mirror of
https://github.com/photonstorm/phaser
synced 2024-11-29 08:01:04 +00:00
Input transform fixed
This commit is contained in:
parent
2341f7752f
commit
001a0cb0d3
4 changed files with 52 additions and 69 deletions
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@ -1,4 +1,4 @@
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var CHECKSUM = {
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var CHECKSUM = {
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build: '02a4bdd0-55d7-11e7-87f5-37983a7cf73e'
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build: 'b1e0db40-5608-11e7-9343-73f81cbe0a9c'
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};
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};
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module.exports = CHECKSUM;
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module.exports = CHECKSUM;
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@ -14,6 +14,7 @@ var TransformMatrix = function (a, b, c, d, tx, ty)
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ty = typeof ty === 'number' ? ty : 0;
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ty = typeof ty === 'number' ? ty : 0;
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this.matrix = new Float32Array([a, b, c, d, tx, ty, 0, 0, 1]);
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this.matrix = new Float32Array([a, b, c, d, tx, ty, 0, 0, 1]);
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this.decomposedMatrix = {
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this.decomposedMatrix = {
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translateX: 0,
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translateX: 0,
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translateY: 0,
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translateY: 0,
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@ -70,12 +71,14 @@ TransformMatrix.prototype.rotate = function (radian)
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TransformMatrix.prototype.multiply = function (otherMatrix)
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TransformMatrix.prototype.multiply = function (otherMatrix)
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{
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{
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var matrix = this.matrix;
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var matrix = this.matrix;
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var a0 = matrix[0];
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var a0 = matrix[0];
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var b0 = matrix[1];
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var b0 = matrix[1];
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var c0 = matrix[2];
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var c0 = matrix[2];
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var d0 = matrix[3];
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var d0 = matrix[3];
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var tx0 = matrix[4];
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var tx0 = matrix[4];
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var ty0 = matrix[5];
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var ty0 = matrix[5];
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var a1 = otherMatrix[0];
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var a1 = otherMatrix[0];
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var b1 = otherMatrix[1];
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var b1 = otherMatrix[1];
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var c1 = otherMatrix[2];
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var c1 = otherMatrix[2];
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@ -96,6 +99,7 @@ TransformMatrix.prototype.multiply = function (otherMatrix)
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TransformMatrix.prototype.transform = function (a, b, c, d, tx, ty)
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TransformMatrix.prototype.transform = function (a, b, c, d, tx, ty)
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{
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{
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var matrix = this.matrix;
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var matrix = this.matrix;
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var a0 = matrix[0];
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var a0 = matrix[0];
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var b0 = matrix[1];
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var b0 = matrix[1];
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var c0 = matrix[2];
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var c0 = matrix[2];
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@ -126,13 +130,8 @@ TransformMatrix.prototype.transformPoint = function (x, y, point)
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var tx = matrix[4];
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var tx = matrix[4];
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var ty = matrix[5];
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var ty = matrix[5];
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// point.x = x * a + y * c + tx;
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point.x = x * a + y * c + tx;
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// point.y = x * b + y * d + ty;
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point.y = x * b + y * d + ty;
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var id = 1 / ((a * d) + (c * -b));
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point.x = (d * id * x) + (-c * id * y) + (((ty * c) - (tx * d)) * id);
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point.y = (a * id * y) + (-b * id * x) + (((-ty * a) + (tx * b)) * id);
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return point;
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return point;
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};
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};
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@ -141,20 +140,21 @@ TransformMatrix.prototype.invert = function ()
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{
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{
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var matrix = this.matrix;
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var matrix = this.matrix;
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var a1 = matrix[0];
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var a = matrix[0];
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var b1 = matrix[1];
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var b = matrix[1];
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var c1 = matrix[2];
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var c = matrix[2];
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var d1 = matrix[3];
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var d = matrix[3];
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var tx1 = matrix[4];
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var tx = matrix[4];
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var ty1 = matrix[5];
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var ty = matrix[5];
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var n = a1 * d1 - b1 * c1;
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matrix[0] = d1 / n;
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var n = a * d - b * c;
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matrix[1] = -b1 / n;
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matrix[2] = -c1 / n;
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matrix[0] = d / n;
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matrix[3] = a1 / n;
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matrix[1] = -b / n;
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matrix[4] = (c1 * ty1 - d1 * tx1) / n;
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matrix[2] = -c / n;
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matrix[5] = -(a1 * ty1 - b1 * tx1) / n;
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matrix[3] = a / n;
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matrix[4] = (c * ty - d * tx) / n;
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matrix[5] = -(a * ty - b * tx) / n;
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return this;
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return this;
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};
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};
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@ -176,22 +176,28 @@ TransformMatrix.prototype.setTransform = function (a, b, c, d, tx, ty)
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TransformMatrix.prototype.decomposeMatrix = function ()
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TransformMatrix.prototype.decomposeMatrix = function ()
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{
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{
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var decomposedMatrix = this.decomposedMatrix;
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var decomposedMatrix = this.decomposedMatrix;
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var matrix = this.matrix;
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var matrix = this.matrix;
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var a = matrix[0];
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var a = matrix[0];
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var b = matrix[1];
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var b = matrix[1];
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var c = matrix[2];
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var c = matrix[2];
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var d = matrix[3];
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var d = matrix[3];
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var a2 = a * a;
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var a2 = a * a;
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var b2 = b * b;
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var b2 = b * b;
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var c2 = c * c;
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var c2 = c * c;
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var d2 = d * d;
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var d2 = d * d;
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var sx = mathSqrt(a2 + c2);
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var sx = mathSqrt(a2 + c2);
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var sy = mathSqrt(b2 + d2);
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var sy = mathSqrt(b2 + d2);
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decomposedMatrix.translateX = matrix[4];
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decomposedMatrix.translateX = matrix[4];
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decomposedMatrix.translateY = matrix[5];
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decomposedMatrix.translateY = matrix[5];
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decomposedMatrix.scaleX = sx;
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decomposedMatrix.scaleX = sx;
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decomposedMatrix.scaleY = sy;
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decomposedMatrix.scaleY = sy;
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decomposedMatrix.rotation = mathAcos(a / sx) * (mathAtan(-c / a) < 0 ? -1 : 1);
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decomposedMatrix.rotation = mathAcos(a / sx) * (mathAtan(-c / a) < 0 ? -1 : 1);
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return decomposedMatrix;
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return decomposedMatrix;
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@ -201,18 +207,20 @@ TransformMatrix.prototype.decomposeMatrix = function ()
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TransformMatrix.prototype.applyITRS = function (x, y, rotation, scaleX, scaleY)
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TransformMatrix.prototype.applyITRS = function (x, y, rotation, scaleX, scaleY)
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{
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{
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var matrix = this.matrix;
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var matrix = this.matrix;
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var a = 1;
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var a = 1;
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var b = 0;
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var b = 0;
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var c = 0;
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var c = 0;
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var d = 1;
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var d = 1;
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var e = 0;
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var tx = 0;
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var f = 0;
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var ty = 0;
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var sr = mathSin(rotation);
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var sr = mathSin(rotation);
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var cr = mathCos(rotation);
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var cr = mathCos(rotation);
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// Translate
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// Translate
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matrix[4] = a * x + c * y + e;
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matrix[4] = a * x + c * y + tx;
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matrix[5] = b * x + d * y + f;
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matrix[5] = b * x + d * y + ty;
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// Rotate
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// Rotate
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matrix[0] = cr * a + -sr * c;
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matrix[0] = cr * a + -sr * c;
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@ -11,43 +11,27 @@ var GetTransformedPoint = function (matrix, gameObject, x, y, output)
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if (output === undefined) { output = { x: 0, y: 0 }; }
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if (output === undefined) { output = { x: 0, y: 0 }; }
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matrix.applyITRS(gameObject.x, gameObject.y, -gameObject.rotation, gameObject.scaleX, gameObject.scaleY);
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matrix.applyITRS(gameObject.x, gameObject.y, -gameObject.rotation, gameObject.scaleX, gameObject.scaleY);
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matrix.invert();
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matrix.invert();
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// matrix.transformPoint(x, y, output);
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var ma = matrix.matrix;
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var a = ma[0];
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var b = ma[1];
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var c = ma[2];
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var d = ma[3];
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var e = ma[4];
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var f = ma[5];
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var tx = x * a + y * c + e;
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return matrix.transformPoint(x, y, output);
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var ty = x * b + y * d + f;
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output.x = tx;
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// var ma = matrix.matrix;
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output.y = ty;
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// var a = matrix.matrix[0];
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// var a = ma[0];
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// var b = matrix.matrix[1];
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// var b = ma[1];
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// var c = matrix.matrix[2];
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// var c = ma[2];
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// var d = matrix.matrix[3];
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// var d = ma[3];
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// var tx = matrix.matrix[4];
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// var e = ma[4];
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// var ty = matrix.matrix[5];
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// var f = ma[5];
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// Apply inverse of the matrix
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// var tx = x * a + y * c + e;
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// var ty = x * b + y * d + f;
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// var id = 1 / ((a * d) + (c * -b));
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// output.x = tx;
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// output.y = ty;
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// output.x = (d * id * x) + (-c * id * y) + (((ty * c) - (tx * d)) * id);
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// return output;
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// output.y = (a * id * y) + (-b * id * x) + (((-ty * a) + (tx * b)) * id);
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// x -= tx;
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// y -= ty;
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// output.x = (a * x) + (c * y) + tx;
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// output.y = (b * x) + (d * y) + ty;
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return output;
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};
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};
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module.exports = GetTransformedPoint;
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module.exports = GetTransformedPoint;
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@ -3,22 +3,13 @@
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var PointWithinGameObject = function (gameObject, x, y)
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var PointWithinGameObject = function (gameObject, x, y)
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{
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{
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var width = gameObject.displayWidth;
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var width = gameObject.width;
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var height = gameObject.displayHeight;
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var height = gameObject.height;
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var x1 = -width * gameObject.originX;
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var x1 = -width * gameObject.originX;
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var y1 = -height * gameObject.originY;
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if (x >= x1 && x < x1 + width)
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return (x >= x1 && x < (x1 + width) && y >= y1 && y < (y1 + height));
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{
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var y1 = -height * gameObject.originY;
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if (y >= y1 && y < y1 + height)
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{
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return true;
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}
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}
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return false;
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};
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};
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module.exports = PointWithinGameObject;
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module.exports = PointWithinGameObject;
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