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

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TypeScript

import { Matrix } from './Matrix';
type GD8Symmetry = number;
/**
* @typedef {number} GD8Symmetry
* @see groupD8
*/
/**
* Implements the dihedral group D8, which is similar to
* [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html};
* D8 is the same but with diagonals, and it is used for texture
* rotations.
*
* The directions the U- and V- axes after rotation
* of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))`
* and `(vX(a), vY(a))`. These aren't necessarily unit vectors.
*
* **Origin:**<br>
* This is the small part of gameofbombs.com portal system. It works.
* @see maths.groupD8.E
* @see maths.groupD8.SE
* @see maths.groupD8.S
* @see maths.groupD8.SW
* @see maths.groupD8.W
* @see maths.groupD8.NW
* @see maths.groupD8.N
* @see maths.groupD8.NE
* @author Ivan @ivanpopelyshev
* @namespace maths.groupD8
*/
export declare const groupD8: {
/**
* | Rotation | Direction |
* |----------|-----------|
* | 0° | East |
* @memberof maths.groupD8
* @constant {GD8Symmetry}
*/
E: number;
/**
* | Rotation | Direction |
* |----------|-----------|
* | 45°↻ | Southeast |
* @memberof maths.groupD8
* @constant {GD8Symmetry}
*/
SE: number;
/**
* | Rotation | Direction |
* |----------|-----------|
* | 90°↻ | South |
* @memberof maths.groupD8
* @constant {GD8Symmetry}
*/
S: number;
/**
* | Rotation | Direction |
* |----------|-----------|
* | 135°↻ | Southwest |
* @memberof maths.groupD8
* @constant {GD8Symmetry}
*/
SW: number;
/**
* | Rotation | Direction |
* |----------|-----------|
* | 180° | West |
* @memberof maths.groupD8
* @constant {GD8Symmetry}
*/
W: number;
/**
* | Rotation | Direction |
* |-------------|--------------|
* | -135°/225°↻ | Northwest |
* @memberof maths.groupD8
* @constant {GD8Symmetry}
*/
NW: number;
/**
* | Rotation | Direction |
* |-------------|--------------|
* | -90°/270°↻ | North |
* @memberof maths.groupD8
* @constant {GD8Symmetry}
*/
N: number;
/**
* | Rotation | Direction |
* |-------------|--------------|
* | -45°/315°↻ | Northeast |
* @memberof maths.groupD8
* @constant {GD8Symmetry}
*/
NE: number;
/**
* Reflection about Y-axis.
* @memberof maths.groupD8
* @constant {GD8Symmetry}
*/
MIRROR_VERTICAL: number;
/**
* Reflection about the main diagonal.
* @memberof maths.groupD8
* @constant {GD8Symmetry}
*/
MAIN_DIAGONAL: number;
/**
* Reflection about X-axis.
* @memberof maths.groupD8
* @constant {GD8Symmetry}
*/
MIRROR_HORIZONTAL: number;
/**
* Reflection about reverse diagonal.
* @memberof maths.groupD8
* @constant {GD8Symmetry}
*/
REVERSE_DIAGONAL: number;
/**
* @memberof maths.groupD8
* @param {GD8Symmetry} ind - sprite rotation angle.
* @returns {GD8Symmetry} The X-component of the U-axis
* after rotating the axes.
*/
uX: (ind: GD8Symmetry) => GD8Symmetry;
/**
* @memberof maths.groupD8
* @param {GD8Symmetry} ind - sprite rotation angle.
* @returns {GD8Symmetry} The Y-component of the U-axis
* after rotating the axes.
*/
uY: (ind: GD8Symmetry) => GD8Symmetry;
/**
* @memberof maths.groupD8
* @param {GD8Symmetry} ind - sprite rotation angle.
* @returns {GD8Symmetry} The X-component of the V-axis
* after rotating the axes.
*/
vX: (ind: GD8Symmetry) => GD8Symmetry;
/**
* @memberof maths.groupD8
* @param {GD8Symmetry} ind - sprite rotation angle.
* @returns {GD8Symmetry} The Y-component of the V-axis
* after rotating the axes.
*/
vY: (ind: GD8Symmetry) => GD8Symmetry;
/**
* @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: GD8Symmetry) => GD8Symmetry;
/**
* 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: GD8Symmetry, rotationFirst: GD8Symmetry) => GD8Symmetry;
/**
* Reverse of `add`.
* @memberof maths.groupD8
* @param {GD8Symmetry} rotationSecond - Second operation
* @param {GD8Symmetry} rotationFirst - First operation
* @returns {GD8Symmetry} Result
*/
sub: (rotationSecond: GD8Symmetry, rotationFirst: GD8Symmetry) => GD8Symmetry;
/**
* 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: number) => number;
/**
* 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: GD8Symmetry) => boolean;
/**
* 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: number, dy: number) => GD8Symmetry;
/**
* 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: Matrix, rotation: GD8Symmetry, tx?: number, ty?: number) => void;
};
export {};