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Final JSDocs
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1 changed files with 41 additions and 11 deletions
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@ -13,7 +13,7 @@ var Utils = require('../../renderer/webgl/Utils');
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* A Vertex Object.
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* A Vertex Object.
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*
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*
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* This class consists of all the information needed for a single vertex within
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* This class consists of all the information needed for a single vertex within
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* a Model Game Object.
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* a Model Object.
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*
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*
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* @class Vertex
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* @class Vertex
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* @memberof Phaser.Geom.Mesh
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* @memberof Phaser.Geom.Mesh
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@ -37,15 +37,15 @@ var Vertex = new Class({
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function Vertex (x, y, z, u, v, color, alpha)
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function Vertex (x, y, z, u, v, color, alpha)
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{
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{
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Vector3.call(this, x, y, z);
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if (color === undefined) { color = 0xffffff; }
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if (color === undefined) { color = 0xffffff; }
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if (alpha === undefined) { alpha = 1; }
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if (alpha === undefined) { alpha = 1; }
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Vector3.call(this, x, y, z);
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/**
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/**
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* The projected x coordinate of this vertex.
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* The projected x coordinate of this vertex.
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*
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*
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* @name Phaser.GameObjects.Vertex#vx
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* @name Phaser.Geom.Mesh.Vertex#vx
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* @type {number}
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* @type {number}
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* @since 3.50.0
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* @since 3.50.0
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*/
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*/
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@ -54,7 +54,7 @@ var Vertex = new Class({
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/**
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/**
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* The projected y coordinate of this vertex.
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* The projected y coordinate of this vertex.
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*
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*
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* @name Phaser.GameObjects.Vertex#vy
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* @name Phaser.Geom.Mesh.Vertex#vy
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* @type {number}
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* @type {number}
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* @since 3.50.0
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* @since 3.50.0
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*/
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*/
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@ -63,7 +63,7 @@ var Vertex = new Class({
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/**
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/**
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* UV u coordinate of this vertex.
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* UV u coordinate of this vertex.
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*
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*
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* @name Phaser.GameObjects.Vertex#u
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* @name Phaser.Geom.Mesh.Vertex#u
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* @type {number}
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* @type {number}
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* @since 3.50.0
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* @since 3.50.0
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*/
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*/
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@ -72,7 +72,7 @@ var Vertex = new Class({
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/**
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/**
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* UV v coordinate of this vertex.
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* UV v coordinate of this vertex.
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*
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*
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* @name Phaser.GameObjects.Vertex#v
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* @name Phaser.Geom.Mesh.Vertex#v
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* @type {number}
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* @type {number}
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* @since 3.50.0
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* @since 3.50.0
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*/
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*/
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@ -81,7 +81,7 @@ var Vertex = new Class({
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/**
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/**
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* The color value of this vertex.
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* The color value of this vertex.
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*
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*
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* @name Phaser.GameObjects.Vertex#color
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* @name Phaser.Geom.Mesh.Vertex#color
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* @type {number}
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* @type {number}
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* @since 3.50.0
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* @since 3.50.0
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*/
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*/
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@ -90,13 +90,23 @@ var Vertex = new Class({
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/**
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/**
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* The alpha value of this vertex.
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* The alpha value of this vertex.
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*
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*
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* @name Phaser.GameObjects.Vertex#alpha
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* @name Phaser.Geom.Mesh.Vertex#alpha
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* @type {number}
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* @type {number}
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* @since 3.50.0
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* @since 3.50.0
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*/
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*/
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this.alpha = alpha;
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this.alpha = alpha;
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},
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},
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/**
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* Transforms this vertex by the given matrix, storing the results in `vx` and `vy`.
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*
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* @method Phaser.Geom.Mesh.Model#transformCoordinatesLocal
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* @since 3.50.0
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*
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* @param {Phaser.Math.Matrix4} transformMatrix - The transform matrix to apply to this vertex.
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* @param {number} width - The width of the parent Mesh.
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* @param {number} height - The height of the parent Mesh.
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*/
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transformCoordinatesLocal: function (transformMatrix, width, height)
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transformCoordinatesLocal: function (transformMatrix, width, height)
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{
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{
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var x = this.x;
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var x = this.x;
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@ -109,10 +119,30 @@ var Vertex = new Class({
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var ty = (x * m[1]) + (y * m[5]) + (z * m[9]) + m[13];
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var ty = (x * m[1]) + (y * m[5]) + (z * m[9]) + m[13];
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var tw = (x * m[3]) + (y * m[7]) + (z * m[11]) + m[15];
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var tw = (x * m[3]) + (y * m[7]) + (z * m[11]) + m[15];
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this.vx = (tx / tw) * width + width / 2;
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this.vx = (tx / tw) * width;
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this.vy = -(ty / tw) * height + height / 2;
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this.vy = -(ty / tw) * height;
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},
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},
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/**
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* Loads this vertex into the given Typed Arrays.
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*
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* @method Phaser.Geom.Mesh.Model#load
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* @since 3.50.0
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*
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* @param {Float32Array} F32 - The Float32 Array to put the position data in.
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* @param {Uint32Array} U32 - The Uint32 Array to put the color data in.
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* @param {number} offset - The vertex offset to place the data at.
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* @param {number} textureUnit - The currently bound texture unit.
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* @param {number} alpha - The alpha value.
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* @param {number} a - The transform matrix a value.
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* @param {number} b - The transform matrix b value.
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* @param {number} c - The transform matrix c value.
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* @param {number} d - The transform matrix d value.
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* @param {number} e - The transform matrix e value.
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* @param {number} f - The transform matrix f value.
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*
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* @return {number} The new vertex offset.
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*/
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load: function (F32, U32, offset, textureUnit, tintEffect, alpha, a, b, c, d, e, f)
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load: function (F32, U32, offset, textureUnit, tintEffect, alpha, a, b, c, d, e, f)
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{
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{
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F32[++offset] = this.vx * a + this.vy * c + e;
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F32[++offset] = this.vx * a + this.vy * c + e;
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