Added jsdocs for #4137

This commit is contained in:
Richard Davey 2018-12-12 11:58:58 +00:00
parent 3ee75a77a3
commit bbe95d96d9

View file

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