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Added jsdocs for #4137
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1 changed files with 12 additions and 3 deletions
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@ -50,7 +50,12 @@ var ForwardDiffuseLightPipeline = new Class({
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this.defaultNormalMap;
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/**
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* Inverse rotation matrix for normal map rotation fixing.
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* Inverse rotation matrix for normal map rotations.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#inverseRotationMatrix
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* @type {Float32Array}
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* @private
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* @since 3.16.0
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*/
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this.inverseRotationMatrix = new Float32Array([
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1, 0, 0,
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@ -425,11 +430,16 @@ var ForwardDiffuseLightPipeline = new Class({
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/**
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* Rotates the normal map vectors inversely by the given angle.
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* Only works in 2D space.
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* @param {number} rotation rotation in angles
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*
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* @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#setNormalMapRotation
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* @since 3.16.0
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*
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* @param {number} rotation - The angle of rotation in radians.
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*/
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setNormalMapRotation: function (rotation)
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{
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var inverseRotationMatrix = this.inverseRotationMatrix;
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if (rotation)
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{
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var rot = -rotation;
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@ -458,7 +468,6 @@ var ForwardDiffuseLightPipeline = new Class({
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* @param {Phaser.GameObjects.Sprite} sprite - The texture-based Game Object to add to the batch.
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to use for the rendering transform.
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* @param {Phaser.GameObjects.Components.TransformMatrix} parentTransformMatrix - The transform matrix of the parent container, if set.
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*
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*/
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batchSprite: function (sprite, camera, parentTransformMatrix)
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{
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