TransformerImage
A RenderNode that computes and stores the screen-space quad vertex positions for a single Image-like GameObject each time it is rendered.
During its run call, this node combines the camera view matrix (adjusted for the game object's scroll factors), any parent container matrix, and the game object's own position, rotation, and scale into a single final transform matrix. It then projects the four corners of the game object's frame through that matrix and writes the resulting eight coordinate values (four x/y pairs) into the quad Float32Array, ready for consumption by the subsequent submitter node.
Horizontal and vertical flipping are handled here, with the local origin offset adjusted automatically when the frame does not use a custom pivot. Vertex rounding is also applied when required by the game object or camera settings, snapping all quad corners to integer pixel coordinates to avoid sub-pixel rendering artefacts.
Constructor
new TransformerImage(manager, [config])
Parameters
| name | type | optional | description |
|---|---|---|---|
| manager | Phaser.Renderer.WebGL.RenderNodes.RenderNodeManager | No | The manager that owns this RenderNode. |
| config | object | Yes | The configuration object for this RenderNode. |
Scope: static
Extends
Source: src/renderer/webgl/renderNodes/transformer/TransformerImage.js#L12
Since: 4.0.0
Inherited Members
From Phaser.Renderer.WebGL.RenderNodes.RenderNode:
Public Members
quad
quad: Float32Array
Description:
A flat array of 8 floats storing the screen-space positions of the four corners of the rendered quad, written during each run call. Values are ordered as [x0, y0, x1, y1, x2, y2, x3, y3], representing the top-left, top-right, bottom-left, and bottom-right corners respectively.
Source: src/renderer/webgl/renderNodes/transformer/TransformerImage.js#L48
Since: 4.0.0
Inherited Methods
From Phaser.Renderer.WebGL.RenderNodes.RenderNode:
Public Methods
run
<instance> run(drawingContext, gameObject, texturerNode, [parentMatrix], [element])
Description:
Computes the final screen-space quad vertex positions for the given Image-like GameObject and stores them in this.quad.
The method builds the complete transform by combining the camera view matrix (modified by the game object's scroll factors), an optional parent container matrix, and the game object's own position, rotation, and scale. Horizontal and vertical flips are factored in by negating the relevant scale axis and, when the frame does not use a custom pivot, by adjusting the local origin offset so the image flips around its display origin. The resulting four corner positions are then projected through the matrix via setQuad and written into this.quad. If vertex rounding is required, all eight values are snapped to the nearest integer before the node exits.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| drawingContext | Phaser.Renderer.WebGL.DrawingContext | No | The current drawing context. |
| gameObject | Phaser.GameObjects.GameObject | No | The GameObject being rendered. |
| texturerNode | Phaser.Renderer.WebGL.RenderNodes.RenderNode | No | The texturer node used to texture the GameObject. This contains relevant data on the dimensions of the object. |
| parentMatrix | Phaser.GameObjects.Components.TransformMatrix | Yes | This transform matrix is defined if the game object is nested. |
| element | object | Yes | The specific element within the game object. This is used for objects that consist of multiple quads. It is unused here. |
Overrides: Phaser.Renderer.WebGL.RenderNodes.RenderNode#run
Source: src/renderer/webgl/renderNodes/transformer/TransformerImage.js#L86
Since: 4.0.0