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node_modules/pixi.js/lib/maths/matrix/groupD8.js
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264
node_modules/pixi.js/lib/maths/matrix/groupD8.js
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'use strict';
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var Matrix = require('./Matrix.js');
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"use strict";
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const ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1];
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const uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];
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const vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];
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const vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];
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const rotationCayley = [];
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const rotationMatrices = [];
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const signum = Math.sign;
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function init() {
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for (let i = 0; i < 16; i++) {
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const row = [];
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rotationCayley.push(row);
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for (let j = 0; j < 16; j++) {
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const _ux = signum(ux[i] * ux[j] + vx[i] * uy[j]);
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const _uy = signum(uy[i] * ux[j] + vy[i] * uy[j]);
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const _vx = signum(ux[i] * vx[j] + vx[i] * vy[j]);
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const _vy = signum(uy[i] * vx[j] + vy[i] * vy[j]);
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for (let k = 0; k < 16; k++) {
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if (ux[k] === _ux && uy[k] === _uy && vx[k] === _vx && vy[k] === _vy) {
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row.push(k);
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break;
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}
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}
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}
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}
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for (let i = 0; i < 16; i++) {
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const mat = new Matrix.Matrix();
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mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0);
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rotationMatrices.push(mat);
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}
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}
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init();
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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: 0,
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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: 1,
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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: 2,
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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: 3,
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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: 4,
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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: 5,
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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: 6,
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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: 7,
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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: 8,
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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: 10,
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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: 12,
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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: 14,
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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) => ux[ind],
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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) => uy[ind],
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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) => vx[ind],
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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) => vy[ind],
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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) => {
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if (rotation & 8) {
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return rotation & 15;
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}
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return -rotation & 7;
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},
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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, rotationFirst) => rotationCayley[rotationSecond][rotationFirst],
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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, rotationFirst) => rotationCayley[rotationSecond][groupD8.inv(rotationFirst)],
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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) => rotation ^ 4,
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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) => (rotation & 3) === 2,
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// rotation % 4 === 2
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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, dy) => {
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if (Math.abs(dx) * 2 <= Math.abs(dy)) {
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if (dy >= 0) {
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return groupD8.S;
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}
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return groupD8.N;
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} else if (Math.abs(dy) * 2 <= Math.abs(dx)) {
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if (dx > 0) {
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return groupD8.E;
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}
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return groupD8.W;
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} else if (dy > 0) {
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if (dx > 0) {
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return groupD8.SE;
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}
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return groupD8.SW;
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} else if (dx > 0) {
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return groupD8.NE;
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}
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return groupD8.NW;
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},
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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, rotation, tx = 0, ty = 0) => {
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const mat = rotationMatrices[groupD8.inv(rotation)];
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mat.tx = tx;
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mat.ty = ty;
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matrix.append(mat);
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}
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};
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exports.groupD8 = groupD8;
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//# sourceMappingURL=groupD8.js.map
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