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node_modules/pixi.js/lib/maths/matrix/groupD8.d.ts
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node_modules/pixi.js/lib/maths/matrix/groupD8.d.ts
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import { Matrix } from './Matrix';
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type GD8Symmetry = number;
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/**
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* @typedef {number} GD8Symmetry
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* @see groupD8
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*/
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/**
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* Implements the dihedral group D8, which is similar to
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* [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html};
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* D8 is the same but with diagonals, and it is used for texture
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* rotations.
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*
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* The directions the U- and V- axes after rotation
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* of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))`
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* and `(vX(a), vY(a))`. These aren't necessarily unit vectors.
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*
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* **Origin:**<br>
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* This is the small part of gameofbombs.com portal system. It works.
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* @see maths.groupD8.E
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* @see maths.groupD8.SE
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* @see maths.groupD8.S
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* @see maths.groupD8.SW
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* @see maths.groupD8.W
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* @see maths.groupD8.NW
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* @see maths.groupD8.N
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* @see maths.groupD8.NE
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* @author Ivan @ivanpopelyshev
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* @namespace maths.groupD8
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*/
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export declare const groupD8: {
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/**
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* | Rotation | Direction |
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* |----------|-----------|
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* | 0° | East |
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* @memberof maths.groupD8
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* @constant {GD8Symmetry}
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*/
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E: number;
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/**
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* | Rotation | Direction |
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* |----------|-----------|
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* | 45°↻ | Southeast |
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* @memberof maths.groupD8
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* @constant {GD8Symmetry}
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*/
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SE: number;
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/**
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* | Rotation | Direction |
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* |----------|-----------|
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* | 90°↻ | South |
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* @memberof maths.groupD8
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* @constant {GD8Symmetry}
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*/
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S: number;
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/**
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* | Rotation | Direction |
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* |----------|-----------|
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* | 135°↻ | Southwest |
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* @memberof maths.groupD8
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* @constant {GD8Symmetry}
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*/
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SW: number;
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/**
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* | Rotation | Direction |
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* |----------|-----------|
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* | 180° | West |
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* @memberof maths.groupD8
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* @constant {GD8Symmetry}
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*/
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W: number;
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/**
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* | Rotation | Direction |
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* |-------------|--------------|
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* | -135°/225°↻ | Northwest |
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* @memberof maths.groupD8
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* @constant {GD8Symmetry}
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*/
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NW: number;
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/**
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* | Rotation | Direction |
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* |-------------|--------------|
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* | -90°/270°↻ | North |
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* @memberof maths.groupD8
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* @constant {GD8Symmetry}
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*/
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N: number;
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/**
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* | Rotation | Direction |
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* |-------------|--------------|
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* | -45°/315°↻ | Northeast |
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* @memberof maths.groupD8
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* @constant {GD8Symmetry}
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*/
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NE: number;
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/**
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* Reflection about Y-axis.
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* @memberof maths.groupD8
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* @constant {GD8Symmetry}
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*/
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MIRROR_VERTICAL: number;
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/**
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* Reflection about the main diagonal.
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* @memberof maths.groupD8
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* @constant {GD8Symmetry}
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*/
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MAIN_DIAGONAL: number;
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/**
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* Reflection about X-axis.
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* @memberof maths.groupD8
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* @constant {GD8Symmetry}
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*/
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MIRROR_HORIZONTAL: number;
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/**
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* Reflection about reverse diagonal.
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* @memberof maths.groupD8
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* @constant {GD8Symmetry}
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*/
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REVERSE_DIAGONAL: number;
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/**
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* @memberof maths.groupD8
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* @param {GD8Symmetry} ind - sprite rotation angle.
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* @returns {GD8Symmetry} The X-component of the U-axis
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* after rotating the axes.
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*/
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uX: (ind: GD8Symmetry) => GD8Symmetry;
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/**
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* @memberof maths.groupD8
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* @param {GD8Symmetry} ind - sprite rotation angle.
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* @returns {GD8Symmetry} The Y-component of the U-axis
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* after rotating the axes.
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*/
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uY: (ind: GD8Symmetry) => GD8Symmetry;
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/**
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* @memberof maths.groupD8
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* @param {GD8Symmetry} ind - sprite rotation angle.
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* @returns {GD8Symmetry} The X-component of the V-axis
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* after rotating the axes.
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*/
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vX: (ind: GD8Symmetry) => GD8Symmetry;
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/**
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* @memberof maths.groupD8
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* @param {GD8Symmetry} ind - sprite rotation angle.
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* @returns {GD8Symmetry} The Y-component of the V-axis
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* after rotating the axes.
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*/
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vY: (ind: GD8Symmetry) => GD8Symmetry;
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/**
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* @memberof maths.groupD8
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* @param {GD8Symmetry} rotation - symmetry whose opposite
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* is needed. Only rotations have opposite symmetries while
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* reflections don't.
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* @returns {GD8Symmetry} The opposite symmetry of `rotation`
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*/
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inv: (rotation: GD8Symmetry) => GD8Symmetry;
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/**
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* Composes the two D8 operations.
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*
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* Taking `^` as reflection:
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*
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* | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 |
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* |-------|-----|-----|-----|-----|------|-------|-------|-------|
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* | E=0 | E | S | W | N | E^ | S^ | W^ | N^ |
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* | S=2 | S | W | N | E | S^ | W^ | N^ | E^ |
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* | W=4 | W | N | E | S | W^ | N^ | E^ | S^ |
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* | N=6 | N | E | S | W | N^ | E^ | S^ | W^ |
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* | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S |
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* | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W |
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* | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N |
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* | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E |
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*
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* [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table}
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* @memberof maths.groupD8
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* @param {GD8Symmetry} rotationSecond - Second operation, which
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* is the row in the above cayley table.
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* @param {GD8Symmetry} rotationFirst - First operation, which
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* is the column in the above cayley table.
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* @returns {GD8Symmetry} Composed operation
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*/
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add: (rotationSecond: GD8Symmetry, rotationFirst: GD8Symmetry) => GD8Symmetry;
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/**
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* Reverse of `add`.
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* @memberof maths.groupD8
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* @param {GD8Symmetry} rotationSecond - Second operation
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* @param {GD8Symmetry} rotationFirst - First operation
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* @returns {GD8Symmetry} Result
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*/
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sub: (rotationSecond: GD8Symmetry, rotationFirst: GD8Symmetry) => GD8Symmetry;
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/**
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* Adds 180 degrees to rotation, which is a commutative
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* operation.
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* @memberof maths.groupD8
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* @param {number} rotation - The number to rotate.
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* @returns {number} Rotated number
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*/
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rotate180: (rotation: number) => number;
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/**
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* Checks if the rotation angle is vertical, i.e. south
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* or north. It doesn't work for reflections.
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* @memberof maths.groupD8
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* @param {GD8Symmetry} rotation - The number to check.
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* @returns {boolean} Whether or not the direction is vertical
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*/
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isVertical: (rotation: GD8Symmetry) => boolean;
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/**
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* Approximates the vector `V(dx,dy)` into one of the
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* eight directions provided by `groupD8`.
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* @memberof maths.groupD8
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* @param {number} dx - X-component of the vector
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* @param {number} dy - Y-component of the vector
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* @returns {GD8Symmetry} Approximation of the vector into
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* one of the eight symmetries.
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*/
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byDirection: (dx: number, dy: number) => GD8Symmetry;
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/**
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* Helps sprite to compensate texture packer rotation.
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* @memberof maths.groupD8
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* @param {Matrix} matrix - sprite world matrix
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* @param {GD8Symmetry} rotation - The rotation factor to use.
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* @param {number} tx - sprite anchoring
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* @param {number} ty - sprite anchoring
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*/
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matrixAppendRotationInv: (matrix: Matrix, rotation: GD8Symmetry, tx?: number, ty?: number) => void;
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};
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export {};
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