mirror of
https://github.com/logsol/chuck.js.git
synced 2026-05-11 10:37:34 +00:00
only adds lastMovedBy when there was no damage - fixes #99
This commit is contained in:
parent
e370adf746
commit
0edde06d67
8 changed files with 403 additions and 21 deletions
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@ -35,9 +35,9 @@ function(Parent, Nc, Parser, Settings) {
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};
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PlayerController.prototype.handActionRequest = function(options) {
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options.x = parseFloat(options.x) || 0;
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options.y = parseFloat(options.y) || 0;
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options.av = parseFloat(options.av) || 0;
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options.x = parseFloat(options.x) || 0.0;
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options.y = parseFloat(options.y) || 0.0;
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options.av = parseFloat(options.av) || 0.0;
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if (options) this.player.handActionRequest(options);
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};
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@ -167,7 +167,17 @@ function (Parent, Layer, Settings, Nc) {
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};
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RubeDoll.prototype.render = function() {
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Parent.prototype.render.call(this);
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//Parent.prototype.render.call(this);
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Nc.trigger(Nc.ns.client.view.mesh.update,
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this.layerId,
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this.mesh,
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{
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x: this.body.GetPosition().x * Settings.RATIO,
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y: this.body.GetPosition().y * Settings.RATIO,
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rotation: this.body.GetAngle()
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}
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);
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if(this.limbs) {
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for(var name in this.limbMeshes) {
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@ -187,6 +197,10 @@ function (Parent, Layer, Settings, Nc) {
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};
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RubeDoll.prototype.flip = function(direction) {
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return;
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Parent.prototype.flip.call(this, direction);
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// flipping depth of right body side arm/leg images with left
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@ -421,7 +421,7 @@ function () {
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"height": "9",
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"type": "rubedoll",
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"grabAngle": "0.1",
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"grabAngle": "0.001", // seems to be a bug, that 0 does not work!
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}
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};
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@ -16,8 +16,8 @@ function () {
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BOX2D_WORLD_AABB_SIZE: 3000,
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BOX2D_ALLOW_SLEEP: true,
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BOX2D_GRAVITY: 26,
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BOX2D_VELOCITY_ITERATIONS: 200,
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BOX2D_POSITION_ITERATIONS: 100,
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BOX2D_VELOCITY_ITERATIONS: 20,
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BOX2D_POSITION_ITERATIONS: 10, // 200/100 created problems (awful teleporting when repositioning joints)
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BOX2D_TIME_STEP: 1 / 60,
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// PATHS
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@ -129,7 +129,7 @@ function (Parent, Box2D, Options, Settings, Exception, Nc, Assert) {
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);
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this.body.SetPosition(position);
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this.flip(direction);
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this.body.SetAngle((this.options.grabAngle || 0) * direction);
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this.body.SetAngle((this.options.grabAngle || 0.0) * direction);
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};
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Item.prototype.getGrabPoint = function() {
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@ -352,7 +352,7 @@ function (Parent, Box2D, Settings, Nc, Assert, Options, ItemSettings) {
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chestPosition.y + this.options.limbs.head.y / Settings.RATIO
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);
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this.limbs.head.SetPosition(position);
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this.limbs.head.SetAngle((this.options.grabAngle || 0) * direction);
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this.limbs.head.SetAngle((this.options.grabAngle || 0.0) * direction);
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};
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RagDoll.prototype.throw = function(options, carrierVelocity) {
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@ -5,10 +5,11 @@ define([
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"Game/Config/Settings",
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"Lib/Utilities/Assert",
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"Lib/Utilities/NotificationCenter",
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"Lib/Utilities/Matrix",
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"json!Game/Asset/RubeDoll.json" // using requirejs json loader plugin
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],
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function (Parent, RubeLoader, Box2D, Settings, Assert, Nc, RubeDollJson) {
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function (Parent, RubeLoader, Box2D, Settings, Assert, Nc, Matrix, RubeDollJson) {
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"use strict";
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@ -66,11 +67,21 @@ function (Parent, RubeLoader, Box2D, Settings, Assert, Nc, RubeDollJson) {
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this.joints = scene.joints;
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var count = 0;
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for (var i in this.joints) {
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this.limits[i] = {
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lower: this.joints[i].GetLowerLimit(),
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upper: this.joints[i].GetUpperLimit(),
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};
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this.joints[i].EnableLimit(false);
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if(count < 4 && this.joints[i] instanceof Box2D.Dynamics.Joints.b2RevoluteJoint) {
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console.log(i);
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} else {
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body.GetWorld().DestroyJoint(this.joints[i]);
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}
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count++;
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}
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};
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@ -82,7 +93,7 @@ function (Parent, RubeLoader, Box2D, Settings, Assert, Nc, RubeDollJson) {
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RubeDoll.prototype.flip = function(direction) {
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Parent.prototype.flip.call(this, direction);
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//Parent.prototype.flip.call(this, direction);
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/*
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for (var i in this.joints) {
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@ -109,24 +120,45 @@ function (Parent, RubeLoader, Box2D, Settings, Assert, Nc, RubeDollJson) {
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};
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RubeDoll.prototype.reposition = function(handPosition, direction) {
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console.log('repo');
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var oldPosition = this.getPosition();
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var oldAngle = this.body.GetAngle();
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Parent.prototype.reposition.call(this, handPosition, direction);
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var differenceAngle = oldAngle - this.body.GetAngle();
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//this.body.SetType(Box2D.Dynamics.b2Body.b2_staticBody)
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//this.body.SetLinearVelocity(new Box2D.Common.Math.b2Vec2(0, 0));
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var newPosition = this.getPosition();
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var b2Math = Box2D.Common.Math.b2Math;
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var offset = b2Math.SubtractVV(newPosition, oldPosition);
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var offset = Box2D.Common.Math.b2Math.SubtractVV(this.getPosition(), oldPosition);
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var grabAngle = (this.options.grabAngle || 0.001);
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for(var limb in this.limbs) {
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var position = this.limbs[limb].GetPosition().Copy();
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for(var key in this.limbs) {
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var limb = this.limbs[key];
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// Setting position offset first (floor to hand)
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var position = limb.GetPosition().Copy();
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position.Add(offset);
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this.limbs[limb].SetPosition(position);
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//this.limbs[limb].SetType(Box2D.Dynamics.b2Body.b2_staticBody)
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}
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limb.SetPosition(position);
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// grabing local point to "rotate" around (x, y position transform only)
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var localPoint = this.body.GetLocalPoint(limb.GetPosition().Copy());
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// create rotation matrix from chest rotation difference
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var mat = Box2D.Common.Math.b2Mat22.FromAngle(differenceAngle);
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// matrix multiplication with local limb position
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position = Box2D.Common.Math.b2Math.MulTMV(mat, localPoint);
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// translating back to global position
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var globalPoint = this.body.GetWorldPoint(position);
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limb.SetPosition(globalPoint);
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// relative limb rotating by chest rotation difference
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limb.SetAngle(limb.GetAngle() - differenceAngle);
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//limb.SetType(Box2D.Dynamics.b2Body.b2_staticBody);
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//limb.SetLinearVelocity(new Box2D.Common.Math.b2Vec2(0, 0));
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}
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};
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RubeDoll.prototype.setVelocities = function(options) {
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@ -152,6 +184,7 @@ function (Parent, RubeLoader, Box2D, Settings, Assert, Nc, RubeDollJson) {
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Parent.prototype.setUpdateData.call(this, update);
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/*
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for(var name in update.limbs) {
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Assert.number(update.limbs[name].p.x, update.limbs[name].p.y);
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Assert.number(update.limbs[name].a);
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@ -164,6 +197,7 @@ function (Parent, RubeLoader, Box2D, Settings, Assert, Nc, RubeDollJson) {
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this.limbs[name].SetLinearVelocity(update.limbs[name].lv);
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this.limbs[name].SetAngularVelocity(update.limbs[name].av);
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}
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*/
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}
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RubeDoll.prototype.destroy = function() {
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334
app/Lib/Utilities/Matrix.js
Normal file
334
app/Lib/Utilities/Matrix.js
Normal file
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@ -0,0 +1,334 @@
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define([
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],
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/*
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Stolen from Pixi V2
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*/
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function () {
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"use strict";
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/**
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* The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
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*
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* @class Point
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* @constructor
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* @param x {Number} position of the point on the x axis
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* @param y {Number} position of the point on the y axis
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*/
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var Point = function(x, y)
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{
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/**
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* @property x
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* @type Number
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* @default 0
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*/
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this.x = x || 0;
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/**
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* @property y
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* @type Number
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* @default 0
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*/
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this.y = y || 0;
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};
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/**
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* Creates a clone of this point
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*
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* @method clone
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* @return {Point} a copy of the point
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*/
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Point.prototype.clone = function()
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{
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return new Point(this.x, this.y);
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};
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/**
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* Sets the point to a new x and y position.
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* If y is omitted, both x and y will be set to x.
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*
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* @method set
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* @param [x=0] {Number} position of the point on the x axis
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* @param [y=0] {Number} position of the point on the y axis
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*/
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Point.prototype.set = function(x, y)
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{
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this.x = x || 0;
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this.y = y || ( (y !== 0) ? this.x : 0 ) ;
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};
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// constructor
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Point.prototype.constructor = Point;
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/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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/**
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* The Matrix class is now an object, which makes it a lot faster,
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* here is a representation of it :
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* | a | b | tx|
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* | c | d | ty|
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* | 0 | 0 | 1 |
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*
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* @class Matrix
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* @constructor
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*/
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var Matrix = function()
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{
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/**
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* @property a
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* @type Number
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* @default 1
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*/
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this.a = 1;
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/**
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* @property b
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* @type Number
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* @default 0
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*/
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this.b = 0;
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/**
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* @property c
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* @type Number
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* @default 0
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*/
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this.c = 0;
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/**
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* @property d
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* @type Number
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* @default 1
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*/
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this.d = 1;
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/**
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* @property tx
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* @type Number
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* @default 0
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*/
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this.tx = 0;
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/**
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* @property ty
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* @type Number
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* @default 0
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*/
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this.ty = 0;
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};
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/**
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* Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:
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*
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* a = array[0]
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* b = array[1]
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* c = array[3]
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* d = array[4]
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* tx = array[2]
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* ty = array[5]
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*
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* @method fromArray
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* @param array {Array} The array that the matrix will be populated from.
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*/
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Matrix.prototype.fromArray = function(array)
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{
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this.a = array[0];
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this.b = array[1];
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this.c = array[3];
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this.d = array[4];
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this.tx = array[2];
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this.ty = array[5];
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};
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/**
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* Creates an array from the current Matrix object.
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*
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* @method toArray
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* @param transpose {Boolean} Whether we need to transpose the matrix or not
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* @return {Array} the newly created array which contains the matrix
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*/
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Matrix.prototype.toArray = function(transpose)
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{
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if(!this.array) this.array = new Float32Array(9);
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var array = this.array;
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if(transpose)
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{
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array[0] = this.a;
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array[1] = this.b;
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array[2] = 0;
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array[3] = this.c;
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array[4] = this.d;
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array[5] = 0;
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array[6] = this.tx;
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array[7] = this.ty;
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array[8] = 1;
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}
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else
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{
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array[0] = this.a;
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array[1] = this.c;
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array[2] = this.tx;
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array[3] = this.b;
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array[4] = this.d;
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array[5] = this.ty;
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array[6] = 0;
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array[7] = 0;
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array[8] = 1;
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}
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return array;
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};
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/**
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* Get a new position with the current transformation applied.
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* Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)
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*
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* @method apply
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* @param pos {Point} The origin
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* @param [newPos] {Point} The point that the new position is assigned to (allowed to be same as input)
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* @return {Point} The new point, transformed through this matrix
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*/
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Matrix.prototype.apply = function(pos, newPos)
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{
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newPos = newPos || new Point();
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newPos.x = this.a * pos.x + this.c * pos.y + this.tx;
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newPos.y = this.b * pos.x + this.d * pos.y + this.ty;
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return newPos;
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};
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/**
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* Get a new position with the inverse of the current transformation applied.
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* Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)
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*
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* @method applyInverse
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* @param pos {Point} The origin
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* @param [newPos] {Point} The point that the new position is assigned to (allowed to be same as input)
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* @return {Point} The new point, inverse-transformed through this matrix
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*/
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Matrix.prototype.applyInverse = function(pos, newPos)
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{
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newPos = newPos || new Point();
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var id = 1 / (this.a * this.d + this.c * -this.b);
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newPos.x = this.d * id * pos.x + -this.c * id * pos.y + (this.ty * this.c - this.tx * this.d) * id;
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newPos.y = this.a * id * pos.y + -this.b * id * pos.x + (-this.ty * this.a + this.tx * this.b) * id;
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return newPos;
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};
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/**
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* Translates the matrix on the x and y.
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*
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* @method translate
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* @param {Number} x
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* @param {Number} y
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* @return {Matrix} This matrix. Good for chaining method calls.
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**/
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Matrix.prototype.translate = function(x, y)
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{
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this.tx += x;
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this.ty += y;
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return this;
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};
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/**
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* Applies a scale transformation to the matrix.
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*
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* @method scale
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* @param {Number} x The amount to scale horizontally
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* @param {Number} y The amount to scale vertically
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* @return {Matrix} This matrix. Good for chaining method calls.
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**/
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Matrix.prototype.scale = function(x, y)
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{
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this.a *= x;
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this.d *= y;
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this.c *= x;
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this.b *= y;
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this.tx *= x;
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this.ty *= y;
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return this;
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};
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/**
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* Applies a rotation transformation to the matrix.
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* @method rotate
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* @param {Number} angle The angle in radians.
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* @return {Matrix} This matrix. Good for chaining method calls.
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**/
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Matrix.prototype.rotate = function(angle)
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{
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var cos = Math.cos( angle );
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var sin = Math.sin( angle );
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var a1 = this.a;
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var c1 = this.c;
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var tx1 = this.tx;
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this.a = a1 * cos-this.b * sin;
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this.b = a1 * sin+this.b * cos;
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this.c = c1 * cos-this.d * sin;
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this.d = c1 * sin+this.d * cos;
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this.tx = tx1 * cos - this.ty * sin;
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this.ty = tx1 * sin + this.ty * cos;
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||||
|
||||
return this;
|
||||
};
|
||||
|
||||
/**
|
||||
* Appends the given Matrix to this Matrix.
|
||||
*
|
||||
* @method append
|
||||
* @param {Matrix} matrix
|
||||
* @return {Matrix} 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;
|
||||
};
|
||||
|
||||
/**
|
||||
* Resets this Matix to an identity (default) matrix.
|
||||
*
|
||||
* @method identity
|
||||
* @return {Matrix} 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;
|
||||
};
|
||||
|
||||
return Matrix;
|
||||
|
||||
});
|
||||
Loading…
Add table
Add a link
Reference in a new issue