Transform class
class Transform extends ComponentPoolable {
 static final CT = ComponentTypeManager.getTypeFor(Transform);
 Vector3 position3d;
 Vector3 rotation3d;
 Vector3 scale3d;
 // 2d view
 Vector2 _position2d = new Vector2.zero();
 double get angle => rotation3d.z;
 set angle(double v) => rotation3d.z = v;
 Vector2 get position {
   _position2d.x = position3d.x;
   _position2d.y = position3d.y;
   return _position2d;
 }
 set position(Vector2 v) {
   position3d.x = v.x;
   position3d.y = v.y;
 }
 Transform._();
 static _ctor() => new Transform._();
 factory Transform.w2d(double x, double y, double a) {
   return new Transform.w3d(new Vector3(x, y, 0.0), new Vector3(0.0, 0.0, a));
 }
 factory Transform.w3d(Vector3 position, [Vector3 rotation, Vector3 scale]) {
   var c = new Poolable.of(Transform, _ctor) as Transform;
   c.position3d = position;
   c.rotation3d = (rotation == null) ? new Vector3(0.0, 0.0, 0.0) : rotation;
   c.scale3d = (scale == null) ? new Vector3(1.0, 1.0, 1.0) : scale;
   return c;
 }
 /// this method mofidy the Transform (usefull for creation)
 /// return this
 Transform lookAt(Vector3 target, [Vector3 up]) {
   math2.lookAt(target, position3d, rotation3d, up);
   return this;
 }
}
Extends
Component > Component_Poolable > ComponentPoolable > Transform
Static Properties
final CT #
static final CT = ComponentTypeManager.getTypeFor(Transform)
Constructors
factory Transform.w2d(double x, double y, double a) #
factory Transform.w2d(double x, double y, double a) {
 return new Transform.w3d(new Vector3(x, y, 0.0), new Vector3(0.0, 0.0, a));
}
factory Transform.w3d(Vector3 position, [Vector3 rotation, Vector3 scale]) #
factory Transform.w3d(Vector3 position, [Vector3 rotation, Vector3 scale]) {
 var c = new Poolable.of(Transform, _ctor) as Transform;
 c.position3d = position;
 c.rotation3d = (rotation == null) ? new Vector3(0.0, 0.0, 0.0) : rotation;
 c.scale3d = (scale == null) ? new Vector3(1.0, 1.0, 1.0) : scale;
 return c;
}
Properties
Vector2 position #
Vector2 get position {
 _position2d.x = position3d.x;
 _position2d.y = position3d.y;
 return _position2d;
}
set position(Vector2 v) {
 position3d.x = v.x;
 position3d.y = v.y;
}
Vector3 position3d #
Vector3 position3d
Vector3 rotation3d #
Vector3 rotation3d
Vector3 scale3d #
Vector3 scale3d
Methods
void cleanUp() #
inherited from ComponentPoolable 
If you need to do some cleanup when removing this component override this method.
void cleanUp() {}
Transform lookAt(Vector3 target, [Vector3 up]) #
this method mofidy the Transform (usefull for creation) return this
Transform lookAt(Vector3 target, [Vector3 up]) {
 math2.lookAt(target, position3d, rotation3d, up);
 return this;
}
void moveToPool() #
inherited from Component_Poolable 
Calls the cleanup function and moves this object to the ObjectPool.
void moveToPool() {
 cleanUp();
 ObjectPool.add(this);
}