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1976 lines
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<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
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<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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<a href="Phaser.Plugin.html">Plugin</a>
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<a href="Phaser.Plugin.PathManager.html">PathManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.PluginManager.html">PluginManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Point.html">Point</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Pointer.html">Pointer</a>
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.PointerMode.html">PointerMode</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Polygon.html">Polygon</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.QuadTree.html">QuadTree</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.Rectangle.html">Rectangle</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RetroFont.html">RetroFont</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.Rope.html">Rope</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.RoundedRectangle.html">RoundedRectangle</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Signal.html">Signal</a>
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SinglePad.html">SinglePad</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Sound.html">Sound</a>
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.SoundManager.html">SoundManager</a>
|
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</li>
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<li class="class-depth-1">
|
|
<a href="Phaser.Sprite.html">Sprite</a>
|
|
</li>
|
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|
<li class="class-depth-1">
|
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Stage.html">Stage</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.State.html">State</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.StateManager.html">StateManager</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Text.html">Text</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tile.html">Tile</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tilemap.html">Tilemap</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tileset.html">Tileset</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TileSprite.html">TileSprite</a>
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<li class="class-depth-1">
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<a href="Phaser.Time.html">Time</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Timer.html">Timer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Touch.html">Touch</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tween.html">Tween</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TweenData.html">TweenData</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TweenManager.html">TweenManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Utils.html">Utils</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Utils.Debug.html">Debug</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Video.html">Video</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Weapon.html">Weapon</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.World.html">World</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasPool.html">CanvasPool</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.EarCut.html">EarCut</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Event.html">Event</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.EventTarget.html">EventTarget</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.FilterTexture.html">FilterTexture</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Graphics.html">Graphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.GraphicsData.html">GraphicsData</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.PIXI.html">PIXI</a>
|
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</li>
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<li class="class-depth-2">
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<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.PixiShader.html">PixiShader</a>
|
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</li>
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|
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<li class="class-depth-1">
|
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
|
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</li>
|
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|
|
<li class="class-depth-1">
|
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<a href="PIXI.RenderTexture.html">RenderTexture</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.Rope.html">Rope</a>
|
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</li>
|
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|
|
<li class="class-depth-1">
|
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<a href="PIXI.Sprite.html">Sprite</a>
|
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</li>
|
|
|
|
<li class="class-depth-1">
|
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
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<a href="PIXI.Strip.html">Strip</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.StripShader.html">StripShader</a>
|
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</li>
|
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|
|
<li class="class-depth-1">
|
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<a href="PIXI.Texture.html">Texture</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.TilingSprite.html">TilingSprite</a>
|
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</li>
|
|
|
|
<li class="class-depth-1">
|
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
|
|
</li>
|
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|
|
<li class="class-depth-1">
|
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
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|
|
<li class="dropdown">
|
|
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ANGLE_DOWN">ANGLE_DOWN</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#ANGLE_LEFT">ANGLE_LEFT</a>
|
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</li>
|
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_NORTH_EAST">ANGLE_NORTH_EAST</a>
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</li>
|
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_NORTH_WEST">ANGLE_NORTH_WEST</a>
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</li>
|
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_RIGHT">ANGLE_RIGHT</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#ANGLE_SOUTH_EAST">ANGLE_SOUTH_EAST</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_SOUTH_WEST">ANGLE_SOUTH_WEST</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_UP">ANGLE_UP</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#AUTO">AUTO</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BITMAPDATA">BITMAPDATA</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#blendModes">blendModes</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_CENTER">BOTTOM_CENTER</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_LEFT">BOTTOM_LEFT</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_RIGHT">BOTTOM_RIGHT</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#BUTTON">BUTTON</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#CANVAS">CANVAS</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
|
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</li>
|
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|
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<li class="class-depth-0">
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<a href="global.html#CENTER">CENTER</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#CIRCLE">CIRCLE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#CREATURE">CREATURE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#displayList">displayList</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#DOWN">DOWN</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#ELLIPSE">ELLIPSE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
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<a href="global.html#emit">emit</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#EMITTER">EMITTER</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#GAMES">GAMES</a>
|
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</li>
|
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<li class="class-depth-0">
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<a href="global.html#GRAPHICS">GRAPHICS</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#GROUP">GROUP</a>
|
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</li>
|
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<li class="class-depth-0">
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<a href="global.html#HEADLESS">HEADLESS</a>
|
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#HORIZONTAL">HORIZONTAL</a>
|
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#IMAGE">IMAGE</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#LANDSCAPE">LANDSCAPE</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#LEFT">LEFT</a>
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#LEFT_BOTTOM">LEFT_BOTTOM</a>
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#LEFT_CENTER">LEFT_CENTER</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#LEFT_TOP">LEFT_TOP</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#LINE">LINE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#listeners">listeners</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#MATRIX">MATRIX</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#mixin">mixin</a>
|
|
</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#NONE">NONE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#off">off</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#on">on</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#once">once</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath.">Phaser.Path#numPoints
|
|
return {number} The total number of PathPoints in this Path.</a>
|
|
</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#POINT">POINT</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#POINTER">POINTER</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#POLYGON">POLYGON</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#PORTRAIT">PORTRAIT</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#RECTANGLE">RECTANGLE</a>
|
|
</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#removeAllListeners">removeAllListeners</a>
|
|
</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
|
|
</li>
|
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|
|
<li class="class-depth-0">
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<div id="main">
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<h1 class="page-title">Source: src/pixi/utils/EarCut.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/*
|
|
Copyright (c) 2016, Mapbox
|
|
|
|
Permission to use, copy, modify, and/or distribute this software for any purpose
|
|
with or without fee is hereby granted, provided that the above copyright notice
|
|
and this permission notice appear in all copies.
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
|
|
REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
|
|
FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
|
|
INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
|
|
OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
|
|
TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF
|
|
THIS SOFTWARE.
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|
*/
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|
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|
/**
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* @class EarCut
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*/
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PIXI.EarCut = {};
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PIXI.EarCut.Triangulate = function (data, holeIndices, dim) {
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dim = dim || 2;
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var hasHoles = holeIndices && holeIndices.length,
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outerLen = hasHoles ? holeIndices[0] * dim : data.length,
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outerNode = PIXI.EarCut.linkedList(data, 0, outerLen, dim, true),
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triangles = [];
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if (!outerNode) return triangles;
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var minX, minY, maxX, maxY, x, y, size;
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|
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if (hasHoles) outerNode = PIXI.EarCut.eliminateHoles(data, holeIndices, outerNode, dim);
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|
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// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
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if (data.length > 80 * dim) {
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minX = maxX = data[0];
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minY = maxY = data[1];
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|
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for (var i = dim; i < outerLen; i += dim) {
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x = data[i];
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y = data[i + 1];
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if (x < minX) minX = x;
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if (y < minY) minY = y;
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if (x > maxX) maxX = x;
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if (y > maxY) maxY = y;
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}
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|
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|
// minX, minY and size are later used to transform coords into integers for z-order calculation
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size = Math.max(maxX - minX, maxY - minY);
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}
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PIXI.EarCut.earcutLinked(outerNode, triangles, dim, minX, minY, size);
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return triangles;
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}
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// create a circular doubly linked list from polygon points in the specified winding order
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PIXI.EarCut.linkedList = function (data, start, end, dim, clockwise) {
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var sum = 0,
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i, j, last;
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|
|
|
// calculate original winding order of a polygon ring
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|
for (i = start, j = end - dim; i < end; i += dim) {
|
|
sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
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|
j = i;
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|
}
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|
|
|
// link points into circular doubly-linked list in the specified winding order
|
|
if (clockwise === (sum > 0)) {
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|
for (i = start; i < end; i += dim) last = PIXI.EarCut.insertNode(i, data[i], data[i + 1], last);
|
|
} else {
|
|
for (i = end - dim; i >= start; i -= dim) last = PIXI.EarCut.insertNode(i, data[i], data[i + 1], last);
|
|
}
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|
|
|
return last;
|
|
}
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|
|
|
// eliminate colinear or duplicate points
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|
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|
PIXI.EarCut.filterPoints = function (start, end) {
|
|
if (!start) return start;
|
|
if (!end) end = start;
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|
|
|
var p = start,
|
|
again;
|
|
do {
|
|
again = false;
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|
|
|
if (!p.steiner && (PIXI.EarCut.equals(p, p.next) || PIXI.EarCut.area(p.prev, p, p.next) === 0)) {
|
|
PIXI.EarCut.removeNode(p);
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|
p = end = p.prev;
|
|
if (p === p.next) return null;
|
|
again = true;
|
|
|
|
} else {
|
|
p = p.next;
|
|
}
|
|
} while (again || p !== end);
|
|
|
|
return end;
|
|
}
|
|
|
|
// main ear slicing loop which triangulates a polygon (given as a linked list)
|
|
|
|
PIXI.EarCut.earcutLinked = function (ear, triangles, dim, minX, minY, size, pass) {
|
|
if (!ear) return;
|
|
|
|
// interlink polygon nodes in z-order
|
|
if (!pass && size) PIXI.EarCut.indexCurve(ear, minX, minY, size);
|
|
|
|
var stop = ear,
|
|
prev, next;
|
|
|
|
// iterate through ears, slicing them one by one
|
|
while (ear.prev !== ear.next) {
|
|
prev = ear.prev;
|
|
next = ear.next;
|
|
|
|
if (size ? PIXI.EarCut.isEarHashed(ear, minX, minY, size) : PIXI.EarCut.isEar(ear)) {
|
|
// cut off the triangle
|
|
triangles.push(prev.i / dim);
|
|
triangles.push(ear.i / dim);
|
|
triangles.push(next.i / dim);
|
|
|
|
PIXI.EarCut.removeNode(ear);
|
|
|
|
// skipping the next vertice leads to less sliver triangles
|
|
ear = next.next;
|
|
stop = next.next;
|
|
|
|
continue;
|
|
}
|
|
|
|
ear = next;
|
|
|
|
// if we looped through the whole remaining polygon and can't find any more ears
|
|
if (ear === stop) {
|
|
// try filtering points and slicing again
|
|
if (!pass) {
|
|
PIXI.EarCut.earcutLinked(PIXI.EarCut.filterPoints(ear), triangles, dim, minX, minY, size, 1);
|
|
|
|
// if this didn't work, try curing all small self-intersections locally
|
|
} else if (pass === 1) {
|
|
ear = PIXI.EarCut.cureLocalIntersections(ear, triangles, dim);
|
|
PIXI.EarCut.earcutLinked(ear, triangles, dim, minX, minY, size, 2);
|
|
|
|
// as a last resort, try splitting the remaining polygon into two
|
|
} else if (pass === 2) {
|
|
PIXI.EarCut.splitEarcut(ear, triangles, dim, minX, minY, size);
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// check whether a polygon node forms a valid ear with adjacent nodes
|
|
|
|
PIXI.EarCut.isEar = function (ear) {
|
|
var a = ear.prev,
|
|
b = ear,
|
|
c = ear.next;
|
|
|
|
if (PIXI.EarCut.area(a, b, c) >= 0) return false; // reflex, can't be an ear
|
|
|
|
// now make sure we don't have other points inside the potential ear
|
|
var p = ear.next.next;
|
|
|
|
while (p !== ear.prev) {
|
|
if (PIXI.EarCut.pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
|
|
PIXI.EarCut.area(p.prev, p, p.next) >= 0) return false;
|
|
p = p.next;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
PIXI.EarCut.isEarHashed = function (ear, minX, minY, size) {
|
|
var a = ear.prev,
|
|
b = ear,
|
|
c = ear.next;
|
|
|
|
if (PIXI.EarCut.area(a, b, c) >= 0) return false; // reflex, can't be an ear
|
|
|
|
// triangle bbox; min & max are calculated like this for speed
|
|
var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x),
|
|
minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y),
|
|
maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x),
|
|
maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y);
|
|
|
|
// z-order range for the current triangle bbox;
|
|
var minZ = PIXI.EarCut.zOrder(minTX, minTY, minX, minY, size),
|
|
maxZ = PIXI.EarCut.zOrder(maxTX, maxTY, minX, minY, size);
|
|
|
|
// first look for points inside the triangle in increasing z-order
|
|
var p = ear.nextZ;
|
|
|
|
while (p && p.z <= maxZ) {
|
|
if (p !== ear.prev && p !== ear.next &&
|
|
PIXI.EarCut.pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
|
|
PIXI.EarCut.area(p.prev, p, p.next) >= 0) return false;
|
|
p = p.nextZ;
|
|
}
|
|
|
|
// then look for points in decreasing z-order
|
|
p = ear.prevZ;
|
|
|
|
while (p && p.z >= minZ) {
|
|
if (p !== ear.prev && p !== ear.next &&
|
|
PIXI.EarCut.pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
|
|
PIXI.EarCut.area(p.prev, p, p.next) >= 0) return false;
|
|
p = p.prevZ;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// go through all polygon nodes and cure small local self-intersections
|
|
|
|
PIXI.EarCut.cureLocalIntersections = function (start, triangles, dim) {
|
|
var p = start;
|
|
do {
|
|
var a = p.prev,
|
|
b = p.next.next;
|
|
|
|
// a self-intersection where edge (v[i-1],v[i]) intersects (v[i+1],v[i+2])
|
|
if (PIXI.EarCut.intersects(a, p, p.next, b) && PIXI.EarCut.locallyInside(a, b) && PIXI.EarCut.locallyInside(b, a)) {
|
|
|
|
triangles.push(a.i / dim);
|
|
triangles.push(p.i / dim);
|
|
triangles.push(b.i / dim);
|
|
|
|
// remove two nodes involved
|
|
PIXI.EarCut.removeNode(p);
|
|
PIXI.EarCut.removeNode(p.next);
|
|
|
|
p = start = b;
|
|
}
|
|
p = p.next;
|
|
} while (p !== start);
|
|
|
|
return p;
|
|
}
|
|
|
|
// try splitting polygon into two and triangulate them independently
|
|
|
|
PIXI.EarCut.splitEarcut = function (start, triangles, dim, minX, minY, size) {
|
|
// look for a valid diagonal that divides the polygon into two
|
|
var a = start;
|
|
do {
|
|
var b = a.next.next;
|
|
while (b !== a.prev) {
|
|
if (a.i !== b.i && PIXI.EarCut.isValidDiagonal(a, b)) {
|
|
// split the polygon in two by the diagonal
|
|
var c = PIXI.EarCut.splitPolygon(a, b);
|
|
|
|
// filter colinear points around the cuts
|
|
a = PIXI.EarCut.filterPoints(a, a.next);
|
|
c = PIXI.EarCut.filterPoints(c, c.next);
|
|
|
|
// run earcut on each half
|
|
PIXI.EarCut.earcutLinked(a, triangles, dim, minX, minY, size);
|
|
PIXI.EarCut.earcutLinked(c, triangles, dim, minX, minY, size);
|
|
return;
|
|
}
|
|
b = b.next;
|
|
}
|
|
a = a.next;
|
|
} while (a !== start);
|
|
}
|
|
|
|
// link every hole into the outer loop, producing a single-ring polygon without holes
|
|
|
|
PIXI.EarCut.eliminateHoles = function (data, holeIndices, outerNode, dim) {
|
|
var queue = [],
|
|
i, len, start, end, list;
|
|
|
|
for (i = 0, len = holeIndices.length; i < len; i++) {
|
|
start = holeIndices[i] * dim;
|
|
end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
|
|
list = PIXI.EarCut.linkedList(data, start, end, dim, false);
|
|
if (list === list.next) list.steiner = true;
|
|
queue.push(PIXI.EarCut.getLeftmost(list));
|
|
}
|
|
|
|
queue.sort(compareX);
|
|
|
|
// process holes from left to right
|
|
for (i = 0; i < queue.length; i++) {
|
|
PIXI.EarCut.eliminateHole(queue[i], outerNode);
|
|
outerNode = PIXI.EarCut.filterPoints(outerNode, outerNode.next);
|
|
}
|
|
|
|
return outerNode;
|
|
}
|
|
|
|
PIXI.EarCut.compareX = function (a, b) {
|
|
return a.x - b.x;
|
|
}
|
|
|
|
// find a bridge between vertices that connects hole with an outer ring and and link it
|
|
|
|
PIXI.EarCut.eliminateHole = function (hole, outerNode) {
|
|
outerNode = PIXI.EarCut.findHoleBridge(hole, outerNode);
|
|
if (outerNode) {
|
|
var b = PIXI.EarCut.splitPolygon(outerNode, hole);
|
|
PIXI.EarCut.filterPoints(b, b.next);
|
|
}
|
|
}
|
|
|
|
// David Eberly's algorithm for finding a bridge between hole and outer polygon
|
|
|
|
PIXI.EarCut.findHoleBridge = function (hole, outerNode) {
|
|
var p = outerNode,
|
|
hx = hole.x,
|
|
hy = hole.y,
|
|
qx = -Infinity,
|
|
m;
|
|
|
|
// find a segment intersected by a ray from the hole's leftmost point to the left;
|
|
// segment's endpoint with lesser x will be potential connection point
|
|
do {
|
|
if (hy <= p.y && hy >= p.next.y) {
|
|
var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
|
|
if (x <= hx && x > qx) {
|
|
qx = x;
|
|
m = p.x < p.next.x ? p : p.next;
|
|
}
|
|
}
|
|
p = p.next;
|
|
} while (p !== outerNode);
|
|
|
|
if (!m) return null;
|
|
|
|
if (hole.x === m.x) return m.prev; // hole touches outer segment; pick lower endpoint
|
|
|
|
// look for points inside the triangle of hole point, segment intersection and endpoint;
|
|
// if there are no points found, we have a valid connection;
|
|
// otherwise choose the point of the minimum angle with the ray as connection point
|
|
|
|
var stop = m,
|
|
tanMin = Infinity,
|
|
tan;
|
|
|
|
p = m.next;
|
|
|
|
while (p !== stop) {
|
|
if (hx >= p.x && p.x >= m.x &&
|
|
PIXI.EarCut.pointInTriangle(hy < m.y ? hx : qx, hy, m.x, m.y, hy < m.y ? qx : hx, hy, p.x, p.y)) {
|
|
|
|
tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
|
|
|
|
if ((tan < tanMin || (tan === tanMin && p.x > m.x)) && PIXI.EarCut.locallyInside(p, hole)) {
|
|
m = p;
|
|
tanMin = tan;
|
|
}
|
|
}
|
|
|
|
p = p.next;
|
|
}
|
|
|
|
return m;
|
|
}
|
|
|
|
// interlink polygon nodes in z-order
|
|
|
|
PIXI.EarCut.indexCurve = function (start, minX, minY, size) {
|
|
var p = start;
|
|
do {
|
|
if (p.z === null) p.z = PIXI.EarCut.zOrder(p.x, p.y, minX, minY, size);
|
|
p.prevZ = p.prev;
|
|
p.nextZ = p.next;
|
|
p = p.next;
|
|
} while (p !== start);
|
|
|
|
p.prevZ.nextZ = null;
|
|
p.prevZ = null;
|
|
|
|
PIXI.EarCut.sortLinked(p);
|
|
}
|
|
|
|
// Simon Tatham's linked list merge sort algorithm
|
|
// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
|
|
|
|
PIXI.EarCut.sortLinked = function (list) {
|
|
var i, p, q, e, tail, numMerges, pSize, qSize,
|
|
inSize = 1;
|
|
|
|
do {
|
|
p = list;
|
|
list = null;
|
|
tail = null;
|
|
numMerges = 0;
|
|
|
|
while (p) {
|
|
numMerges++;
|
|
q = p;
|
|
pSize = 0;
|
|
for (i = 0; i < inSize; i++) {
|
|
pSize++;
|
|
q = q.nextZ;
|
|
if (!q) break;
|
|
}
|
|
|
|
qSize = inSize;
|
|
|
|
while (pSize > 0 || (qSize > 0 && q)) {
|
|
|
|
if (pSize === 0) {
|
|
e = q;
|
|
q = q.nextZ;
|
|
qSize--;
|
|
} else if (qSize === 0 || !q) {
|
|
e = p;
|
|
p = p.nextZ;
|
|
pSize--;
|
|
} else if (p.z <= q.z) {
|
|
e = p;
|
|
p = p.nextZ;
|
|
pSize--;
|
|
} else {
|
|
e = q;
|
|
q = q.nextZ;
|
|
qSize--;
|
|
}
|
|
|
|
if (tail) tail.nextZ = e;
|
|
else list = e;
|
|
|
|
e.prevZ = tail;
|
|
tail = e;
|
|
}
|
|
|
|
p = q;
|
|
}
|
|
|
|
tail.nextZ = null;
|
|
inSize *= 2;
|
|
|
|
} while (numMerges > 1);
|
|
|
|
return list;
|
|
}
|
|
|
|
// z-order of a point given coords and size of the data bounding box
|
|
|
|
PIXI.EarCut.zOrder = function (x, y, minX, minY, size) {
|
|
// coords are transformed into non-negative 15-bit integer range
|
|
x = 32767 * (x - minX) / size;
|
|
y = 32767 * (y - minY) / size;
|
|
|
|
x = (x | (x << 8)) & 0x00FF00FF;
|
|
x = (x | (x << 4)) & 0x0F0F0F0F;
|
|
x = (x | (x << 2)) & 0x33333333;
|
|
x = (x | (x << 1)) & 0x55555555;
|
|
|
|
y = (y | (y << 8)) & 0x00FF00FF;
|
|
y = (y | (y << 4)) & 0x0F0F0F0F;
|
|
y = (y | (y << 2)) & 0x33333333;
|
|
y = (y | (y << 1)) & 0x55555555;
|
|
|
|
return x | (y << 1);
|
|
}
|
|
|
|
// find the leftmost node of a polygon ring
|
|
|
|
PIXI.EarCut.getLeftmost = function (start) {
|
|
var p = start,
|
|
leftmost = start;
|
|
do {
|
|
if (p.x < leftmost.x) leftmost = p;
|
|
p = p.next;
|
|
} while (p !== start);
|
|
|
|
return leftmost;
|
|
}
|
|
|
|
// check if a point lies within a convex triangle
|
|
|
|
PIXI.EarCut.pointInTriangle = function (ax, ay, bx, by, cx, cy, px, py) {
|
|
return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 &&
|
|
(ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 &&
|
|
(bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;
|
|
}
|
|
|
|
// check if a diagonal between two polygon nodes is valid (lies in polygon interior)
|
|
|
|
PIXI.EarCut.isValidDiagonal = function (a, b) {
|
|
return PIXI.EarCut.equals(a, b) || a.next.i !== b.i && a.prev.i !== b.i && !PIXI.EarCut.intersectsPolygon(a, b) &&
|
|
PIXI.EarCut.locallyInside(a, b) && PIXI.EarCut.locallyInside(b, a) && PIXI.EarCut.middleInside(a, b);
|
|
}
|
|
|
|
// signed area of a triangle
|
|
|
|
PIXI.EarCut.area = function (p, q, r) {
|
|
return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
|
|
}
|
|
|
|
// check if two points are equal
|
|
|
|
PIXI.EarCut.equals = function (p1, p2) {
|
|
return p1.x === p2.x && p1.y === p2.y;
|
|
}
|
|
|
|
// check if two segments intersect
|
|
|
|
PIXI.EarCut.intersects = function (p1, q1, p2, q2) {
|
|
return PIXI.EarCut.area(p1, q1, p2) > 0 !== PIXI.EarCut.area(p1, q1, q2) > 0 &&
|
|
PIXI.EarCut.area(p2, q2, p1) > 0 !== PIXI.EarCut.area(p2, q2, q1) > 0;
|
|
}
|
|
|
|
// check if a polygon diagonal intersects any polygon segments
|
|
|
|
PIXI.EarCut.intersectsPolygon = function (a, b) {
|
|
var p = a;
|
|
do {
|
|
if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
|
|
PIXI.EarCut.intersects(p, p.next, a, b)) return true;
|
|
p = p.next;
|
|
} while (p !== a);
|
|
|
|
return false;
|
|
}
|
|
|
|
// check if a polygon diagonal is locally inside the polygon
|
|
|
|
PIXI.EarCut.locallyInside = function (a, b) {
|
|
return PIXI.EarCut.area(a.prev, a, a.next) < 0 ?
|
|
PIXI.EarCut.area(a, b, a.next) >= 0 && PIXI.EarCut.area(a, a.prev, b) >= 0 :
|
|
PIXI.EarCut.area(a, b, a.prev) < 0 || PIXI.EarCut.area(a, a.next, b) < 0;
|
|
}
|
|
|
|
// check if the middle point of a polygon diagonal is inside the polygon
|
|
|
|
PIXI.EarCut.middleInside = function (a, b) {
|
|
var p = a,
|
|
inside = false,
|
|
px = (a.x + b.x) / 2,
|
|
py = (a.y + b.y) / 2;
|
|
do {
|
|
if (((p.y > py) !== (p.next.y > py)) && (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
|
|
inside = !inside;
|
|
p = p.next;
|
|
} while (p !== a);
|
|
|
|
return inside;
|
|
}
|
|
|
|
// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
|
|
// if one belongs to the outer ring and another to a hole, it merges it into a single ring
|
|
|
|
PIXI.EarCut.splitPolygon = function (a, b) {
|
|
var a2 = new PIXI.EarCut.Node(a.i, a.x, a.y),
|
|
b2 = new PIXI.EarCut.Node(b.i, b.x, b.y),
|
|
an = a.next,
|
|
bp = b.prev;
|
|
|
|
a.next = b;
|
|
b.prev = a;
|
|
|
|
a2.next = an;
|
|
an.prev = a2;
|
|
|
|
b2.next = a2;
|
|
a2.prev = b2;
|
|
|
|
bp.next = b2;
|
|
b2.prev = bp;
|
|
|
|
return b2;
|
|
}
|
|
|
|
// create a node and optionally link it with previous one (in a circular doubly linked list)
|
|
|
|
PIXI.EarCut.insertNode = function (i, x, y, last) {
|
|
var p = new PIXI.EarCut.Node(i, x, y);
|
|
|
|
if (!last) {
|
|
p.prev = p;
|
|
p.next = p;
|
|
|
|
} else {
|
|
p.next = last.next;
|
|
p.prev = last;
|
|
last.next.prev = p;
|
|
last.next = p;
|
|
}
|
|
return p;
|
|
}
|
|
|
|
PIXI.EarCut.removeNode = function (p) {
|
|
p.next.prev = p.prev;
|
|
p.prev.next = p.next;
|
|
|
|
if (p.prevZ) p.prevZ.nextZ = p.nextZ;
|
|
if (p.nextZ) p.nextZ.prevZ = p.prevZ;
|
|
}
|
|
|
|
PIXI.EarCut.Node = function (i, x, y) {
|
|
// vertice index in coordinates array
|
|
this.i = i;
|
|
|
|
// vertex coordinates
|
|
this.x = x;
|
|
this.y = y;
|
|
|
|
// previous and next vertice nodes in a polygon ring
|
|
this.prev = null;
|
|
this.next = null;
|
|
|
|
// z-order curve value
|
|
this.z = null;
|
|
|
|
// previous and next nodes in z-order
|
|
this.prevZ = null;
|
|
this.nextZ = null;
|
|
|
|
// indicates whether this is a steiner point
|
|
this.steiner = false;
|
|
}
|
|
</pre>
|
|
</article>
|
|
</section>
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<span class="copyright">
|
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Phaser Copyright © 2012-2016 Photon Storm Ltd.
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.0</a>
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on Fri Aug 26 2016 01:16:09 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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