'use strict';

var Matrix = require('./Matrix.js');

const ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1];
const uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];
const vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];
const vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];
const rotationCayley = [];
const rotationMatrices = [];
const signum = Math.sign;
function init() {
  for (let i = 0; i < 16; i++) {
    const row = [];
    rotationCayley.push(row);
    for (let j = 0; j < 16; j++) {
      const _ux = signum(ux[i] * ux[j] + vx[i] * uy[j]);
      const _uy = signum(uy[i] * ux[j] + vy[i] * uy[j]);
      const _vx = signum(ux[i] * vx[j] + vx[i] * vy[j]);
      const _vy = signum(uy[i] * vx[j] + vy[i] * vy[j]);
      for (let k = 0; k < 16; k++) {
        if (ux[k] === _ux && uy[k] === _uy && vx[k] === _vx && vy[k] === _vy) {
          row.push(k);
          break;
        }
      }
    }
  }
  for (let i = 0; i < 16; i++) {
    const mat = new Matrix.Matrix();
    mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0);
    rotationMatrices.push(mat);
  }
}
init();
const groupD8 = {
  /**
   * | Rotation | Direction |
   * |----------|-----------|
   * | 0°       | East      |
   * @readonly
   */
  E: 0,
  /**
   * | Rotation | Direction |
   * |----------|-----------|
   * | 45°↻     | Southeast |
   * @readonly
   */
  SE: 1,
  /**
   * | Rotation | Direction |
   * |----------|-----------|
   * | 90°↻     | South     |
   * @readonly
   */
  S: 2,
  /**
   * | Rotation | Direction |
   * |----------|-----------|
   * | 135°↻    | Southwest |
   * @readonly
   */
  SW: 3,
  /**
   * | Rotation | Direction |
   * |----------|-----------|
   * | 180°     | West      |
   * @readonly
   */
  W: 4,
  /**
   * | Rotation    | Direction    |
   * |-------------|--------------|
   * | -135°/225°↻ | Northwest    |
   * @readonly
   */
  NW: 5,
  /**
   * | Rotation    | Direction    |
   * |-------------|--------------|
   * | -90°/270°↻  | North        |
   * @readonly
   */
  N: 6,
  /**
   * | Rotation    | Direction    |
   * |-------------|--------------|
   * | -45°/315°↻  | Northeast    |
   * @readonly
   */
  NE: 7,
  /**
   * Reflection about Y-axis.
   * @readonly
   */
  MIRROR_VERTICAL: 8,
  /**
   * Reflection about the main diagonal.
   * @readonly
   */
  MAIN_DIAGONAL: 10,
  /**
   * Reflection about X-axis.
   * @readonly
   */
  MIRROR_HORIZONTAL: 12,
  /**
   * Reflection about reverse diagonal.
   * @readonly
   */
  REVERSE_DIAGONAL: 14,
  /**
   * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.
   * @returns {PIXI.GD8Symmetry} The X-component of the U-axis
   *    after rotating the axes.
   */
  uX: (ind) => ux[ind],
  /**
   * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.
   * @returns {PIXI.GD8Symmetry} The Y-component of the U-axis
   *    after rotating the axes.
   */
  uY: (ind) => uy[ind],
  /**
   * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.
   * @returns {PIXI.GD8Symmetry} The X-component of the V-axis
   *    after rotating the axes.
   */
  vX: (ind) => vx[ind],
  /**
   * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.
   * @returns {PIXI.GD8Symmetry} The Y-component of the V-axis
   *    after rotating the axes.
   */
  vY: (ind) => vy[ind],
  /**
   * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite
   *   is needed. Only rotations have opposite symmetries while
   *   reflections don't.
   * @returns {PIXI.GD8Symmetry} The opposite symmetry of `rotation`
   */
  inv: (rotation) => {
    if (rotation & 8) {
      return rotation & 15;
    }
    return -rotation & 7;
  },
  /**
   * Composes the two D8 operations.
   *
   * Taking `^` as reflection:
   *
   * |       | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 |
   * |-------|-----|-----|-----|-----|------|-------|-------|-------|
   * | E=0   | E   | S   | W   | N   | E^   | S^    | W^    | N^    |
   * | S=2   | S   | W   | N   | E   | S^   | W^    | N^    | E^    |
   * | W=4   | W   | N   | E   | S   | W^   | N^    | E^    | S^    |
   * | N=6   | N   | E   | S   | W   | N^   | E^    | S^    | W^    |
   * | E^=8  | E^  | N^  | W^  | S^  | E    | N     | W     | S     |
   * | S^=10 | S^  | E^  | N^  | W^  | S    | E     | N     | W     |
   * | W^=12 | W^  | S^  | E^  | N^  | W    | S     | E     | N     |
   * | N^=14 | N^  | W^  | S^  | E^  | N    | W     | S     | E     |
   *
   * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table}
   * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which
   *   is the row in the above cayley table.
   * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which
   *   is the column in the above cayley table.
   * @returns {PIXI.GD8Symmetry} Composed operation
   */
  add: (rotationSecond, rotationFirst) => rotationCayley[rotationSecond][rotationFirst],
  /**
   * Reverse of `add`.
   * @param {PIXI.GD8Symmetry} rotationSecond - Second operation
   * @param {PIXI.GD8Symmetry} rotationFirst - First operation
   * @returns {PIXI.GD8Symmetry} Result
   */
  sub: (rotationSecond, rotationFirst) => rotationCayley[rotationSecond][groupD8.inv(rotationFirst)],
  /**
   * Adds 180 degrees to rotation, which is a commutative
   * operation.
   * @param {number} rotation - The number to rotate.
   * @returns {number} Rotated number
   */
  rotate180: (rotation) => rotation ^ 4,
  /**
   * Checks if the rotation angle is vertical, i.e. south
   * or north. It doesn't work for reflections.
   * @param {PIXI.GD8Symmetry} rotation - The number to check.
   * @returns {boolean} Whether or not the direction is vertical
   */
  isVertical: (rotation) => (rotation & 3) === 2,
  /**
   * Approximates the vector `V(dx,dy)` into one of the
   * eight directions provided by `groupD8`.
   * @param {number} dx - X-component of the vector
   * @param {number} dy - Y-component of the vector
   * @returns {PIXI.GD8Symmetry} Approximation of the vector into
   *  one of the eight symmetries.
   */
  byDirection: (dx, dy) => {
    if (Math.abs(dx) * 2 <= Math.abs(dy)) {
      if (dy >= 0) {
        return groupD8.S;
      }
      return groupD8.N;
    } else if (Math.abs(dy) * 2 <= Math.abs(dx)) {
      if (dx > 0) {
        return groupD8.E;
      }
      return groupD8.W;
    } else if (dy > 0) {
      if (dx > 0) {
        return groupD8.SE;
      }
      return groupD8.SW;
    } else if (dx > 0) {
      return groupD8.NE;
    }
    return groupD8.NW;
  },
  /**
   * Helps sprite to compensate texture packer rotation.
   * @param {PIXI.Matrix} matrix - sprite world matrix
   * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use.
   * @param {number} tx - sprite anchoring
   * @param {number} ty - sprite anchoring
   */
  matrixAppendRotationInv: (matrix, rotation, tx = 0, ty = 0) => {
    const mat = rotationMatrices[groupD8.inv(rotation)];
    mat.tx = tx;
    mat.ty = ty;
    matrix.append(mat);
  }
};

exports.groupD8 = groupD8;
//# sourceMappingURL=groupD8.js.map
