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Update TransformMatrix.js
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src/gameobjects/components/TransformMatrix.js

Lines changed: 14 additions & 14 deletions
Original file line numberDiff line numberDiff line change
@@ -278,13 +278,13 @@ var TransformMatrix = new Class({
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if (a || b)
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{
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// var r = Math.sqrt(a * a + b * b);
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return (b > 0) ? Math.acos(a / this.scaleX) : -Math.acos(a / this.scaleX);
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}
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else if (c || d)
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{
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// var s = Math.sqrt(c * c + d * d);
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return MATH_CONST.TAU - ((d > 0) ? Math.acos(-c / this.scaleY) : -Math.acos(c / this.scaleY));
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}
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else
@@ -427,7 +427,7 @@ var TransformMatrix = new Class({
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/**
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* Multiply this Matrix by the given Matrix.
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*
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*
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* If an `out` Matrix is given then the results will be stored in it.
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* If it is not given, this matrix will be updated in place instead.
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* Use an `out` Matrix if you do not wish to mutate this matrix.
@@ -473,7 +473,7 @@ var TransformMatrix = new Class({
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/**
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* Multiply this Matrix by the matrix given, including the offset.
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*
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*
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* The offsetX is added to the tx value: `offsetX * a + offsetY * c + tx`.
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* The offsetY is added to the ty value: `offsetY * b + offsetY * d + ty`.
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*
@@ -707,7 +707,7 @@ var TransformMatrix = new Class({
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/**
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* Copy the values in this Matrix to the array given.
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*
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*
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* Where array indexes 0, 1, 2, 3, 4 and 5 are mapped to a, b, c, d, e and f.
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*
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* @method Phaser.GameObjects.Components.TransformMatrix#copyToArray
@@ -769,9 +769,9 @@ var TransformMatrix = new Class({
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/**
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* Decompose this Matrix into its translation, scale and rotation values using QR decomposition.
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*
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*
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* The result must be applied in the following order to reproduce the current matrix:
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*
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*
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* translate -> rotate -> scale
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*
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* @method Phaser.GameObjects.Components.TransformMatrix#decomposeMatrix
@@ -863,7 +863,7 @@ var TransformMatrix = new Class({
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/**
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* Takes the `x` and `y` values and returns a new position in the `output` vector that is the inverse of
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* the current matrix with its transformation applied.
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*
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*
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* Can be used to translate points from world to local space.
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*
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* @method Phaser.GameObjects.Components.TransformMatrix#applyInverse
@@ -902,7 +902,7 @@ var TransformMatrix = new Class({
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*
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* @method Phaser.GameObjects.Components.TransformMatrix#getX
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* @since 3.12.0
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*
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*
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* @param {number} x - The x value.
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* @param {number} y - The y value.
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*
@@ -919,7 +919,7 @@ var TransformMatrix = new Class({
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*
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* @method Phaser.GameObjects.Components.TransformMatrix#getY
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* @since 3.12.0
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*
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*
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* @param {number} x - The x value.
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* @param {number} y - The y value.
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*
@@ -932,12 +932,12 @@ var TransformMatrix = new Class({
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/**
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* Returns the X component of this matrix multiplied by the given values.
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*
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*
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* This is the same as `x * a + y * c + e`, optionally passing via `Math.round`.
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*
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* @method Phaser.GameObjects.Components.TransformMatrix#getXRound
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* @since 3.50.0
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*
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*
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* @param {number} x - The x value.
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* @param {number} y - The y value.
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* @param {boolean} [round=false] - Math.round the resulting value?
@@ -958,12 +958,12 @@ var TransformMatrix = new Class({
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/**
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* Returns the Y component of this matrix multiplied by the given values.
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*
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*
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* This is the same as `x * b + y * d + f`, optionally passing via `Math.round`.
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*
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* @method Phaser.GameObjects.Components.TransformMatrix#getYRound
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* @since 3.50.0
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*
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*
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* @param {number} x - The x value.
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* @param {number} y - The y value.
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* @param {boolean} [round=false] - Math.round the resulting value?

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