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https://github.com/photonstorm/phaser
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Fixing jsdocs
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ccaae460a4
commit
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4 changed files with 177 additions and 4 deletions
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@ -4,46 +4,74 @@
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Implements a model view projection matrices.
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* Pipelines can implement this for doing 2D and 3D rendering.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.ModelViewProjection
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* @since 3.0.0
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*/
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var ModelViewProjection = {
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/**
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* Dirty flag for checking if model matrix needs to be updated on GPU.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.ModelViewProjection#modelMatrixDirty
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* @type {boolean}
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* @since 3.0.0
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*/
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modelMatrixDirty: false,
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/**
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* Dirty flag for checking if view matrix needs to be updated on GPU.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.ModelViewProjection#viewMatrixDirty
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* @type {boolean}
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* @since 3.0.0
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*/
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viewMatrixDirty: false,
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/**
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* Dirty flag for checking if projection matrix needs to be updated on GPU.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.ModelViewProjection#projectionMatrixDirty
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* @type {boolean}
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* @since 3.0.0
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*/
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projectionMatrixDirty: false,
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/**
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* Model matrix
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*
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* @name Phaser.Renderer.WebGL.Pipelines.ModelViewProjection#modelMatrix
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* @type {?Float32Array}
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* @since 3.0.0
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*/
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modelMatrix: null,
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/**
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* View matrix
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*
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* @name Phaser.Renderer.WebGL.Pipelines.ModelViewProjection#viewMatrix
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* @type {?Float32Array}
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* @since 3.0.0
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*/
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viewMatrix: null,
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/**
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* Projection matrix
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*
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* @name Phaser.Renderer.WebGL.Pipelines.ModelViewProjection#projectionMatrix
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* @type {?Float32Array}
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* @since 3.0.0
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*/
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projectionMatrix: null,
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/**
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* Initializes MVP matrices with an identity matrix
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*
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* @method Phaser.Renderer.WebGL.Pipelines.ModelViewProjection#mvpInit
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* @since 3.0.0
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*/
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mvpInit: function ()
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{
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@ -77,6 +105,9 @@ var ModelViewProjection = {
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/**
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* If dirty flags are set then the matrices are uploaded to the GPU.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.ModelViewProjection#mvpUpdate
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* @since 3.0.0
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*/
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mvpUpdate: function ()
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{
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@ -105,6 +136,9 @@ var ModelViewProjection = {
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/**
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* Loads an identity matrix to the model matrix
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*
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* @method Phaser.Renderer.WebGL.Pipelines.ModelViewProjection#modelIdentity
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* @since 3.0.0
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*/
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modelIdentity: function ()
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{
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@ -134,6 +168,15 @@ var ModelViewProjection = {
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/**
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* Scale model matrix
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*
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* @method Phaser.Renderer.WebGL.Pipelines.ModelViewProjection#modelScale
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* @since 3.0.0
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*
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* @param {number} x - The x component.
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* @param {number} y - The y component.
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* @param {number} z - The z component.
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*
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* @return {this} This Model View Projection.
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*/
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modelScale: function (x, y, z)
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{
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@ -159,6 +202,15 @@ var ModelViewProjection = {
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/**
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* Translate model matrix
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*
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* @method Phaser.Renderer.WebGL.Pipelines.ModelViewProjection#modelTranslate
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* @since 3.0.0
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*
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* @param {number} x - The x component.
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* @param {number} y - The y component.
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* @param {number} z - The z component.
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*
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* @return {this} This Model View Projection.
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*/
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modelTranslate: function (x, y, z)
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{
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@ -174,9 +226,15 @@ var ModelViewProjection = {
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return this;
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},
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/**
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* Rotates the model matrix in the X axis.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.ModelViewProjection#modelRotateX
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* @since 3.0.0
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*
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* @param {number} radians - The amount to rotate by.
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*
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* @return {this} This Model View Projection.
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*/
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modelRotateX: function (radians)
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{
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@ -208,6 +266,13 @@ var ModelViewProjection = {
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/**
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* Rotates the model matrix in the Y axis.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.ModelViewProjection#modelRotateY
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* @since 3.0.0
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*
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* @param {number} radians - The amount to rotate by.
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*
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* @return {this} This Model View Projection.
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*/
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modelRotateY: function (radians)
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{
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@ -239,6 +304,13 @@ var ModelViewProjection = {
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/**
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* Rotates the model matrix in the Z axis.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.ModelViewProjection#modelRotateZ
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* @since 3.0.0
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*
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* @param {number} radians - The amount to rotate by.
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*
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* @return {this} This Model View Projection.
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*/
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modelRotateZ: function (radians)
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{
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@ -270,6 +342,11 @@ var ModelViewProjection = {
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/**
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* Loads identity matrix into the view matrix
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*
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* @method Phaser.Renderer.WebGL.Pipelines.ModelViewProjection#viewIdentity
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* @since 3.0.0
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*
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* @return {this} This Model View Projection.
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*/
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viewIdentity: function ()
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{
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@ -299,6 +376,15 @@ var ModelViewProjection = {
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/**
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* Scales view matrix
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*
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* @method Phaser.Renderer.WebGL.Pipelines.ModelViewProjection#viewScale
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* @since 3.0.0
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*
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* @param {number} x - The x component.
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* @param {number} y - The y component.
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* @param {number} z - The z component.
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*
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* @return {this} This Model View Projection.
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*/
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viewScale: function (x, y, z)
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{
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/**
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* Translates view matrix
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*
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* @method Phaser.Renderer.WebGL.Pipelines.ModelViewProjection#viewTranslate
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* @since 3.0.0
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*
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* @param {number} x - The x component.
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* @param {number} y - The y component.
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* @param {number} z - The z component.
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*
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* @return {this} This Model View Projection.
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*/
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viewTranslate: function (x, y, z)
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{
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/**
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* Rotates view matrix in the X axis.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.ModelViewProjection#viewRotateX
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* @since 3.0.0
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*
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* @param {number} radians - The amount to rotate by.
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*
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* @return {this} This Model View Projection.
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*/
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viewRotateX: function (radians)
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{
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/**
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* Rotates view matrix in the Y axis.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.ModelViewProjection#viewRotateY
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* @since 3.0.0
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*
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* @param {number} radians - The amount to rotate by.
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*
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* @return {this} This Model View Projection.
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*/
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viewRotateY: function (radians)
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{
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/**
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* Rotates view matrix in the Z axis.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.ModelViewProjection#viewRotateZ
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* @since 3.0.0
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*
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* @param {number} radians - The amount to rotate by.
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*
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* @return {this} This Model View Projection.
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*/
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viewRotateZ: function (radians)
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{
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/**
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* Loads a 2D view matrix (3x2 matrix) into a 4x4 view matrix
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*
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* @method Phaser.Renderer.WebGL.Pipelines.ModelViewProjection#viewLoad2D
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* @since 3.0.0
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*
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* @param {Float32Array} matrix2D - The Matrix2D.
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*
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* @return {this} This Model View Projection.
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*/
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viewLoad2D: function (matrix2D)
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{
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/**
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* Copies a 4x4 matrix into the view matrix
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*
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* @method Phaser.Renderer.WebGL.Pipelines.ModelViewProjection#viewLoad
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* @since 3.0.0
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*
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* @param {Float32Array} matrix - The Matrix2D.
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*
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* @return {this} This Model View Projection.
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*/
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viewLoad: function (matrix)
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{
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/**
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* Loads identity matrix into the projection matrix.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.ModelViewProjection#projIdentity
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* @since 3.0.0
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*
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* @return {this} This Model View Projection.
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*/
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projIdentity: function ()
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{
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/**
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* Sets up an orthographics projection matrix
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*
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* @method Phaser.Renderer.WebGL.Pipelines.ModelViewProjection#projOrtho
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* @since 3.0.0
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*
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* @param {number} left - The left value.
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* @param {number} right - The right value.
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* @param {number} bottom - The bottom value.
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* @param {number} top - The top value.
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* @param {number} near - The near value.
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* @param {number} far - The far value.
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*
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* @return {this} This Model View Projection.
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*/
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projOrtho: function (left, right, bottom, top, near, far)
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{
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/**
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* Sets up a perspective projection matrix
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*
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* @method Phaser.Renderer.WebGL.Pipelines.ModelViewProjection#projPersp
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* @since 3.0.0
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*
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* @param {number} fovy - The fovy value.
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* @param {number} aspectRatio - The aspectRatio value.
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* @param {number} near - The near value.
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* @param {number} far - The far value.
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*
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* @return {this} This Model View Projection.
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*/
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projPersp: function (fovy, aspectRatio, near, far)
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{
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BitmapMaskPipeline: require('./BitmapMaskPipeline'),
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ForwardDiffuseLightPipeline: require('./ForwardDiffuseLightPipeline'),
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TextureTintPipeline: require('./TextureTintPipeline')
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TextureTintPipeline: require('./TextureTintPipeline'),
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ModelViewProjection: require('./components/ModelViewProjection')
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};
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@ -4,16 +4,25 @@
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* @ignore
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*/
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function hasGetStart (def)
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{
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return (!!def.getStart && typeof def.getStart === 'function');
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}
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/**
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* @ignore
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*/
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function hasGetEnd (def)
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{
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return (!!def.getEnd && typeof def.getEnd === 'function');
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}
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/**
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* @ignore
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*/
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function hasGetters (def)
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{
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return hasGetStart(def) || hasGetEnd(def);
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* @ignore
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*/
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function swap (arr, i, j)
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{
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var tmp = arr[i];
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arr[j] = tmp;
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}
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/**
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* @ignore
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*/
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function defaultCompare (a, b)
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{
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return a < b ? -1 : a > b ? 1 : 0;
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