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- /*!
- * @pixi/math - v6.5.10
- * Compiled Thu, 06 Jul 2023 15:25:11 UTC
- *
- * @pixi/math is licensed under the MIT License.
- * http://www.opensource.org/licenses/mit-license
- */
- 'use strict';
- Object.defineProperty(exports, '__esModule', { value: true });
- /**
- * Two Pi.
- * @static
- * @member {number}
- * @memberof PIXI
- */
- var PI_2 = Math.PI * 2;
- /**
- * Conversion factor for converting radians to degrees.
- * @static
- * @member {number} RAD_TO_DEG
- * @memberof PIXI
- */
- var RAD_TO_DEG = 180 / Math.PI;
- /**
- * Conversion factor for converting degrees to radians.
- * @static
- * @member {number}
- * @memberof PIXI
- */
- var DEG_TO_RAD = Math.PI / 180;
- /**
- * Constants that identify shapes, mainly to prevent `instanceof` calls.
- * @static
- * @memberof PIXI
- * @enum {number}
- * @property {number} POLY Polygon
- * @property {number} RECT Rectangle
- * @property {number} CIRC Circle
- * @property {number} ELIP Ellipse
- * @property {number} RREC Rounded Rectangle
- */
- exports.SHAPES = void 0;
- (function (SHAPES) {
- SHAPES[SHAPES["POLY"] = 0] = "POLY";
- SHAPES[SHAPES["RECT"] = 1] = "RECT";
- SHAPES[SHAPES["CIRC"] = 2] = "CIRC";
- SHAPES[SHAPES["ELIP"] = 3] = "ELIP";
- SHAPES[SHAPES["RREC"] = 4] = "RREC";
- })(exports.SHAPES || (exports.SHAPES = {}));
- /**
- * The Point object represents a location in a two-dimensional coordinate system, where `x` represents
- * the position on the horizontal axis and `y` represents the position on the vertical axis
- * @class
- * @memberof PIXI
- * @implements {IPoint}
- */
- var Point = /** @class */ (function () {
- /**
- * Creates a new `Point`
- * @param {number} [x=0] - position of the point on the x axis
- * @param {number} [y=0] - position of the point on the y axis
- */
- function Point(x, y) {
- if (x === void 0) { x = 0; }
- if (y === void 0) { y = 0; }
- /** Position of the point on the x axis */
- this.x = 0;
- /** Position of the point on the y axis */
- this.y = 0;
- this.x = x;
- this.y = y;
- }
- /**
- * Creates a clone of this point
- * @returns A clone of this point
- */
- Point.prototype.clone = function () {
- return new Point(this.x, this.y);
- };
- /**
- * Copies `x` and `y` from the given point into this point
- * @param p - The point to copy from
- * @returns The point instance itself
- */
- Point.prototype.copyFrom = function (p) {
- this.set(p.x, p.y);
- return this;
- };
- /**
- * Copies this point's x and y into the given point (`p`).
- * @param p - The point to copy to. Can be any of type that is or extends `IPointData`
- * @returns The point (`p`) with values updated
- */
- Point.prototype.copyTo = function (p) {
- p.set(this.x, this.y);
- return p;
- };
- /**
- * Accepts another point (`p`) and returns `true` if the given point is equal to this point
- * @param p - The point to check
- * @returns Returns `true` if both `x` and `y` are equal
- */
- Point.prototype.equals = function (p) {
- return (p.x === this.x) && (p.y === this.y);
- };
- /**
- * Sets the point to a new `x` and `y` position.
- * If `y` is omitted, both `x` and `y` will be set to `x`.
- * @param {number} [x=0] - position of the point on the `x` axis
- * @param {number} [y=x] - position of the point on the `y` axis
- * @returns The point instance itself
- */
- Point.prototype.set = function (x, y) {
- if (x === void 0) { x = 0; }
- if (y === void 0) { y = x; }
- this.x = x;
- this.y = y;
- return this;
- };
- Point.prototype.toString = function () {
- return "[@pixi/math:Point x=" + this.x + " y=" + this.y + "]";
- };
- return Point;
- }());
- var tempPoints = [new Point(), new Point(), new Point(), new Point()];
- /**
- * Size object, contains width and height
- * @memberof PIXI
- * @typedef {object} ISize
- * @property {number} width - Width component
- * @property {number} height - Height component
- */
- /**
- * Rectangle object is an area defined by its position, as indicated by its top-left corner
- * point (x, y) and by its width and its height.
- * @memberof PIXI
- */
- var Rectangle = /** @class */ (function () {
- /**
- * @param x - The X coordinate of the upper-left corner of the rectangle
- * @param y - The Y coordinate of the upper-left corner of the rectangle
- * @param width - The overall width of the rectangle
- * @param height - The overall height of the rectangle
- */
- function Rectangle(x, y, width, height) {
- if (x === void 0) { x = 0; }
- if (y === void 0) { y = 0; }
- if (width === void 0) { width = 0; }
- if (height === void 0) { height = 0; }
- this.x = Number(x);
- this.y = Number(y);
- this.width = Number(width);
- this.height = Number(height);
- this.type = exports.SHAPES.RECT;
- }
- Object.defineProperty(Rectangle.prototype, "left", {
- /** Returns the left edge of the rectangle. */
- get: function () {
- return this.x;
- },
- enumerable: false,
- configurable: true
- });
- Object.defineProperty(Rectangle.prototype, "right", {
- /** Returns the right edge of the rectangle. */
- get: function () {
- return this.x + this.width;
- },
- enumerable: false,
- configurable: true
- });
- Object.defineProperty(Rectangle.prototype, "top", {
- /** Returns the top edge of the rectangle. */
- get: function () {
- return this.y;
- },
- enumerable: false,
- configurable: true
- });
- Object.defineProperty(Rectangle.prototype, "bottom", {
- /** Returns the bottom edge of the rectangle. */
- get: function () {
- return this.y + this.height;
- },
- enumerable: false,
- configurable: true
- });
- Object.defineProperty(Rectangle, "EMPTY", {
- /** A constant empty rectangle. */
- get: function () {
- return new Rectangle(0, 0, 0, 0);
- },
- enumerable: false,
- configurable: true
- });
- /**
- * Creates a clone of this Rectangle
- * @returns a copy of the rectangle
- */
- Rectangle.prototype.clone = function () {
- return new Rectangle(this.x, this.y, this.width, this.height);
- };
- /**
- * Copies another rectangle to this one.
- * @param rectangle - The rectangle to copy from.
- * @returns Returns itself.
- */
- Rectangle.prototype.copyFrom = function (rectangle) {
- this.x = rectangle.x;
- this.y = rectangle.y;
- this.width = rectangle.width;
- this.height = rectangle.height;
- return this;
- };
- /**
- * Copies this rectangle to another one.
- * @param rectangle - The rectangle to copy to.
- * @returns Returns given parameter.
- */
- Rectangle.prototype.copyTo = function (rectangle) {
- rectangle.x = this.x;
- rectangle.y = this.y;
- rectangle.width = this.width;
- rectangle.height = this.height;
- return rectangle;
- };
- /**
- * Checks whether the x and y coordinates given are contained within this Rectangle
- * @param x - The X coordinate of the point to test
- * @param y - The Y coordinate of the point to test
- * @returns Whether the x/y coordinates are within this Rectangle
- */
- Rectangle.prototype.contains = function (x, y) {
- if (this.width <= 0 || this.height <= 0) {
- return false;
- }
- if (x >= this.x && x < this.x + this.width) {
- if (y >= this.y && y < this.y + this.height) {
- return true;
- }
- }
- return false;
- };
- /**
- * Determines whether the `other` Rectangle transformed by `transform` intersects with `this` Rectangle object.
- * Returns true only if the area of the intersection is >0, this means that Rectangles
- * sharing a side are not overlapping. Another side effect is that an arealess rectangle
- * (width or height equal to zero) can't intersect any other rectangle.
- * @param {Rectangle} other - The Rectangle to intersect with `this`.
- * @param {Matrix} transform - The transformation matrix of `other`.
- * @returns {boolean} A value of `true` if the transformed `other` Rectangle intersects with `this`; otherwise `false`.
- */
- Rectangle.prototype.intersects = function (other, transform) {
- if (!transform) {
- var x0_1 = this.x < other.x ? other.x : this.x;
- var x1_1 = this.right > other.right ? other.right : this.right;
- if (x1_1 <= x0_1) {
- return false;
- }
- var y0_1 = this.y < other.y ? other.y : this.y;
- var y1_1 = this.bottom > other.bottom ? other.bottom : this.bottom;
- return y1_1 > y0_1;
- }
- var x0 = this.left;
- var x1 = this.right;
- var y0 = this.top;
- var y1 = this.bottom;
- if (x1 <= x0 || y1 <= y0) {
- return false;
- }
- var lt = tempPoints[0].set(other.left, other.top);
- var lb = tempPoints[1].set(other.left, other.bottom);
- var rt = tempPoints[2].set(other.right, other.top);
- var rb = tempPoints[3].set(other.right, other.bottom);
- if (rt.x <= lt.x || lb.y <= lt.y) {
- return false;
- }
- var s = Math.sign((transform.a * transform.d) - (transform.b * transform.c));
- if (s === 0) {
- return false;
- }
- transform.apply(lt, lt);
- transform.apply(lb, lb);
- transform.apply(rt, rt);
- transform.apply(rb, rb);
- if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0
- || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1
- || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0
- || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) {
- return false;
- }
- var nx = s * (lb.y - lt.y);
- var ny = s * (lt.x - lb.x);
- var n00 = (nx * x0) + (ny * y0);
- var n10 = (nx * x1) + (ny * y0);
- var n01 = (nx * x0) + (ny * y1);
- var n11 = (nx * x1) + (ny * y1);
- if (Math.max(n00, n10, n01, n11) <= (nx * lt.x) + (ny * lt.y)
- || Math.min(n00, n10, n01, n11) >= (nx * rb.x) + (ny * rb.y)) {
- return false;
- }
- var mx = s * (lt.y - rt.y);
- var my = s * (rt.x - lt.x);
- var m00 = (mx * x0) + (my * y0);
- var m10 = (mx * x1) + (my * y0);
- var m01 = (mx * x0) + (my * y1);
- var m11 = (mx * x1) + (my * y1);
- if (Math.max(m00, m10, m01, m11) <= (mx * lt.x) + (my * lt.y)
- || Math.min(m00, m10, m01, m11) >= (mx * rb.x) + (my * rb.y)) {
- return false;
- }
- return true;
- };
- /**
- * Pads the rectangle making it grow in all directions.
- * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.
- * @param paddingX - The horizontal padding amount.
- * @param paddingY - The vertical padding amount.
- * @returns Returns itself.
- */
- Rectangle.prototype.pad = function (paddingX, paddingY) {
- if (paddingX === void 0) { paddingX = 0; }
- if (paddingY === void 0) { paddingY = paddingX; }
- this.x -= paddingX;
- this.y -= paddingY;
- this.width += paddingX * 2;
- this.height += paddingY * 2;
- return this;
- };
- /**
- * Fits this rectangle around the passed one.
- * @param rectangle - The rectangle to fit.
- * @returns Returns itself.
- */
- Rectangle.prototype.fit = function (rectangle) {
- var x1 = Math.max(this.x, rectangle.x);
- var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width);
- var y1 = Math.max(this.y, rectangle.y);
- var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height);
- this.x = x1;
- this.width = Math.max(x2 - x1, 0);
- this.y = y1;
- this.height = Math.max(y2 - y1, 0);
- return this;
- };
- /**
- * Enlarges rectangle that way its corners lie on grid
- * @param resolution - resolution
- * @param eps - precision
- * @returns Returns itself.
- */
- Rectangle.prototype.ceil = function (resolution, eps) {
- if (resolution === void 0) { resolution = 1; }
- if (eps === void 0) { eps = 0.001; }
- var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution;
- var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution;
- this.x = Math.floor((this.x + eps) * resolution) / resolution;
- this.y = Math.floor((this.y + eps) * resolution) / resolution;
- this.width = x2 - this.x;
- this.height = y2 - this.y;
- return this;
- };
- /**
- * Enlarges this rectangle to include the passed rectangle.
- * @param rectangle - The rectangle to include.
- * @returns Returns itself.
- */
- Rectangle.prototype.enlarge = function (rectangle) {
- var x1 = Math.min(this.x, rectangle.x);
- var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width);
- var y1 = Math.min(this.y, rectangle.y);
- var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height);
- this.x = x1;
- this.width = x2 - x1;
- this.y = y1;
- this.height = y2 - y1;
- return this;
- };
- Rectangle.prototype.toString = function () {
- return "[@pixi/math:Rectangle x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + "]";
- };
- return Rectangle;
- }());
- /**
- * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects.
- * @memberof PIXI
- */
- var Circle = /** @class */ (function () {
- /**
- * @param x - The X coordinate of the center of this circle
- * @param y - The Y coordinate of the center of this circle
- * @param radius - The radius of the circle
- */
- function Circle(x, y, radius) {
- if (x === void 0) { x = 0; }
- if (y === void 0) { y = 0; }
- if (radius === void 0) { radius = 0; }
- this.x = x;
- this.y = y;
- this.radius = radius;
- this.type = exports.SHAPES.CIRC;
- }
- /**
- * Creates a clone of this Circle instance
- * @returns A copy of the Circle
- */
- Circle.prototype.clone = function () {
- return new Circle(this.x, this.y, this.radius);
- };
- /**
- * Checks whether the x and y coordinates given are contained within this circle
- * @param x - The X coordinate of the point to test
- * @param y - The Y coordinate of the point to test
- * @returns Whether the x/y coordinates are within this Circle
- */
- Circle.prototype.contains = function (x, y) {
- if (this.radius <= 0) {
- return false;
- }
- var r2 = this.radius * this.radius;
- var dx = (this.x - x);
- var dy = (this.y - y);
- dx *= dx;
- dy *= dy;
- return (dx + dy <= r2);
- };
- /**
- * Returns the framing rectangle of the circle as a Rectangle object
- * @returns The framing rectangle
- */
- Circle.prototype.getBounds = function () {
- return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2);
- };
- Circle.prototype.toString = function () {
- return "[@pixi/math:Circle x=" + this.x + " y=" + this.y + " radius=" + this.radius + "]";
- };
- return Circle;
- }());
- /**
- * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects.
- * @memberof PIXI
- */
- var Ellipse = /** @class */ (function () {
- /**
- * @param x - The X coordinate of the center of this ellipse
- * @param y - The Y coordinate of the center of this ellipse
- * @param halfWidth - The half width of this ellipse
- * @param halfHeight - The half height of this ellipse
- */
- function Ellipse(x, y, halfWidth, halfHeight) {
- if (x === void 0) { x = 0; }
- if (y === void 0) { y = 0; }
- if (halfWidth === void 0) { halfWidth = 0; }
- if (halfHeight === void 0) { halfHeight = 0; }
- this.x = x;
- this.y = y;
- this.width = halfWidth;
- this.height = halfHeight;
- this.type = exports.SHAPES.ELIP;
- }
- /**
- * Creates a clone of this Ellipse instance
- * @returns {PIXI.Ellipse} A copy of the ellipse
- */
- Ellipse.prototype.clone = function () {
- return new Ellipse(this.x, this.y, this.width, this.height);
- };
- /**
- * Checks whether the x and y coordinates given are contained within this ellipse
- * @param x - The X coordinate of the point to test
- * @param y - The Y coordinate of the point to test
- * @returns Whether the x/y coords are within this ellipse
- */
- Ellipse.prototype.contains = function (x, y) {
- if (this.width <= 0 || this.height <= 0) {
- return false;
- }
- // normalize the coords to an ellipse with center 0,0
- var normx = ((x - this.x) / this.width);
- var normy = ((y - this.y) / this.height);
- normx *= normx;
- normy *= normy;
- return (normx + normy <= 1);
- };
- /**
- * Returns the framing rectangle of the ellipse as a Rectangle object
- * @returns The framing rectangle
- */
- Ellipse.prototype.getBounds = function () {
- return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);
- };
- Ellipse.prototype.toString = function () {
- return "[@pixi/math:Ellipse x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + "]";
- };
- return Ellipse;
- }());
- /**
- * A class to define a shape via user defined coordinates.
- * @memberof PIXI
- */
- var Polygon = /** @class */ (function () {
- /**
- * @param {PIXI.IPointData[]|number[]} points - This can be an array of Points
- * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or
- * the arguments passed can be all the points of the polygon e.g.
- * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat
- * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers.
- */
- function Polygon() {
- var arguments$1 = arguments;
- var points = [];
- for (var _i = 0; _i < arguments.length; _i++) {
- points[_i] = arguments$1[_i];
- }
- var flat = Array.isArray(points[0]) ? points[0] : points;
- // if this is an array of points, convert it to a flat array of numbers
- if (typeof flat[0] !== 'number') {
- var p = [];
- for (var i = 0, il = flat.length; i < il; i++) {
- p.push(flat[i].x, flat[i].y);
- }
- flat = p;
- }
- this.points = flat;
- this.type = exports.SHAPES.POLY;
- this.closeStroke = true;
- }
- /**
- * Creates a clone of this polygon.
- * @returns - A copy of the polygon.
- */
- Polygon.prototype.clone = function () {
- var points = this.points.slice();
- var polygon = new Polygon(points);
- polygon.closeStroke = this.closeStroke;
- return polygon;
- };
- /**
- * Checks whether the x and y coordinates passed to this function are contained within this polygon.
- * @param x - The X coordinate of the point to test.
- * @param y - The Y coordinate of the point to test.
- * @returns - Whether the x/y coordinates are within this polygon.
- */
- Polygon.prototype.contains = function (x, y) {
- var inside = false;
- // use some raycasting to test hits
- // https://github.com/substack/point-in-polygon/blob/master/index.js
- var length = this.points.length / 2;
- for (var i = 0, j = length - 1; i < length; j = i++) {
- var xi = this.points[i * 2];
- var yi = this.points[(i * 2) + 1];
- var xj = this.points[j * 2];
- var yj = this.points[(j * 2) + 1];
- var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi);
- if (intersect) {
- inside = !inside;
- }
- }
- return inside;
- };
- Polygon.prototype.toString = function () {
- return "[@pixi/math:Polygon"
- + ("closeStroke=" + this.closeStroke)
- + ("points=" + this.points.reduce(function (pointsDesc, currentPoint) { return pointsDesc + ", " + currentPoint; }, '') + "]");
- };
- return Polygon;
- }());
- /**
- * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its
- * top-left corner point (x, y) and by its width and its height and its radius.
- * @memberof PIXI
- */
- var RoundedRectangle = /** @class */ (function () {
- /**
- * @param x - The X coordinate of the upper-left corner of the rounded rectangle
- * @param y - The Y coordinate of the upper-left corner of the rounded rectangle
- * @param width - The overall width of this rounded rectangle
- * @param height - The overall height of this rounded rectangle
- * @param radius - Controls the radius of the rounded corners
- */
- function RoundedRectangle(x, y, width, height, radius) {
- if (x === void 0) { x = 0; }
- if (y === void 0) { y = 0; }
- if (width === void 0) { width = 0; }
- if (height === void 0) { height = 0; }
- if (radius === void 0) { radius = 20; }
- this.x = x;
- this.y = y;
- this.width = width;
- this.height = height;
- this.radius = radius;
- this.type = exports.SHAPES.RREC;
- }
- /**
- * Creates a clone of this Rounded Rectangle.
- * @returns - A copy of the rounded rectangle.
- */
- RoundedRectangle.prototype.clone = function () {
- return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius);
- };
- /**
- * Checks whether the x and y coordinates given are contained within this Rounded Rectangle
- * @param x - The X coordinate of the point to test.
- * @param y - The Y coordinate of the point to test.
- * @returns - Whether the x/y coordinates are within this Rounded Rectangle.
- */
- RoundedRectangle.prototype.contains = function (x, y) {
- if (this.width <= 0 || this.height <= 0) {
- return false;
- }
- if (x >= this.x && x <= this.x + this.width) {
- if (y >= this.y && y <= this.y + this.height) {
- var radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2));
- if ((y >= this.y + radius && y <= this.y + this.height - radius)
- || (x >= this.x + radius && x <= this.x + this.width - radius)) {
- return true;
- }
- var dx = x - (this.x + radius);
- var dy = y - (this.y + radius);
- var radius2 = radius * radius;
- if ((dx * dx) + (dy * dy) <= radius2) {
- return true;
- }
- dx = x - (this.x + this.width - radius);
- if ((dx * dx) + (dy * dy) <= radius2) {
- return true;
- }
- dy = y - (this.y + this.height - radius);
- if ((dx * dx) + (dy * dy) <= radius2) {
- return true;
- }
- dx = x - (this.x + radius);
- if ((dx * dx) + (dy * dy) <= radius2) {
- return true;
- }
- }
- }
- return false;
- };
- RoundedRectangle.prototype.toString = function () {
- return "[@pixi/math:RoundedRectangle x=" + this.x + " y=" + this.y
- + ("width=" + this.width + " height=" + this.height + " radius=" + this.radius + "]");
- };
- return RoundedRectangle;
- }());
- /**
- * The ObservablePoint object represents a location in a two-dimensional coordinate system, where `x` represents
- * the position on the horizontal axis and `y` represents the position on the vertical axis.
- *
- * An `ObservablePoint` is a point that triggers a callback when the point's position is changed.
- * @memberof PIXI
- */
- var ObservablePoint = /** @class */ (function () {
- /**
- * Creates a new `ObservablePoint`
- * @param cb - callback function triggered when `x` and/or `y` are changed
- * @param scope - owner of callback
- * @param {number} [x=0] - position of the point on the x axis
- * @param {number} [y=0] - position of the point on the y axis
- */
- function ObservablePoint(cb, scope, x, y) {
- if (x === void 0) { x = 0; }
- if (y === void 0) { y = 0; }
- this._x = x;
- this._y = y;
- this.cb = cb;
- this.scope = scope;
- }
- /**
- * Creates a clone of this point.
- * The callback and scope params can be overridden otherwise they will default
- * to the clone object's values.
- * @override
- * @param cb - The callback function triggered when `x` and/or `y` are changed
- * @param scope - The owner of the callback
- * @returns a copy of this observable point
- */
- ObservablePoint.prototype.clone = function (cb, scope) {
- if (cb === void 0) { cb = this.cb; }
- if (scope === void 0) { scope = this.scope; }
- return new ObservablePoint(cb, scope, this._x, this._y);
- };
- /**
- * Sets the point to a new `x` and `y` position.
- * If `y` is omitted, both `x` and `y` will be set to `x`.
- * @param {number} [x=0] - position of the point on the x axis
- * @param {number} [y=x] - position of the point on the y axis
- * @returns The observable point instance itself
- */
- ObservablePoint.prototype.set = function (x, y) {
- if (x === void 0) { x = 0; }
- if (y === void 0) { y = x; }
- if (this._x !== x || this._y !== y) {
- this._x = x;
- this._y = y;
- this.cb.call(this.scope);
- }
- return this;
- };
- /**
- * Copies x and y from the given point (`p`)
- * @param p - The point to copy from. Can be any of type that is or extends `IPointData`
- * @returns The observable point instance itself
- */
- ObservablePoint.prototype.copyFrom = function (p) {
- if (this._x !== p.x || this._y !== p.y) {
- this._x = p.x;
- this._y = p.y;
- this.cb.call(this.scope);
- }
- return this;
- };
- /**
- * Copies this point's x and y into that of the given point (`p`)
- * @param p - The point to copy to. Can be any of type that is or extends `IPointData`
- * @returns The point (`p`) with values updated
- */
- ObservablePoint.prototype.copyTo = function (p) {
- p.set(this._x, this._y);
- return p;
- };
- /**
- * Accepts another point (`p`) and returns `true` if the given point is equal to this point
- * @param p - The point to check
- * @returns Returns `true` if both `x` and `y` are equal
- */
- ObservablePoint.prototype.equals = function (p) {
- return (p.x === this._x) && (p.y === this._y);
- };
- ObservablePoint.prototype.toString = function () {
- return "[@pixi/math:ObservablePoint x=" + 0 + " y=" + 0 + " scope=" + this.scope + "]";
- };
- Object.defineProperty(ObservablePoint.prototype, "x", {
- /** Position of the observable point on the x axis. */
- get: function () {
- return this._x;
- },
- set: function (value) {
- if (this._x !== value) {
- this._x = value;
- this.cb.call(this.scope);
- }
- },
- enumerable: false,
- configurable: true
- });
- Object.defineProperty(ObservablePoint.prototype, "y", {
- /** Position of the observable point on the y axis. */
- get: function () {
- return this._y;
- },
- set: function (value) {
- if (this._y !== value) {
- this._y = value;
- this.cb.call(this.scope);
- }
- },
- enumerable: false,
- configurable: true
- });
- return ObservablePoint;
- }());
- /**
- * The PixiJS Matrix as a class makes it a lot faster.
- *
- * Here is a representation of it:
- * ```js
- * | a | c | tx|
- * | b | d | ty|
- * | 0 | 0 | 1 |
- * ```
- * @memberof PIXI
- */
- var Matrix = /** @class */ (function () {
- /**
- * @param a - x scale
- * @param b - y skew
- * @param c - x skew
- * @param d - y scale
- * @param tx - x translation
- * @param ty - y translation
- */
- function Matrix(a, b, c, d, tx, ty) {
- if (a === void 0) { a = 1; }
- if (b === void 0) { b = 0; }
- if (c === void 0) { c = 0; }
- if (d === void 0) { d = 1; }
- if (tx === void 0) { tx = 0; }
- if (ty === void 0) { ty = 0; }
- this.array = null;
- this.a = a;
- this.b = b;
- this.c = c;
- this.d = d;
- this.tx = tx;
- this.ty = ty;
- }
- /**
- * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:
- *
- * a = array[0]
- * b = array[1]
- * c = array[3]
- * d = array[4]
- * tx = array[2]
- * ty = array[5]
- * @param array - The array that the matrix will be populated from.
- */
- Matrix.prototype.fromArray = function (array) {
- this.a = array[0];
- this.b = array[1];
- this.c = array[3];
- this.d = array[4];
- this.tx = array[2];
- this.ty = array[5];
- };
- /**
- * Sets the matrix properties.
- * @param a - Matrix component
- * @param b - Matrix component
- * @param c - Matrix component
- * @param d - Matrix component
- * @param tx - Matrix component
- * @param ty - Matrix component
- * @returns This matrix. Good for chaining method calls.
- */
- Matrix.prototype.set = function (a, b, c, d, tx, ty) {
- this.a = a;
- this.b = b;
- this.c = c;
- this.d = d;
- this.tx = tx;
- this.ty = ty;
- return this;
- };
- /**
- * Creates an array from the current Matrix object.
- * @param transpose - Whether we need to transpose the matrix or not
- * @param [out=new Float32Array(9)] - If provided the array will be assigned to out
- * @returns The newly created array which contains the matrix
- */
- Matrix.prototype.toArray = function (transpose, out) {
- if (!this.array) {
- this.array = new Float32Array(9);
- }
- var array = out || this.array;
- if (transpose) {
- array[0] = this.a;
- array[1] = this.b;
- array[2] = 0;
- array[3] = this.c;
- array[4] = this.d;
- array[5] = 0;
- array[6] = this.tx;
- array[7] = this.ty;
- array[8] = 1;
- }
- else {
- array[0] = this.a;
- array[1] = this.c;
- array[2] = this.tx;
- array[3] = this.b;
- array[4] = this.d;
- array[5] = this.ty;
- array[6] = 0;
- array[7] = 0;
- array[8] = 1;
- }
- return array;
- };
- /**
- * Get a new position with the current transformation applied.
- * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)
- * @param pos - The origin
- * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)
- * @returns {PIXI.Point} The new point, transformed through this matrix
- */
- Matrix.prototype.apply = function (pos, newPos) {
- newPos = (newPos || new Point());
- var x = pos.x;
- var y = pos.y;
- newPos.x = (this.a * x) + (this.c * y) + this.tx;
- newPos.y = (this.b * x) + (this.d * y) + this.ty;
- return newPos;
- };
- /**
- * Get a new position with the inverse of the current transformation applied.
- * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)
- * @param pos - The origin
- * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)
- * @returns {PIXI.Point} The new point, inverse-transformed through this matrix
- */
- Matrix.prototype.applyInverse = function (pos, newPos) {
- newPos = (newPos || new Point());
- var id = 1 / ((this.a * this.d) + (this.c * -this.b));
- var x = pos.x;
- var y = pos.y;
- newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id);
- newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id);
- return newPos;
- };
- /**
- * Translates the matrix on the x and y.
- * @param x - How much to translate x by
- * @param y - How much to translate y by
- * @returns This matrix. Good for chaining method calls.
- */
- Matrix.prototype.translate = function (x, y) {
- this.tx += x;
- this.ty += y;
- return this;
- };
- /**
- * Applies a scale transformation to the matrix.
- * @param x - The amount to scale horizontally
- * @param y - The amount to scale vertically
- * @returns This matrix. Good for chaining method calls.
- */
- Matrix.prototype.scale = function (x, y) {
- this.a *= x;
- this.d *= y;
- this.c *= x;
- this.b *= y;
- this.tx *= x;
- this.ty *= y;
- return this;
- };
- /**
- * Applies a rotation transformation to the matrix.
- * @param angle - The angle in radians.
- * @returns This matrix. Good for chaining method calls.
- */
- Matrix.prototype.rotate = function (angle) {
- var cos = Math.cos(angle);
- var sin = Math.sin(angle);
- var a1 = this.a;
- var c1 = this.c;
- var tx1 = this.tx;
- this.a = (a1 * cos) - (this.b * sin);
- this.b = (a1 * sin) + (this.b * cos);
- this.c = (c1 * cos) - (this.d * sin);
- this.d = (c1 * sin) + (this.d * cos);
- this.tx = (tx1 * cos) - (this.ty * sin);
- this.ty = (tx1 * sin) + (this.ty * cos);
- return this;
- };
- /**
- * Appends the given Matrix to this Matrix.
- * @param matrix - The matrix to append.
- * @returns This matrix. Good for chaining method calls.
- */
- Matrix.prototype.append = function (matrix) {
- var a1 = this.a;
- var b1 = this.b;
- var c1 = this.c;
- var d1 = this.d;
- this.a = (matrix.a * a1) + (matrix.b * c1);
- this.b = (matrix.a * b1) + (matrix.b * d1);
- this.c = (matrix.c * a1) + (matrix.d * c1);
- this.d = (matrix.c * b1) + (matrix.d * d1);
- this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx;
- this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty;
- return this;
- };
- /**
- * Sets the matrix based on all the available properties
- * @param x - Position on the x axis
- * @param y - Position on the y axis
- * @param pivotX - Pivot on the x axis
- * @param pivotY - Pivot on the y axis
- * @param scaleX - Scale on the x axis
- * @param scaleY - Scale on the y axis
- * @param rotation - Rotation in radians
- * @param skewX - Skew on the x axis
- * @param skewY - Skew on the y axis
- * @returns This matrix. Good for chaining method calls.
- */
- Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {
- this.a = Math.cos(rotation + skewY) * scaleX;
- this.b = Math.sin(rotation + skewY) * scaleX;
- this.c = -Math.sin(rotation - skewX) * scaleY;
- this.d = Math.cos(rotation - skewX) * scaleY;
- this.tx = x - ((pivotX * this.a) + (pivotY * this.c));
- this.ty = y - ((pivotX * this.b) + (pivotY * this.d));
- return this;
- };
- /**
- * Prepends the given Matrix to this Matrix.
- * @param matrix - The matrix to prepend
- * @returns This matrix. Good for chaining method calls.
- */
- Matrix.prototype.prepend = function (matrix) {
- var tx1 = this.tx;
- if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {
- var a1 = this.a;
- var c1 = this.c;
- this.a = (a1 * matrix.a) + (this.b * matrix.c);
- this.b = (a1 * matrix.b) + (this.b * matrix.d);
- this.c = (c1 * matrix.a) + (this.d * matrix.c);
- this.d = (c1 * matrix.b) + (this.d * matrix.d);
- }
- this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx;
- this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty;
- return this;
- };
- /**
- * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.
- * @param transform - The transform to apply the properties to.
- * @returns The transform with the newly applied properties
- */
- Matrix.prototype.decompose = function (transform) {
- // sort out rotation / skew..
- var a = this.a;
- var b = this.b;
- var c = this.c;
- var d = this.d;
- var pivot = transform.pivot;
- var skewX = -Math.atan2(-c, d);
- var skewY = Math.atan2(b, a);
- var delta = Math.abs(skewX + skewY);
- if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) {
- transform.rotation = skewY;
- transform.skew.x = transform.skew.y = 0;
- }
- else {
- transform.rotation = 0;
- transform.skew.x = skewX;
- transform.skew.y = skewY;
- }
- // next set scale
- transform.scale.x = Math.sqrt((a * a) + (b * b));
- transform.scale.y = Math.sqrt((c * c) + (d * d));
- // next set position
- transform.position.x = this.tx + ((pivot.x * a) + (pivot.y * c));
- transform.position.y = this.ty + ((pivot.x * b) + (pivot.y * d));
- return transform;
- };
- /**
- * Inverts this matrix
- * @returns This matrix. Good for chaining method calls.
- */
- Matrix.prototype.invert = function () {
- var a1 = this.a;
- var b1 = this.b;
- var c1 = this.c;
- var d1 = this.d;
- var tx1 = this.tx;
- var n = (a1 * d1) - (b1 * c1);
- this.a = d1 / n;
- this.b = -b1 / n;
- this.c = -c1 / n;
- this.d = a1 / n;
- this.tx = ((c1 * this.ty) - (d1 * tx1)) / n;
- this.ty = -((a1 * this.ty) - (b1 * tx1)) / n;
- return this;
- };
- /**
- * Resets this Matrix to an identity (default) matrix.
- * @returns This matrix. Good for chaining method calls.
- */
- Matrix.prototype.identity = function () {
- this.a = 1;
- this.b = 0;
- this.c = 0;
- this.d = 1;
- this.tx = 0;
- this.ty = 0;
- return this;
- };
- /**
- * Creates a new Matrix object with the same values as this one.
- * @returns A copy of this matrix. Good for chaining method calls.
- */
- Matrix.prototype.clone = function () {
- var matrix = new Matrix();
- matrix.a = this.a;
- matrix.b = this.b;
- matrix.c = this.c;
- matrix.d = this.d;
- matrix.tx = this.tx;
- matrix.ty = this.ty;
- return matrix;
- };
- /**
- * Changes the values of the given matrix to be the same as the ones in this matrix
- * @param matrix - The matrix to copy to.
- * @returns The matrix given in parameter with its values updated.
- */
- Matrix.prototype.copyTo = function (matrix) {
- matrix.a = this.a;
- matrix.b = this.b;
- matrix.c = this.c;
- matrix.d = this.d;
- matrix.tx = this.tx;
- matrix.ty = this.ty;
- return matrix;
- };
- /**
- * Changes the values of the matrix to be the same as the ones in given matrix
- * @param {PIXI.Matrix} matrix - The matrix to copy from.
- * @returns {PIXI.Matrix} this
- */
- Matrix.prototype.copyFrom = function (matrix) {
- this.a = matrix.a;
- this.b = matrix.b;
- this.c = matrix.c;
- this.d = matrix.d;
- this.tx = matrix.tx;
- this.ty = matrix.ty;
- return this;
- };
- Matrix.prototype.toString = function () {
- return "[@pixi/math:Matrix a=" + this.a + " b=" + this.b + " c=" + this.c + " d=" + this.d + " tx=" + this.tx + " ty=" + this.ty + "]";
- };
- Object.defineProperty(Matrix, "IDENTITY", {
- /**
- * A default (identity) matrix
- * @readonly
- */
- get: function () {
- return new Matrix();
- },
- enumerable: false,
- configurable: true
- });
- Object.defineProperty(Matrix, "TEMP_MATRIX", {
- /**
- * A temp matrix
- * @readonly
- */
- get: function () {
- return new Matrix();
- },
- enumerable: false,
- configurable: true
- });
- return Matrix;
- }());
- // Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group
- /*
- * Transform matrix for operation n is:
- * | ux | vx |
- * | uy | vy |
- */
- var ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1];
- var uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];
- var vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];
- var vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];
- /**
- * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table}
- * for the composition of each rotation in the dihederal group D8.
- * @type {number[][]}
- * @private
- */
- var rotationCayley = [];
- /**
- * Matrices for each `GD8Symmetry` rotation.
- * @type {PIXI.Matrix[]}
- * @private
- */
- var rotationMatrices = [];
- /*
- * Alias for {@code Math.sign}.
- */
- var signum = Math.sign;
- /*
- * Initializes `rotationCayley` and `rotationMatrices`. It is called
- * only once below.
- */
- function init() {
- for (var i = 0; i < 16; i++) {
- var row = [];
- rotationCayley.push(row);
- for (var j = 0; j < 16; j++) {
- /* Multiplies rotation matrices i and j. */
- var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j]));
- var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j]));
- var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j]));
- var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j]));
- /* Finds rotation matrix matching the product and pushes it. */
- for (var k = 0; k < 16; k++) {
- if (ux[k] === _ux && uy[k] === _uy
- && vx[k] === _vx && vy[k] === _vy) {
- row.push(k);
- break;
- }
- }
- }
- }
- for (var i = 0; i < 16; i++) {
- var mat = new Matrix();
- mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0);
- rotationMatrices.push(mat);
- }
- }
- init();
- /**
- * @memberof PIXI
- * @typedef {number} GD8Symmetry
- * @see PIXI.groupD8
- */
- /**
- * Implements the dihedral group D8, which is similar to
- * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html};
- * D8 is the same but with diagonals, and it is used for texture
- * rotations.
- *
- * The directions the U- and V- axes after rotation
- * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))`
- * and `(vX(a), vY(a))`. These aren't necessarily unit vectors.
- *
- * **Origin:**<br>
- * This is the small part of gameofbombs.com portal system. It works.
- * @see PIXI.groupD8.E
- * @see PIXI.groupD8.SE
- * @see PIXI.groupD8.S
- * @see PIXI.groupD8.SW
- * @see PIXI.groupD8.W
- * @see PIXI.groupD8.NW
- * @see PIXI.groupD8.N
- * @see PIXI.groupD8.NE
- * @author Ivan @ivanpopelyshev
- * @namespace PIXI.groupD8
- * @memberof PIXI
- */
- var groupD8 = {
- /**
- * | Rotation | Direction |
- * |----------|-----------|
- * | 0° | East |
- * @memberof PIXI.groupD8
- * @constant {PIXI.GD8Symmetry}
- */
- E: 0,
- /**
- * | Rotation | Direction |
- * |----------|-----------|
- * | 45°↻ | Southeast |
- * @memberof PIXI.groupD8
- * @constant {PIXI.GD8Symmetry}
- */
- SE: 1,
- /**
- * | Rotation | Direction |
- * |----------|-----------|
- * | 90°↻ | South |
- * @memberof PIXI.groupD8
- * @constant {PIXI.GD8Symmetry}
- */
- S: 2,
- /**
- * | Rotation | Direction |
- * |----------|-----------|
- * | 135°↻ | Southwest |
- * @memberof PIXI.groupD8
- * @constant {PIXI.GD8Symmetry}
- */
- SW: 3,
- /**
- * | Rotation | Direction |
- * |----------|-----------|
- * | 180° | West |
- * @memberof PIXI.groupD8
- * @constant {PIXI.GD8Symmetry}
- */
- W: 4,
- /**
- * | Rotation | Direction |
- * |-------------|--------------|
- * | -135°/225°↻ | Northwest |
- * @memberof PIXI.groupD8
- * @constant {PIXI.GD8Symmetry}
- */
- NW: 5,
- /**
- * | Rotation | Direction |
- * |-------------|--------------|
- * | -90°/270°↻ | North |
- * @memberof PIXI.groupD8
- * @constant {PIXI.GD8Symmetry}
- */
- N: 6,
- /**
- * | Rotation | Direction |
- * |-------------|--------------|
- * | -45°/315°↻ | Northeast |
- * @memberof PIXI.groupD8
- * @constant {PIXI.GD8Symmetry}
- */
- NE: 7,
- /**
- * Reflection about Y-axis.
- * @memberof PIXI.groupD8
- * @constant {PIXI.GD8Symmetry}
- */
- MIRROR_VERTICAL: 8,
- /**
- * Reflection about the main diagonal.
- * @memberof PIXI.groupD8
- * @constant {PIXI.GD8Symmetry}
- */
- MAIN_DIAGONAL: 10,
- /**
- * Reflection about X-axis.
- * @memberof PIXI.groupD8
- * @constant {PIXI.GD8Symmetry}
- */
- MIRROR_HORIZONTAL: 12,
- /**
- * Reflection about reverse diagonal.
- * @memberof PIXI.groupD8
- * @constant {PIXI.GD8Symmetry}
- */
- REVERSE_DIAGONAL: 14,
- /**
- * @memberof PIXI.groupD8
- * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.
- * @returns {PIXI.GD8Symmetry} The X-component of the U-axis
- * after rotating the axes.
- */
- uX: function (ind) { return ux[ind]; },
- /**
- * @memberof PIXI.groupD8
- * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.
- * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis
- * after rotating the axes.
- */
- uY: function (ind) { return uy[ind]; },
- /**
- * @memberof PIXI.groupD8
- * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.
- * @returns {PIXI.GD8Symmetry} The X-component of the V-axis
- * after rotating the axes.
- */
- vX: function (ind) { return vx[ind]; },
- /**
- * @memberof PIXI.groupD8
- * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.
- * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis
- * after rotating the axes.
- */
- vY: function (ind) { return vy[ind]; },
- /**
- * @memberof PIXI.groupD8
- * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite
- * is needed. Only rotations have opposite symmetries while
- * reflections don't.
- * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation`
- */
- inv: function (rotation) {
- if (rotation & 8) // true only if between 8 & 15 (reflections)
- {
- return rotation & 15; // or rotation % 16
- }
- return (-rotation) & 7; // or (8 - rotation) % 8
- },
- /**
- * Composes the two D8 operations.
- *
- * Taking `^` as reflection:
- *
- * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 |
- * |-------|-----|-----|-----|-----|------|-------|-------|-------|
- * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ |
- * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ |
- * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ |
- * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ |
- * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S |
- * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W |
- * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N |
- * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E |
- *
- * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table}
- * @memberof PIXI.groupD8
- * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which
- * is the row in the above cayley table.
- * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which
- * is the column in the above cayley table.
- * @returns {PIXI.GD8Symmetry} Composed operation
- */
- add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); },
- /**
- * Reverse of `add`.
- * @memberof PIXI.groupD8
- * @param {PIXI.GD8Symmetry} rotationSecond - Second operation
- * @param {PIXI.GD8Symmetry} rotationFirst - First operation
- * @returns {PIXI.GD8Symmetry} Result
- */
- sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); },
- /**
- * Adds 180 degrees to rotation, which is a commutative
- * operation.
- * @memberof PIXI.groupD8
- * @param {number} rotation - The number to rotate.
- * @returns {number} Rotated number
- */
- rotate180: function (rotation) { return rotation ^ 4; },
- /**
- * Checks if the rotation angle is vertical, i.e. south
- * or north. It doesn't work for reflections.
- * @memberof PIXI.groupD8
- * @param {PIXI.GD8Symmetry} rotation - The number to check.
- * @returns {boolean} Whether or not the direction is vertical
- */
- isVertical: function (rotation) { return (rotation & 3) === 2; },
- /**
- * Approximates the vector `V(dx,dy)` into one of the
- * eight directions provided by `groupD8`.
- * @memberof PIXI.groupD8
- * @param {number} dx - X-component of the vector
- * @param {number} dy - Y-component of the vector
- * @returns {PIXI.GD8Symmetry} Approximation of the vector into
- * one of the eight symmetries.
- */
- byDirection: function (dx, dy) {
- if (Math.abs(dx) * 2 <= Math.abs(dy)) {
- if (dy >= 0) {
- return groupD8.S;
- }
- return groupD8.N;
- }
- else if (Math.abs(dy) * 2 <= Math.abs(dx)) {
- if (dx > 0) {
- return groupD8.E;
- }
- return groupD8.W;
- }
- else if (dy > 0) {
- if (dx > 0) {
- return groupD8.SE;
- }
- return groupD8.SW;
- }
- else if (dx > 0) {
- return groupD8.NE;
- }
- return groupD8.NW;
- },
- /**
- * Helps sprite to compensate texture packer rotation.
- * @memberof PIXI.groupD8
- * @param {PIXI.Matrix} matrix - sprite world matrix
- * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use.
- * @param {number} tx - sprite anchoring
- * @param {number} ty - sprite anchoring
- */
- matrixAppendRotationInv: function (matrix, rotation, tx, ty) {
- if (tx === void 0) { tx = 0; }
- if (ty === void 0) { ty = 0; }
- // Packer used "rotation", we use "inv(rotation)"
- var mat = rotationMatrices[groupD8.inv(rotation)];
- mat.tx = tx;
- mat.ty = ty;
- matrix.append(mat);
- },
- };
- /**
- * Transform that takes care about its versions.
- * @memberof PIXI
- */
- var Transform = /** @class */ (function () {
- function Transform() {
- this.worldTransform = new Matrix();
- this.localTransform = new Matrix();
- this.position = new ObservablePoint(this.onChange, this, 0, 0);
- this.scale = new ObservablePoint(this.onChange, this, 1, 1);
- this.pivot = new ObservablePoint(this.onChange, this, 0, 0);
- this.skew = new ObservablePoint(this.updateSkew, this, 0, 0);
- this._rotation = 0;
- this._cx = 1;
- this._sx = 0;
- this._cy = 0;
- this._sy = 1;
- this._localID = 0;
- this._currentLocalID = 0;
- this._worldID = 0;
- this._parentID = 0;
- }
- /** Called when a value changes. */
- Transform.prototype.onChange = function () {
- this._localID++;
- };
- /** Called when the skew or the rotation changes. */
- Transform.prototype.updateSkew = function () {
- this._cx = Math.cos(this._rotation + this.skew.y);
- this._sx = Math.sin(this._rotation + this.skew.y);
- this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2
- this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2
- this._localID++;
- };
- Transform.prototype.toString = function () {
- return "[@pixi/math:Transform "
- + ("position=(" + this.position.x + ", " + this.position.y + ") ")
- + ("rotation=" + this.rotation + " ")
- + ("scale=(" + this.scale.x + ", " + this.scale.y + ") ")
- + ("skew=(" + this.skew.x + ", " + this.skew.y + ") ")
- + "]";
- };
- /** Updates the local transformation matrix. */
- Transform.prototype.updateLocalTransform = function () {
- var lt = this.localTransform;
- if (this._localID !== this._currentLocalID) {
- // get the matrix values of the displayobject based on its transform properties..
- lt.a = this._cx * this.scale.x;
- lt.b = this._sx * this.scale.x;
- lt.c = this._cy * this.scale.y;
- lt.d = this._sy * this.scale.y;
- lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));
- lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));
- this._currentLocalID = this._localID;
- // force an update..
- this._parentID = -1;
- }
- };
- /**
- * Updates the local and the world transformation matrices.
- * @param parentTransform - The parent transform
- */
- Transform.prototype.updateTransform = function (parentTransform) {
- var lt = this.localTransform;
- if (this._localID !== this._currentLocalID) {
- // get the matrix values of the displayobject based on its transform properties..
- lt.a = this._cx * this.scale.x;
- lt.b = this._sx * this.scale.x;
- lt.c = this._cy * this.scale.y;
- lt.d = this._sy * this.scale.y;
- lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));
- lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));
- this._currentLocalID = this._localID;
- // force an update..
- this._parentID = -1;
- }
- if (this._parentID !== parentTransform._worldID) {
- // concat the parent matrix with the objects transform.
- var pt = parentTransform.worldTransform;
- var wt = this.worldTransform;
- wt.a = (lt.a * pt.a) + (lt.b * pt.c);
- wt.b = (lt.a * pt.b) + (lt.b * pt.d);
- wt.c = (lt.c * pt.a) + (lt.d * pt.c);
- wt.d = (lt.c * pt.b) + (lt.d * pt.d);
- wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx;
- wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty;
- this._parentID = parentTransform._worldID;
- // update the id of the transform..
- this._worldID++;
- }
- };
- /**
- * Decomposes a matrix and sets the transforms properties based on it.
- * @param matrix - The matrix to decompose
- */
- Transform.prototype.setFromMatrix = function (matrix) {
- matrix.decompose(this);
- this._localID++;
- };
- Object.defineProperty(Transform.prototype, "rotation", {
- /** The rotation of the object in radians. */
- get: function () {
- return this._rotation;
- },
- set: function (value) {
- if (this._rotation !== value) {
- this._rotation = value;
- this.updateSkew();
- }
- },
- enumerable: false,
- configurable: true
- });
- /** A default (identity) transform. */
- Transform.IDENTITY = new Transform();
- return Transform;
- }());
- exports.Circle = Circle;
- exports.DEG_TO_RAD = DEG_TO_RAD;
- exports.Ellipse = Ellipse;
- exports.Matrix = Matrix;
- exports.ObservablePoint = ObservablePoint;
- exports.PI_2 = PI_2;
- exports.Point = Point;
- exports.Polygon = Polygon;
- exports.RAD_TO_DEG = RAD_TO_DEG;
- exports.Rectangle = Rectangle;
- exports.RoundedRectangle = RoundedRectangle;
- exports.Transform = Transform;
- exports.groupD8 = groupD8;
- //# sourceMappingURL=math.js.map
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