();
// setWorldPosition temp var
var _swpVec3 = cc.v3();
// getWorldScale temp var
var _gwsVec3 = cc.v3();
// setWorldScale temp var
var _swsVec3 = cc.v3();
// getWorldRT temp var
var _gwrtVec3a = cc.v3();
var _gwrtVec3b = cc.v3();
var _gwrtQuata = cc.quat();
var _gwrtQuatb = cc.quat();
// lookAt temp var
var _laVec3 = cc.v3();
var _laQuat = quat.create();
// _hitTest temp var
var _htVec3a = cc.v3();
var _htVec3b = cc.v3();
// getWorldRotation temp var
var _gwrQuat = cc.quat();
// setWorldRotation temp var
var _swrQuat = cc.quat();
var _quata = cc.quat();
var _mat4_temp = mat4.create();
var _vec3_temp = vec3.create();
var _cachedArray = new Array(16);
_cachedArray.length = 0;
const POSITION_ON = 1 << 0;
const SCALE_ON = 1 << 1;
const ROTATION_ON = 1 << 2;
const SIZE_ON = 1 << 3;
const ANCHOR_ON = 1 << 4;
const COLOR_ON = 1 << 5;
let BuiltinGroupIndex = cc.Enum({
DEBUG: 31
});
/**
* !#en Node's local dirty properties flag
* !#zh Node 的本地属性 dirty 状态位
* @enum Node._LocalDirtyFlag
* @static
* @private
* @namespace Node
*/
var LocalDirtyFlag = cc.Enum({
/**
* !#en Flag for position dirty
* !#zh 位置 dirty 的标记位
* @property {Number} POSITION
* @static
*/
POSITION: 1 << 0,
/**
* !#en Flag for scale dirty
* !#zh 缩放 dirty 的标记位
* @property {Number} SCALE
* @static
*/
SCALE: 1 << 1,
/**
* !#en Flag for rotation dirty
* !#zh 旋转 dirty 的标记位
* @property {Number} ROTATION
* @static
*/
ROTATION: 1 << 2,
/**
* !#en Flag for skew dirty
* !#zh skew dirty 的标记位
* @property {Number} SKEW
* @static
*/
SKEW: 1 << 3,
/**
* !#en Flag for rotation, scale or position dirty
* !#zh 旋转,缩放,或位置 dirty 的标记位
* @property {Number} TRS
* @static
*/
TRS: 1 << 0 | 1 << 1 | 1 << 2,
/**
* !#en Flag for rotation or scale dirty
* !#zh 旋转或缩放 dirty 的标记位
* @property {Number} RS
* @static
*/
RS: 1 << 1 | 1 << 2,
/**
* !#en Flag for all dirty properties
* !#zh 覆盖所有 dirty 状态的标记位
* @property {Number} ALL
* @static
*/
ALL: 0xffff,
});
/**
* !#en The event type supported by Node
* !#zh Node 支持的事件类型
* @class Node.EventType
* @static
* @namespace Node
*/
// Why EventType defined as class, because the first parameter of Node.on method needs set as 'string' type.
var EventType = cc.Enum({
/**
* !#en The event type for touch start event, you can use its value directly: 'touchstart'
* !#zh 当手指触摸到屏幕时。
* @property {String} TOUCH_START
* @static
*/
TOUCH_START: 'touchstart',
/**
* !#en The event type for touch move event, you can use its value directly: 'touchmove'
* !#zh 当手指在屏幕上移动时。
* @property {String} TOUCH_MOVE
* @static
*/
TOUCH_MOVE: 'touchmove',
/**
* !#en The event type for touch end event, you can use its value directly: 'touchend'
* !#zh 当手指在目标节点区域内离开屏幕时。
* @property {String} TOUCH_END
* @static
*/
TOUCH_END: 'touchend',
/**
* !#en The event type for touch end event, you can use its value directly: 'touchcancel'
* !#zh 当手指在目标节点区域外离开屏幕时。
* @property {String} TOUCH_CANCEL
* @static
*/
TOUCH_CANCEL: 'touchcancel',
/**
* !#en The event type for mouse down events, you can use its value directly: 'mousedown'
* !#zh 当鼠标按下时触发一次。
* @property {String} MOUSE_DOWN
* @static
*/
MOUSE_DOWN: 'mousedown',
/**
* !#en The event type for mouse move events, you can use its value directly: 'mousemove'
* !#zh 当鼠标在目标节点在目标节点区域中移动时,不论是否按下。
* @property {String} MOUSE_MOVE
* @static
*/
MOUSE_MOVE: 'mousemove',
/**
* !#en The event type for mouse enter target events, you can use its value directly: 'mouseenter'
* !#zh 当鼠标移入目标节点区域时,不论是否按下。
* @property {String} MOUSE_ENTER
* @static
*/
MOUSE_ENTER: 'mouseenter',
/**
* !#en The event type for mouse leave target events, you can use its value directly: 'mouseleave'
* !#zh 当鼠标移出目标节点区域时,不论是否按下。
* @property {String} MOUSE_LEAVE
* @static
*/
MOUSE_LEAVE: 'mouseleave',
/**
* !#en The event type for mouse up events, you can use its value directly: 'mouseup'
* !#zh 当鼠标从按下状态松开时触发一次。
* @property {String} MOUSE_UP
* @static
*/
MOUSE_UP: 'mouseup',
/**
* !#en The event type for mouse wheel events, you can use its value directly: 'mousewheel'
* !#zh 当鼠标滚轮滚动时。
* @property {String} MOUSE_WHEEL
* @static
*/
MOUSE_WHEEL: 'mousewheel',
/**
* !#en The event type for position change events.
* Performance note, this event will be triggered every time corresponding properties being changed,
* if the event callback have heavy logic it may have great performance impact, try to avoid such scenario.
* !#zh 当节点位置改变时触发的事件。
* 性能警告:这个事件会在每次对应的属性被修改时触发,如果事件回调损耗较高,有可能对性能有很大的负面影响,请尽量避免这种情况。
* @property {String} POSITION_CHANGED
* @static
*/
POSITION_CHANGED: 'position-changed',
/**
* !#en The event type for rotation change events.
* Performance note, this event will be triggered every time corresponding properties being changed,
* if the event callback have heavy logic it may have great performance impact, try to avoid such scenario.
* !#zh 当节点旋转改变时触发的事件。
* 性能警告:这个事件会在每次对应的属性被修改时触发,如果事件回调损耗较高,有可能对性能有很大的负面影响,请尽量避免这种情况。
* @property {String} ROTATION_CHANGED
* @static
*/
ROTATION_CHANGED: 'rotation-changed',
/**
* !#en The event type for scale change events.
* Performance note, this event will be triggered every time corresponding properties being changed,
* if the event callback have heavy logic it may have great performance impact, try to avoid such scenario.
* !#zh 当节点缩放改变时触发的事件。
* 性能警告:这个事件会在每次对应的属性被修改时触发,如果事件回调损耗较高,有可能对性能有很大的负面影响,请尽量避免这种情况。
* @property {String} SCALE_CHANGED
* @static
*/
SCALE_CHANGED: 'scale-changed',
/**
* !#en The event type for size change events.
* Performance note, this event will be triggered every time corresponding properties being changed,
* if the event callback have heavy logic it may have great performance impact, try to avoid such scenario.
* !#zh 当节点尺寸改变时触发的事件。
* 性能警告:这个事件会在每次对应的属性被修改时触发,如果事件回调损耗较高,有可能对性能有很大的负面影响,请尽量避免这种情况。
* @property {String} SIZE_CHANGED
* @static
*/
SIZE_CHANGED: 'size-changed',
/**
* !#en The event type for anchor point change events.
* Performance note, this event will be triggered every time corresponding properties being changed,
* if the event callback have heavy logic it may have great performance impact, try to avoid such scenario.
* !#zh 当节点锚点改变时触发的事件。
* 性能警告:这个事件会在每次对应的属性被修改时触发,如果事件回调损耗较高,有可能对性能有很大的负面影响,请尽量避免这种情况。
* @property {String} ANCHOR_CHANGED
* @static
*/
ANCHOR_CHANGED: 'anchor-changed',
/**
* !#en The event type for color change events.
* Performance note, this event will be triggered every time corresponding properties being changed,
* if the event callback have heavy logic it may have great performance impact, try to avoid such scenario.
* !#zh 当节点颜色改变时触发的事件。
* 性能警告:这个事件会在每次对应的属性被修改时触发,如果事件回调损耗较高,有可能对性能有很大的负面影响,请尽量避免这种情况。
* @property {String} COLOR_CHANGED
* @static
*/
COLOR_CHANGED: 'color-changed',
/**
* !#en The event type for new child added events.
* !#zh 当新的子节点被添加时触发的事件。
* @property {String} CHILD_ADDED
* @static
*/
CHILD_ADDED: 'child-added',
/**
* !#en The event type for child removed events.
* !#zh 当子节点被移除时触发的事件。
* @property {String} CHILD_REMOVED
* @static
*/
CHILD_REMOVED: 'child-removed',
/**
* !#en The event type for children reorder events.
* !#zh 当子节点顺序改变时触发的事件。
* @property {String} CHILD_REORDER
* @static
*/
CHILD_REORDER: 'child-reorder',
/**
* !#en The event type for node group changed events.
* !#zh 当节点归属群组发生变化时触发的事件。
* @property {String} GROUP_CHANGED
* @static
*/
GROUP_CHANGED: 'group-changed',
/**
* !#en The event type for node's sibling order changed.
* !#zh 当节点在兄弟节点中的顺序发生变化时触发的事件。
* @property {String} SIBLING_ORDER_CHANGED
* @static
*/
SIBLING_ORDER_CHANGED: 'sibling-order-changed',
});
var _touchEvents = [
EventType.TOUCH_START,
EventType.TOUCH_MOVE,
EventType.TOUCH_END,
EventType.TOUCH_CANCEL,
];
var _mouseEvents = [
EventType.MOUSE_DOWN,
EventType.MOUSE_ENTER,
EventType.MOUSE_MOVE,
EventType.MOUSE_LEAVE,
EventType.MOUSE_UP,
EventType.MOUSE_WHEEL,
];
var _skewNeedWarn = true;
var _skewWarn = function (value, node) {
if (value !== 0) {
var nodePath = "";
if (CC_EDITOR) {
var NodeUtils = Editor.require('scene://utils/node');
nodePath = `Node: ${NodeUtils.getNodePath(node)}.`
}
_skewNeedWarn && cc.warn("`cc.Node.skewX/Y` is deprecated since v2.2.1, please use 3D node instead.", nodePath);
!CC_EDITOR && (_skewNeedWarn = false);
}
}
var _currentHovered = null;
var _touchStartHandler = function (touch, event) {
var pos = touch.getLocation();
var node = this.owner;
if (node._hitTest(pos, this)) {
event.type = EventType.TOUCH_START;
event.touch = touch;
event.bubbles = true;
node.dispatchEvent(event);
return true;
}
return false;
};
var _touchMoveHandler = function (touch, event) {
var node = this.owner;
event.type = EventType.TOUCH_MOVE;
event.touch = touch;
event.bubbles = true;
node.dispatchEvent(event);
};
var _touchEndHandler = function (touch, event) {
var pos = touch.getLocation();
var node = this.owner;
if (node._hitTest(pos, this)) {
event.type = EventType.TOUCH_END;
}
else {
event.type = EventType.TOUCH_CANCEL;
}
event.touch = touch;
event.bubbles = true;
node.dispatchEvent(event);
};
var _touchCancelHandler = function (touch, event) {
var pos = touch.getLocation();
var node = this.owner;
event.type = EventType.TOUCH_CANCEL;
event.touch = touch;
event.bubbles = true;
node.dispatchEvent(event);
};
var _mouseDownHandler = function (event) {
var pos = event.getLocation();
var node = this.owner;
if (node._hitTest(pos, this)) {
event.type = EventType.MOUSE_DOWN;
event.bubbles = true;
node.dispatchEvent(event);
}
};
var _mouseMoveHandler = function (event) {
var pos = event.getLocation();
var node = this.owner;
var hit = node._hitTest(pos, this);
if (hit) {
if (!this._previousIn) {
// Fix issue when hover node switched, previous hovered node won't get MOUSE_LEAVE notification
if (_currentHovered && _currentHovered._mouseListener) {
event.type = EventType.MOUSE_LEAVE;
_currentHovered.dispatchEvent(event);
_currentHovered._mouseListener._previousIn = false;
}
_currentHovered = this.owner;
event.type = EventType.MOUSE_ENTER;
node.dispatchEvent(event);
this._previousIn = true;
}
event.type = EventType.MOUSE_MOVE;
event.bubbles = true;
node.dispatchEvent(event);
}
else if (this._previousIn) {
event.type = EventType.MOUSE_LEAVE;
node.dispatchEvent(event);
this._previousIn = false;
_currentHovered = null;
}
else {
// continue dispatching
return;
}
// Event processed, cleanup
event.stopPropagation();
};
var _mouseUpHandler = function (event) {
var pos = event.getLocation();
var node = this.owner;
if (node._hitTest(pos, this)) {
event.type = EventType.MOUSE_UP;
event.bubbles = true;
node.dispatchEvent(event);
event.stopPropagation();
}
};
var _mouseWheelHandler = function (event) {
var pos = event.getLocation();
var node = this.owner;
if (node._hitTest(pos, this)) {
event.type = EventType.MOUSE_WHEEL;
event.bubbles = true;
node.dispatchEvent(event);
event.stopPropagation();
}
};
function _searchMaskInParent (node) {
var Mask = cc.Mask;
if (Mask) {
var index = 0;
for (var curr = node; curr && cc.Node.isNode(curr); curr = curr._parent, ++index) {
if (curr.getComponent(Mask)) {
return {
index: index,
node: curr
};
}
}
}
return null;
}
function _checkListeners (node, events) {
if (!(node._objFlags & Destroying)) {
var i = 0;
if (node._bubblingListeners) {
for (; i < events.length; ++i) {
if (node._bubblingListeners.hasEventListener(events[i])) {
return true;
}
}
}
if (node._capturingListeners) {
for (; i < events.length; ++i) {
if (node._capturingListeners.hasEventListener(events[i])) {
return true;
}
}
}
return false;
}
return true;
}
function _doDispatchEvent (owner, event) {
var target, i;
event.target = owner;
// Event.CAPTURING_PHASE
_cachedArray.length = 0;
owner._getCapturingTargets(event.type, _cachedArray);
// capturing
event.eventPhase = 1;
for (i = _cachedArray.length - 1; i >= 0; --i) {
target = _cachedArray[i];
if (target._capturingListeners) {
event.currentTarget = target;
// fire event
target._capturingListeners.emit(event.type, event, _cachedArray);
// check if propagation stopped
if (event._propagationStopped) {
_cachedArray.length = 0;
return;
}
}
}
_cachedArray.length = 0;
// Event.AT_TARGET
// checks if destroyed in capturing callbacks
event.eventPhase = 2;
event.currentTarget = owner;
if (owner._capturingListeners) {
owner._capturingListeners.emit(event.type, event);
}
if (!event._propagationImmediateStopped && owner._bubblingListeners) {
owner._bubblingListeners.emit(event.type, event);
}
if (!event._propagationStopped && event.bubbles) {
// Event.BUBBLING_PHASE
owner._getBubblingTargets(event.type, _cachedArray);
// propagate
event.eventPhase = 3;
for (i = 0; i < _cachedArray.length; ++i) {
target = _cachedArray[i];
if (target._bubblingListeners) {
event.currentTarget = target;
// fire event
target._bubblingListeners.emit(event.type, event);
// check if propagation stopped
if (event._propagationStopped) {
_cachedArray.length = 0;
return;
}
}
}
}
_cachedArray.length = 0;
}
// traversal the node tree, child cullingMask must keep the same with the parent.
function _getActualGroupIndex (node) {
let groupIndex = node.groupIndex;
if (groupIndex === 0 && node.parent) {
groupIndex = _getActualGroupIndex(node.parent);
}
return groupIndex;
}
function _updateCullingMask (node) {
let index = _getActualGroupIndex(node);
node._cullingMask = 1 << index;
if (CC_JSB && CC_NATIVERENDERER) {
node._proxy && node._proxy.updateCullingMask();
};
for (let i = 0; i < node._children.length; i++) {
_updateCullingMask(node._children[i]);
}
}
/**
* !#en
* Class of all entities in Cocos Creator scenes.<br/>
* For events supported by Node, please refer to {{#crossLink "Node.EventType"}}{{/crossLink}}
* !#zh
* Cocos Creator 场景中的所有节点类。<br/>
* 支持的节点事件,请参阅 {{#crossLink "Node.EventType"}}{{/crossLink}}。
* @class Node
* @extends _BaseNode
*/
let NodeDefines = {
name: 'cc.Node',
extends: BaseNode,
properties: {
// SERIALIZABLE
_opacity: 255,
_color: cc.Color.WHITE,
_contentSize: cc.Size,
_anchorPoint: cc.v2(0.5, 0.5),
_position: undefined,
_scale: undefined,
_trs: null,
_eulerAngles: cc.Vec3,
_skewX: 0.0,
_skewY: 0.0,
_zIndex: {
default: undefined,
type: cc.Integer
},
_localZOrder: {
default: 0,
serializable: false
},
_is3DNode: false,
// internal properties
/**
* !#en
* Group index of node.<br/>
* Which Group this node belongs to will resolve that this node's collision components can collide with which other collision componentns.<br/>
* !#zh
* 节点的分组索引。<br/>
* 节点的分组将关系到节点的碰撞组件可以与哪些碰撞组件相碰撞。<br/>
* @property groupIndex
* @type {Integer}
* @default 0
*/
_groupIndex: {
default: 0,
formerlySerializedAs: 'groupIndex'
},
groupIndex: {
get () {
return this._groupIndex;
},
set (value) {
this._groupIndex = value;
_updateCullingMask(this);
this.emit(EventType.GROUP_CHANGED, this);
}
},
/**
* !#en
* Group of node.<br/>
* Which Group this node belongs to will resolve that this node's collision components can collide with which other collision componentns.<br/>
* !#zh
* 节点的分组。<br/>
* 节点的分组将关系到节点的碰撞组件可以与哪些碰撞组件相碰撞。<br/>
* @property group
* @type {String}
*/
group: {
get () {
return cc.game.groupList[this.groupIndex] || '';
},
set (value) {
// update the groupIndex
this.groupIndex = cc.game.groupList.indexOf(value);
}
},
//properties moved from base node begin
/**
* !#en The position (x, y) of the node in its parent's coordinates.
* !#zh 节点在父节点坐标系中的位置(x, y)。
* @property {Vec2} position
* @example
* cc.log("Node Position: " + node.position);
*/
/**
* !#en x axis position of node.
* !#zh 节点 X 轴坐标。
* @property x
* @type {Number}
* @example
* node.x = 100;
* cc.log("Node Position X: " + node.x);
*/
x: {
get () {
return this._trs[0];
},
set (value) {
let trs = this._trs;
if (value !== trs[0]) {
if (!CC_EDITOR || isFinite(value)) {
let oldValue;
if (CC_EDITOR) {
oldValue = trs[0];
}
trs[0] = value;
this.setLocalDirty(LocalDirtyFlag.POSITION);
// fast check event
if (this._eventMask & POSITION_ON) {
// send event
if (CC_EDITOR) {
this.emit(EventType.POSITION_CHANGED, new cc.Vec3(oldValue, trs[1], trs[2]));
}
else {
this.emit(EventType.POSITION_CHANGED);
}
}
}
else {
cc.error(ERR_INVALID_NUMBER, 'new x');
}
}
},
},
/**
* !#en y axis position of node.
* !#zh 节点 Y 轴坐标。
* @property y
* @type {Number}
* @example
* node.y = 100;
* cc.log("Node Position Y: " + node.y);
*/
y: {
get () {
return this._trs[1];
},
set (value) {
let trs = this._trs;
if (value !== trs[1]) {
if (!CC_EDITOR || isFinite(value)) {
let oldValue;
if (CC_EDITOR) {
oldValue = trs[1];
}
trs[1] = value;
this.setLocalDirty(LocalDirtyFlag.POSITION);
// fast check event
if (this._eventMask & POSITION_ON) {
// send event
if (CC_EDITOR) {
this.emit(EventType.POSITION_CHANGED, new cc.Vec3(trs[0], oldValue, trs[2]));
}
else {
this.emit(EventType.POSITION_CHANGED);
}
}
}
else {
cc.error(ERR_INVALID_NUMBER, 'new y');
}
}
},
},
/**
* !#en z axis position of node.
* !#zh 节点 Z 轴坐标。
* @property z
* @type {Number}
*/
/**
* !#en Rotation of node.
* !#zh 该节点旋转角度。
* @property rotation
* @type {Number}
* @deprecated since v2.1
* @example
* node.rotation = 90;
* cc.log("Node Rotation: " + node.rotation);
*/
rotation: {
get () {
if (CC_DEBUG) {
cc.warn("`cc.Node.rotation` is deprecated since v2.1.0, please use `-angle` instead. (`this.node.rotation` -> `-this.node.angle`)");
}
return -this.angle;
},
set (value) {
if (CC_DEBUG) {
cc.warn("`cc.Node.rotation` is deprecated since v2.1.0, please set `-angle` instead. (`this.node.rotation = x` -> `this.node.angle = -x`)");
}
this.angle = -value;
}
},
/**
* !#en
* Angle of node, the positive value is anti-clockwise direction.
* !#zh
* 该节点的旋转角度,正值为逆时针方向。
* @property angle
* @type {Number}
*/
angle: {
get () {
return this._eulerAngles.z;
},
set (value) {
vec3.set(this._eulerAngles, 0, 0, value);
trs.fromAngleZ(this._trs, value);
this.setLocalDirty(LocalDirtyFlag.ROTATION);
if (this._eventMask & ROTATION_ON) {
this.emit(EventType.ROTATION_CHANGED);
}
}
},
/**
* !#en The rotation as Euler angles in degrees, used in 3D node.
* !#zh 该节点的欧拉角度,用于 3D 节点。
* @property eulerAngles
* @type {Vec3}
* @example
* node.is3DNode = true;
* node.eulerAngles = cc.v3(45, 45, 45);
* cc.log("Node eulerAngles (X, Y, Z): " + node.eulerAngles.toString());
*/
/**
* !#en Rotation on x axis.
* !#zh 该节点 X 轴旋转角度。
* @property rotationX
* @type {Number}
* @deprecated since v2.1
* @example
* node.is3DNode = true;
* node.eulerAngles = cc.v3(45, 0, 0);
* cc.log("Node eulerAngles X: " + node.eulerAngles.x);
*/
rotationX: {
get () {
if (CC_DEBUG) {
cc.warn("`cc.Node.rotationX` is deprecated since v2.1.0, please use `eulerAngles.x` instead. (`this.node.rotationX` -> `this.node.eulerAngles.x`)");
}
return this._eulerAngles.x;
},
set (value) {
if (CC_DEBUG) {
cc.warn("`cc.Node.rotationX` is deprecated since v2.1.0, please set `eulerAngles` instead. (`this.node.rotationX = x` -> `this.node.is3DNode = true; this.node.eulerAngles = cc.v3(x, 0, 0)`");
}
if (this._eulerAngles.x !== value) {
this._eulerAngles.x = value;
// Update quaternion from rotation
if (this._eulerAngles.x === this._eulerAngles.y) {
trs.fromAngleZ(this._trs, -value);
}
else {
trs.fromEulerNumber(this._trs, value, this._eulerAngles.y, 0);
}
this.setLocalDirty(LocalDirtyFlag.ROTATION);
if (this._eventMask & ROTATION_ON) {
this.emit(EventType.ROTATION_CHANGED);
}
}
},
},
/**
* !#en Rotation on y axis.
* !#zh 该节点 Y 轴旋转角度。
* @property rotationY
* @type {Number}
* @deprecated since v2.1
* @example
* node.is3DNode = true;
* node.eulerAngles = cc.v3(0, 45, 0);
* cc.log("Node eulerAngles Y: " + node.eulerAngles.y);
*/
rotationY: {
get () {
if (CC_DEBUG) {
cc.warn("`cc.Node.rotationY` is deprecated since v2.1.0, please use `eulerAngles.y` instead. (`this.node.rotationY` -> `this.node.eulerAngles.y`)");
}
return this._eulerAngles.y;
},
set (value) {
if (CC_DEBUG) {
cc.warn("`cc.Node.rotationY` is deprecated since v2.1.0, please set `eulerAngles` instead. (`this.node.rotationY = y` -> `this.node.is3DNode = true; this.node.eulerAngles = cc.v3(0, y, 0)`");
}
if (this._eulerAngles.y !== value) {
this._eulerAngles.y = value;
// Update quaternion from rotation
if (this._eulerAngles.x === this._eulerAngles.y) {
trs.fromAngleZ(this._trs, -value);
}
else {
trs.fromEulerNumber(this._trs, this._eulerAngles.x, value, 0);
}
this.setLocalDirty(LocalDirtyFlag.ROTATION);
if (this._eventMask & ROTATION_ON) {
this.emit(EventType.ROTATION_CHANGED);
}
}
},
},
/**
* !#en The local scale relative to the parent.
* !#zh 节点相对父节点的缩放。
* @property scale
* @type {Number}
* @example
* node.scale = 1;
*/
scale: {
get () {
return this._trs[7];
},
set (v) {
this.setScale(v);
}
},
/**
* !#en Scale on x axis.
* !#zh 节点 X 轴缩放。
* @property scaleX
* @type {Number}
* @example
* node.scaleX = 0.5;
* cc.log("Node Scale X: " + node.scaleX);
*/
scaleX: {
get () {
return this._trs[7];
},
set (value) {
if (this._trs[7] !== value) {
this._trs[7] = value;
this.setLocalDirty(LocalDirtyFlag.SCALE);
if (this._eventMask & SCALE_ON) {
this.emit(EventType.SCALE_CHANGED);
}
}
},
},
/**
* !#en Scale on y axis.
* !#zh 节点 Y 轴缩放。
* @property scaleY
* @type {Number}
* @example
* node.scaleY = 0.5;
* cc.log("Node Scale Y: " + node.scaleY);
*/
scaleY: {
get () {
return this._trs[8];
},
set (value) {
if (this._trs[8] !== value) {
this._trs[8] = value;
this.setLocalDirty(LocalDirtyFlag.SCALE);
if (this._eventMask & SCALE_ON) {
this.emit(EventType.SCALE_CHANGED);
}
}
},
},
/**
* !#en Scale on z axis.
* !#zh 节点 Z 轴缩放。
* @property scaleZ