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arcade-physics

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"use strict"; /** * @author Richard Davey <rich@photonstorm.com> * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ Object.defineProperty(exports, "__esModule", { value: true }); exports.RotateMatrix = void 0; const CheckMatrix_1 = require("./CheckMatrix"); const TransposeMatrix_1 = require("./TransposeMatrix"); /** * Rotates the array matrix based on the given rotation value. * * The value can be given in degrees: 90, -90, 270, -270 or 180, * or a string command: `rotateLeft`, `rotateRight` or `rotate180`. * * Based on the routine from {@link http://jsfiddle.net/MrPolywhirl/NH42z/}. * * A matrix is a two-dimensional array (array of arrays), where all sub-arrays (rows) * have the same length. There must be at least two rows. This is an example matrix: * * ``` * [ * [ 1, 1, 1, 1, 1, 1 ], * [ 2, 0, 0, 0, 0, 4 ], * [ 2, 0, 1, 2, 0, 4 ], * [ 2, 0, 3, 4, 0, 4 ], * [ 2, 0, 0, 0, 0, 4 ], * [ 3, 3, 3, 3, 3, 3 ] * ] * ``` * * @function Phaser.Utils.Array.Matrix.RotateMatrix * @since 3.0.0 * * @generic T * @genericUse {T[][]} - [matrix,$return] * * @param {T[][]} [matrix] - The array to rotate. * @param {(number|string)} [direction=90] - The amount to rotate the matrix by. * * @return {T[][]} The rotated matrix array. The source matrix should be discard for the returned matrix. */ const RotateMatrix = (matrix, direction) => { if (direction === undefined) { direction = 90; } if (!(0, CheckMatrix_1.CheckMatrix)(matrix)) { return null; } if (typeof direction !== 'string') { direction = ((direction % 360) + 360) % 360; } if (direction === 90 || direction === -270 || direction === 'rotateLeft') { matrix = (0, TransposeMatrix_1.TransposeMatrix)(matrix); matrix.reverse(); } else if (direction === -90 || direction === 270 || direction === 'rotateRight') { matrix.reverse(); matrix = (0, TransposeMatrix_1.TransposeMatrix)(matrix); } else if (Math.abs(direction) === 180 || direction === 'rotate180') { for (let i = 0; i < matrix.length; i++) { matrix[i].reverse(); } matrix.reverse(); } return matrix; }; exports.RotateMatrix = RotateMatrix; //# sourceMappingURL=RotateMatrix.js.map