提交 cdc0755f 编写于 作者: V Viktor Lidholt

Adds API docs to sprite Node and Node3D

上级 5054ec3d
...@@ -65,6 +65,9 @@ class Node { ...@@ -65,6 +65,9 @@ class Node {
ActionController _actions; ActionController _actions;
/// The [ActionController] associated with this node.
///
/// myNode.actions.run(myAction);
ActionController get actions { ActionController get actions {
if (_actions == null) { if (_actions == null) {
_actions = new ActionController(); _actions = new ActionController();
...@@ -119,6 +122,9 @@ class Node { ...@@ -119,6 +122,9 @@ class Node {
invalidateTransformMatrix(); invalidateTransformMatrix();
} }
/// The skew along the x-axis of this node in degrees.
///
/// myNode.skewX = 45.0;
double get skewX => _skewX; double get skewX => _skewX;
void set skewX (double skewX) { void set skewX (double skewX) {
...@@ -127,6 +133,9 @@ class Node { ...@@ -127,6 +133,9 @@ class Node {
invalidateTransformMatrix(); invalidateTransformMatrix();
} }
/// The skew along the y-axis of this node in degrees.
///
/// myNode.skewY = 45.0;
double get skewY => _skewY; double get skewY => _skewY;
void set skewY (double skewY) { void set skewY (double skewY) {
...@@ -289,6 +298,9 @@ class Node { ...@@ -289,6 +298,9 @@ class Node {
return _transformMatrix; return _transformMatrix;
} }
/// Computes the transformation matrix of this node. This method can be
/// overriden if a custom matrix is required. There is usually no reason to
/// call this method directly.
Matrix4 computeTransformMatrix() { Matrix4 computeTransformMatrix() {
double cx, sx, cy, sy; double cx, sx, cy, sy;
...@@ -326,6 +338,9 @@ class Node { ...@@ -326,6 +338,9 @@ class Node {
return matrix; return matrix;
} }
/// Invalidates the current transform matrix. If the [computeTransformMatrix]
/// method is overidden, this method should be called whenever a property
/// changes that affects the matrix.
void invalidateTransformMatrix() { void invalidateTransformMatrix() {
_transformMatrix = null; _transformMatrix = null;
_invalidateToBoxTransformMatrix(); _invalidateToBoxTransformMatrix();
......
part of sprites; part of sprites;
/// An node that transforms its children using a 3D perspective projection. This
/// node type can be used to create 3D flips and other similar effects.
///
/// var myNode3D = new Node3D();
/// myNode3D.rotationY = 45.0;
/// myNode3D.addChild(new Sprite(myTexture));
class Node3D extends Node { class Node3D extends Node {
double _rotationX = 0.0; double _rotationX = 0.0;
/// The node's rotation around the x axis in degrees.
double get rotationX => _rotationX; double get rotationX => _rotationX;
set rotationX(double rotationX) { set rotationX(double rotationX) {
...@@ -13,6 +20,7 @@ class Node3D extends Node { ...@@ -13,6 +20,7 @@ class Node3D extends Node {
double _rotationY = 0.0; double _rotationY = 0.0;
/// The node's rotation around the y axis in degrees.
double get rotationY => _rotationY; double get rotationY => _rotationY;
set rotationY(double rotationY) { set rotationY(double rotationY) {
...@@ -22,6 +30,7 @@ class Node3D extends Node { ...@@ -22,6 +30,7 @@ class Node3D extends Node {
double _projectionDepth = 500.0; double _projectionDepth = 500.0;
/// The projection depth. Default value is 500.0.
double get projectionDepth => _projectionDepth; double get projectionDepth => _projectionDepth;
set projectionDepth(double projectionDepth) { set projectionDepth(double projectionDepth) {
......
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