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402
node_modules/pixi.js/lib/maths/matrix/Matrix.mjs
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402
node_modules/pixi.js/lib/maths/matrix/Matrix.mjs
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import { PI_2 } from '../misc/const.mjs';
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import { Point } from '../point/Point.mjs';
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"use strict";
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class Matrix {
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/**
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* @param a - x scale
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* @param b - y skew
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* @param c - x skew
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* @param d - y scale
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* @param tx - x translation
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* @param ty - y translation
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*/
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constructor(a = 1, b = 0, c = 0, d = 1, tx = 0, ty = 0) {
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/** An array of the current matrix. Only populated when `toArray` is called */
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this.array = null;
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this.a = a;
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this.b = b;
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this.c = c;
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this.d = d;
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this.tx = tx;
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this.ty = ty;
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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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* @param array - The array that the matrix will be populated from.
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*/
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fromArray(array) {
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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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* Sets the matrix properties.
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* @param a - Matrix component
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* @param b - Matrix component
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* @param c - Matrix component
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* @param d - Matrix component
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* @param tx - Matrix component
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* @param ty - Matrix component
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* @returns This matrix. Good for chaining method calls.
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*/
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set(a, b, c, d, tx, ty) {
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this.a = a;
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this.b = b;
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this.c = c;
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this.d = d;
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this.tx = tx;
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this.ty = ty;
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return this;
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}
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/**
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* Creates an array from the current Matrix object.
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* @param transpose - Whether we need to transpose the matrix or not
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* @param [out=new Float32Array(9)] - If provided the array will be assigned to out
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* @returns The newly created array which contains the matrix
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*/
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toArray(transpose, out) {
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if (!this.array) {
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this.array = new Float32Array(9);
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}
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const array = out || this.array;
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if (transpose) {
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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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} else {
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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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* @param pos - The origin
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* @param {Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)
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* @returns {Point} The new point, transformed through this matrix
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*/
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apply(pos, newPos) {
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newPos = newPos || new Point();
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const x = pos.x;
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const y = pos.y;
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newPos.x = this.a * x + this.c * y + this.tx;
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newPos.y = this.b * x + this.d * 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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* @param pos - The origin
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* @param {Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)
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* @returns {Point} The new point, inverse-transformed through this matrix
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*/
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applyInverse(pos, newPos) {
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newPos = newPos || new Point();
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const a = this.a;
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const b = this.b;
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const c = this.c;
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const d = this.d;
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const tx = this.tx;
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const ty = this.ty;
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const id = 1 / (a * d + c * -b);
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const x = pos.x;
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const y = pos.y;
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newPos.x = d * id * x + -c * id * y + (ty * c - tx * d) * id;
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newPos.y = a * id * y + -b * id * x + (-ty * a + tx * 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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* @param x - How much to translate x by
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* @param y - How much to translate y by
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* @returns This matrix. Good for chaining method calls.
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*/
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translate(x, 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 scale transformation to the matrix.
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* @param x - The amount to scale horizontally
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* @param y - The amount to scale vertically
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* @returns This matrix. Good for chaining method calls.
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*/
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scale(x, y) {
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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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* @param angle - The angle in radians.
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* @returns This matrix. Good for chaining method calls.
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*/
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rotate(angle) {
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const cos = Math.cos(angle);
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const sin = Math.sin(angle);
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const a1 = this.a;
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const c1 = this.c;
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const 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;
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}
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/**
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* Appends the given Matrix to this Matrix.
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* @param matrix - The matrix to append.
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* @returns This matrix. Good for chaining method calls.
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*/
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append(matrix) {
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const a1 = this.a;
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const b1 = this.b;
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const c1 = this.c;
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const d1 = this.d;
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this.a = matrix.a * a1 + matrix.b * c1;
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this.b = matrix.a * b1 + matrix.b * d1;
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this.c = matrix.c * a1 + matrix.d * c1;
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this.d = matrix.c * b1 + matrix.d * d1;
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this.tx = matrix.tx * a1 + matrix.ty * c1 + this.tx;
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this.ty = matrix.tx * b1 + matrix.ty * d1 + this.ty;
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return this;
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}
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/**
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* Appends two matrix's and sets the result to this matrix. AB = A * B
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* @param a - The matrix to append.
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* @param b - The matrix to append.
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* @returns This matrix. Good for chaining method calls.
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*/
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appendFrom(a, b) {
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const a1 = a.a;
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const b1 = a.b;
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const c1 = a.c;
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const d1 = a.d;
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const tx = a.tx;
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const ty = a.ty;
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const a2 = b.a;
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const b2 = b.b;
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const c2 = b.c;
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const d2 = b.d;
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this.a = a1 * a2 + b1 * c2;
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this.b = a1 * b2 + b1 * d2;
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this.c = c1 * a2 + d1 * c2;
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this.d = c1 * b2 + d1 * d2;
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this.tx = tx * a2 + ty * c2 + b.tx;
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this.ty = tx * b2 + ty * d2 + b.ty;
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return this;
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}
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/**
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* Sets the matrix based on all the available properties
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* @param x - Position on the x axis
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* @param y - Position on the y axis
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* @param pivotX - Pivot on the x axis
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* @param pivotY - Pivot on the y axis
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* @param scaleX - Scale on the x axis
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* @param scaleY - Scale on the y axis
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* @param rotation - Rotation in radians
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* @param skewX - Skew on the x axis
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* @param skewY - Skew on the y axis
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* @returns This matrix. Good for chaining method calls.
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*/
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setTransform(x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {
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this.a = Math.cos(rotation + skewY) * scaleX;
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this.b = Math.sin(rotation + skewY) * scaleX;
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this.c = -Math.sin(rotation - skewX) * scaleY;
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this.d = Math.cos(rotation - skewX) * scaleY;
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this.tx = x - (pivotX * this.a + pivotY * this.c);
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this.ty = y - (pivotX * this.b + pivotY * this.d);
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return this;
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}
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/**
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* Prepends the given Matrix to this Matrix.
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* @param matrix - The matrix to prepend
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* @returns This matrix. Good for chaining method calls.
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*/
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prepend(matrix) {
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const tx1 = this.tx;
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if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {
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const a1 = this.a;
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const c1 = this.c;
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this.a = a1 * matrix.a + this.b * matrix.c;
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this.b = a1 * matrix.b + this.b * matrix.d;
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this.c = c1 * matrix.a + this.d * matrix.c;
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this.d = c1 * matrix.b + this.d * matrix.d;
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}
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this.tx = tx1 * matrix.a + this.ty * matrix.c + matrix.tx;
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this.ty = tx1 * matrix.b + this.ty * matrix.d + matrix.ty;
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return this;
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}
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/**
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* Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.
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* @param transform - The transform to apply the properties to.
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* @returns The transform with the newly applied properties
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*/
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decompose(transform) {
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const a = this.a;
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const b = this.b;
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const c = this.c;
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const d = this.d;
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const pivot = transform.pivot;
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const skewX = -Math.atan2(-c, d);
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const skewY = Math.atan2(b, a);
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const delta = Math.abs(skewX + skewY);
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if (delta < 1e-5 || Math.abs(PI_2 - delta) < 1e-5) {
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transform.rotation = skewY;
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transform.skew.x = transform.skew.y = 0;
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} else {
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transform.rotation = 0;
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transform.skew.x = skewX;
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transform.skew.y = skewY;
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}
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transform.scale.x = Math.sqrt(a * a + b * b);
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transform.scale.y = Math.sqrt(c * c + d * d);
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transform.position.x = this.tx + (pivot.x * a + pivot.y * c);
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transform.position.y = this.ty + (pivot.x * b + pivot.y * d);
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return transform;
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}
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/**
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* Inverts this matrix
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* @returns This matrix. Good for chaining method calls.
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*/
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invert() {
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const a1 = this.a;
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const b1 = this.b;
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const c1 = this.c;
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const d1 = this.d;
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const tx1 = this.tx;
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const n = a1 * d1 - b1 * c1;
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this.a = d1 / n;
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this.b = -b1 / n;
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this.c = -c1 / n;
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this.d = a1 / n;
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this.tx = (c1 * this.ty - d1 * tx1) / n;
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this.ty = -(a1 * this.ty - b1 * tx1) / n;
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return this;
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}
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/** Checks if this matrix is an identity matrix */
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isIdentity() {
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return this.a === 1 && this.b === 0 && this.c === 0 && this.d === 1 && this.tx === 0 && this.ty === 0;
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}
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/**
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* Resets this Matrix to an identity (default) matrix.
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* @returns This matrix. Good for chaining method calls.
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*/
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identity() {
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this.a = 1;
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this.b = 0;
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this.c = 0;
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this.d = 1;
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this.tx = 0;
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this.ty = 0;
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return this;
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}
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/**
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* Creates a new Matrix object with the same values as this one.
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* @returns A copy of this matrix. Good for chaining method calls.
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*/
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clone() {
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const matrix = new Matrix();
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matrix.a = this.a;
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matrix.b = this.b;
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matrix.c = this.c;
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matrix.d = this.d;
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matrix.tx = this.tx;
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matrix.ty = this.ty;
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return matrix;
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}
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/**
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* Changes the values of the given matrix to be the same as the ones in this matrix
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* @param matrix - The matrix to copy to.
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* @returns The matrix given in parameter with its values updated.
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*/
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copyTo(matrix) {
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matrix.a = this.a;
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matrix.b = this.b;
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matrix.c = this.c;
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matrix.d = this.d;
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matrix.tx = this.tx;
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matrix.ty = this.ty;
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return matrix;
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}
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/**
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* Changes the values of the matrix to be the same as the ones in given matrix
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* @param matrix - The matrix to copy from.
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* @returns this
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*/
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copyFrom(matrix) {
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this.a = matrix.a;
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this.b = matrix.b;
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this.c = matrix.c;
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this.d = matrix.d;
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this.tx = matrix.tx;
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this.ty = matrix.ty;
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return this;
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}
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/**
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* check to see if two matrices are the same
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* @param matrix - The matrix to compare to.
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*/
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equals(matrix) {
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return matrix.a === this.a && matrix.b === this.b && matrix.c === this.c && matrix.d === this.d && matrix.tx === this.tx && matrix.ty === this.ty;
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}
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toString() {
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return `[pixi.js:Matrix a=${this.a} b=${this.b} c=${this.c} d=${this.d} tx=${this.tx} ty=${this.ty}]`;
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}
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/**
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* A default (identity) matrix.
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*
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* This is a shared object, if you want to modify it consider creating a new `Matrix`
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* @readonly
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*/
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static get IDENTITY() {
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return identityMatrix.identity();
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}
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/**
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* A static Matrix that can be used to avoid creating new objects.
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* Will always ensure the matrix is reset to identity when requested.
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* Use this object for fast but temporary calculations, as it may be mutated later on.
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* This is a different object to the `IDENTITY` object and so can be modified without changing `IDENTITY`.
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* @readonly
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*/
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static get shared() {
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return tempMatrix.identity();
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}
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}
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const tempMatrix = new Matrix();
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const identityMatrix = new Matrix();
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export { Matrix };
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//# sourceMappingURL=Matrix.mjs.map
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Block a user