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nothoughts/node_modules/pixi.js/lib/maths/matrix/groupD8.js
2025-08-04 18:57:35 +02:00

265 lines
7.7 KiB
JavaScript

'use strict';
var Matrix = require('./Matrix.js');
"use strict";
const ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1];
const uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];
const vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];
const vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];
const rotationCayley = [];
const rotationMatrices = [];
const signum = Math.sign;
function init() {
for (let i = 0; i < 16; i++) {
const row = [];
rotationCayley.push(row);
for (let j = 0; j < 16; j++) {
const _ux = signum(ux[i] * ux[j] + vx[i] * uy[j]);
const _uy = signum(uy[i] * ux[j] + vy[i] * uy[j]);
const _vx = signum(ux[i] * vx[j] + vx[i] * vy[j]);
const _vy = signum(uy[i] * vx[j] + vy[i] * vy[j]);
for (let k = 0; k < 16; k++) {
if (ux[k] === _ux && uy[k] === _uy && vx[k] === _vx && vy[k] === _vy) {
row.push(k);
break;
}
}
}
}
for (let i = 0; i < 16; i++) {
const mat = new Matrix.Matrix();
mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0);
rotationMatrices.push(mat);
}
}
init();
const groupD8 = {
/**
* | Rotation | Direction |
* |----------|-----------|
* | 0° | East |
* @memberof maths.groupD8
* @constant {GD8Symmetry}
*/
E: 0,
/**
* | Rotation | Direction |
* |----------|-----------|
* | 45°↻ | Southeast |
* @memberof maths.groupD8
* @constant {GD8Symmetry}
*/
SE: 1,
/**
* | Rotation | Direction |
* |----------|-----------|
* | 90°↻ | South |
* @memberof maths.groupD8
* @constant {GD8Symmetry}
*/
S: 2,
/**
* | Rotation | Direction |
* |----------|-----------|
* | 135°↻ | Southwest |
* @memberof maths.groupD8
* @constant {GD8Symmetry}
*/
SW: 3,
/**
* | Rotation | Direction |
* |----------|-----------|
* | 180° | West |
* @memberof maths.groupD8
* @constant {GD8Symmetry}
*/
W: 4,
/**
* | Rotation | Direction |
* |-------------|--------------|
* | -135°/225°↻ | Northwest |
* @memberof maths.groupD8
* @constant {GD8Symmetry}
*/
NW: 5,
/**
* | Rotation | Direction |
* |-------------|--------------|
* | -90°/270°↻ | North |
* @memberof maths.groupD8
* @constant {GD8Symmetry}
*/
N: 6,
/**
* | Rotation | Direction |
* |-------------|--------------|
* | -45°/315°↻ | Northeast |
* @memberof maths.groupD8
* @constant {GD8Symmetry}
*/
NE: 7,
/**
* Reflection about Y-axis.
* @memberof maths.groupD8
* @constant {GD8Symmetry}
*/
MIRROR_VERTICAL: 8,
/**
* Reflection about the main diagonal.
* @memberof maths.groupD8
* @constant {GD8Symmetry}
*/
MAIN_DIAGONAL: 10,
/**
* Reflection about X-axis.
* @memberof maths.groupD8
* @constant {GD8Symmetry}
*/
MIRROR_HORIZONTAL: 12,
/**
* Reflection about reverse diagonal.
* @memberof maths.groupD8
* @constant {GD8Symmetry}
*/
REVERSE_DIAGONAL: 14,
/**
* @memberof maths.groupD8
* @param {GD8Symmetry} ind - sprite rotation angle.
* @returns {GD8Symmetry} The X-component of the U-axis
* after rotating the axes.
*/
uX: (ind) => ux[ind],
/**
* @memberof maths.groupD8
* @param {GD8Symmetry} ind - sprite rotation angle.
* @returns {GD8Symmetry} The Y-component of the U-axis
* after rotating the axes.
*/
uY: (ind) => uy[ind],
/**
* @memberof maths.groupD8
* @param {GD8Symmetry} ind - sprite rotation angle.
* @returns {GD8Symmetry} The X-component of the V-axis
* after rotating the axes.
*/
vX: (ind) => vx[ind],
/**
* @memberof maths.groupD8
* @param {GD8Symmetry} ind - sprite rotation angle.
* @returns {GD8Symmetry} The Y-component of the V-axis
* after rotating the axes.
*/
vY: (ind) => vy[ind],
/**
* @memberof maths.groupD8
* @param {GD8Symmetry} rotation - symmetry whose opposite
* is needed. Only rotations have opposite symmetries while
* reflections don't.
* @returns {GD8Symmetry} The opposite symmetry of `rotation`
*/
inv: (rotation) => {
if (rotation & 8) {
return rotation & 15;
}
return -rotation & 7;
},
/**
* Composes the two D8 operations.
*
* Taking `^` as reflection:
*
* | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 |
* |-------|-----|-----|-----|-----|------|-------|-------|-------|
* | E=0 | E | S | W | N | E^ | S^ | W^ | N^ |
* | S=2 | S | W | N | E | S^ | W^ | N^ | E^ |
* | W=4 | W | N | E | S | W^ | N^ | E^ | S^ |
* | N=6 | N | E | S | W | N^ | E^ | S^ | W^ |
* | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S |
* | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W |
* | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N |
* | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E |
*
* [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table}
* @memberof maths.groupD8
* @param {GD8Symmetry} rotationSecond - Second operation, which
* is the row in the above cayley table.
* @param {GD8Symmetry} rotationFirst - First operation, which
* is the column in the above cayley table.
* @returns {GD8Symmetry} Composed operation
*/
add: (rotationSecond, rotationFirst) => rotationCayley[rotationSecond][rotationFirst],
/**
* Reverse of `add`.
* @memberof maths.groupD8
* @param {GD8Symmetry} rotationSecond - Second operation
* @param {GD8Symmetry} rotationFirst - First operation
* @returns {GD8Symmetry} Result
*/
sub: (rotationSecond, rotationFirst) => rotationCayley[rotationSecond][groupD8.inv(rotationFirst)],
/**
* Adds 180 degrees to rotation, which is a commutative
* operation.
* @memberof maths.groupD8
* @param {number} rotation - The number to rotate.
* @returns {number} Rotated number
*/
rotate180: (rotation) => rotation ^ 4,
/**
* Checks if the rotation angle is vertical, i.e. south
* or north. It doesn't work for reflections.
* @memberof maths.groupD8
* @param {GD8Symmetry} rotation - The number to check.
* @returns {boolean} Whether or not the direction is vertical
*/
isVertical: (rotation) => (rotation & 3) === 2,
// rotation % 4 === 2
/**
* Approximates the vector `V(dx,dy)` into one of the
* eight directions provided by `groupD8`.
* @memberof maths.groupD8
* @param {number} dx - X-component of the vector
* @param {number} dy - Y-component of the vector
* @returns {GD8Symmetry} Approximation of the vector into
* one of the eight symmetries.
*/
byDirection: (dx, dy) => {
if (Math.abs(dx) * 2 <= Math.abs(dy)) {
if (dy >= 0) {
return groupD8.S;
}
return groupD8.N;
} else if (Math.abs(dy) * 2 <= Math.abs(dx)) {
if (dx > 0) {
return groupD8.E;
}
return groupD8.W;
} else if (dy > 0) {
if (dx > 0) {
return groupD8.SE;
}
return groupD8.SW;
} else if (dx > 0) {
return groupD8.NE;
}
return groupD8.NW;
},
/**
* Helps sprite to compensate texture packer rotation.
* @memberof maths.groupD8
* @param {Matrix} matrix - sprite world matrix
* @param {GD8Symmetry} rotation - The rotation factor to use.
* @param {number} tx - sprite anchoring
* @param {number} ty - sprite anchoring
*/
matrixAppendRotationInv: (matrix, rotation, tx = 0, ty = 0) => {
const mat = rotationMatrices[groupD8.inv(rotation)];
mat.tx = tx;
mat.ty = ty;
matrix.append(mat);
}
};
exports.groupD8 = groupD8;
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