'use strict';
exports.__esModule = true;
var _Matrix = require('./Matrix');
var _Matrix2 = _interopRequireDefault(_Matrix);
function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }
var ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1]; // Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group of order 16
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];
var tempMatrices = [];
var mul = [];
function signum(x) {
if (x < 0) {
return -1;
}
if (x > 0) {
return 1;
}
return 0;
}
function init() {
for (var i = 0; i < 16; i++) {
var row = [];
mul.push(row);
for (var j = 0; j < 16; 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]);
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 _Matrix2.default();
mat.set(ux[_i], uy[_i], vx[_i], vy[_i], 0, 0);
tempMatrices.push(mat);
}
}
init();
/**
* Implements Dihedral Group D_8, see [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html},
* D8 is the same but with diagonals. Used for texture rotations.
*
* Vector xX(i), xY(i) is U-axis of sprite with rotation i
* Vector yY(i), yY(i) is V-axis of sprite with rotation i
* Rotations: 0 grad (0), 90 grad (2), 180 grad (4), 270 grad (6)
* Mirrors: vertical (8), main diagonal (10), horizontal (12), reverse diagonal (14)
* This is the small part of gameofbombs.com portal system. It works.
*
* @author Ivan @ivanpopelyshev
*
* @namespace PIXI.GroupD8
*/
var GroupD8 = {
E: 0,
SE: 1,
S: 2,
SW: 3,
W: 4,
NW: 5,
N: 6,
NE: 7,
MIRROR_VERTICAL: 8,
MIRROR_HORIZONTAL: 12,
uX: function uX(ind) {
return ux[ind];
},
uY: function uY(ind) {
return uy[ind];
},
vX: function vX(ind) {
return vx[ind];
},
vY: function vY(ind) {
return vy[ind];
},
inv: function inv(rotation) {
if (rotation & 8) {
return rotation & 15;
}
return -rotation & 7;
},
add: function add(rotationSecond, rotationFirst) {
return mul[rotationSecond][rotationFirst];
},
sub: function sub(rotationSecond, rotationFirst) {
return mul[rotationSecond][GroupD8.inv(rotationFirst)];
},
/**
* Adds 180 degrees to rotation. Commutative operation.
*
* @method
* @param {number} rotation - The number to rotate.
* @returns {number} rotated number
*/
rotate180: function rotate180(rotation) {
return rotation ^ 4;
},
/**
* I dont know why sometimes width and heights needs to be swapped. We'll fix it later.
*
* @param {number} rotation - The number to check.
* @returns {boolean} Whether or not the width/height should be swapped.
*/
isSwapWidthHeight: function isSwapWidthHeight(rotation) {
return (rotation & 3) === 2;
},
/**
* @param {number} dx - TODO
* @param {number} dy - TODO
*
* @return {number} TODO
*/
byDirection: function byDirection(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.
*
* @param {PIXI.Matrix} matrix - sprite world matrix
* @param {number} rotation - The rotation factor to use.
* @param {number} tx - sprite anchoring
* @param {number} ty - sprite anchoring
*/
matrixAppendRotationInv: function matrixAppendRotationInv(matrix, rotation) {
var tx = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;
var ty = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0;
// Packer used "rotation", we use "inv(rotation)"
var mat = tempMatrices[GroupD8.inv(rotation)];
mat.tx = tx;
mat.ty = ty;
matrix.append(mat);
}
};
exports.default = GroupD8;
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