450 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			450 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
/* globals Power2, Sine */
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/*eslint no-console: ["error", { allow: ["log", "info", "error"] }]*/
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/**
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 * Callback for the flippable onStart function.
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 *
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 * @callback onStartCallback
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 * @param {Flippable} flippable - A reference to the flippable (also this refers to the flippable).
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 */
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/**
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 * Callback for the flippable onUpdate function.
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 *
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 * @callback onUpdateCallback
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 * @param {Flippable} flippable - A reference to the flippable (also this refers to the flippable).
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 */
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/**
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 * Callback for the flippable onComplete function.
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 *
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 * @callback onCompleteCallback
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 * @param {Flippable} flippable - A reference to the flippable (also this refers to the flippable).
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 */
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/**
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 * Class that represents a PixiJS Flippable.
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 *
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 * @example
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 * const front = PIXI.Sprite.from('./assets/front.jpg')
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 * const back = PIXI.Sprite.from('./assets/back.jpg')
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 * app.scene.addChild(front)
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 *
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 * // Create the flippable
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 * const flippable = new Flippable(front, back, app.renderer)
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 *
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 * front.interactive = true
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 * front.on('click', event => flippable.toggle())
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 *
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 * @class
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 * @extends PIXI.projection.Camera3d
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 * @see {@link https://github.com/pixijs/pixi-projection|PixiJS Projection}
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 * @see {@link https://www.iwm-tuebingen.de/iwmbrowser/lib/pixi/flippable.html|DocTest}
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 */
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export default class Flippable extends PIXI.projection.Camera3d {
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    /**
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     * Creates an instance of a Flippable.
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     *
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     * @constructor
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     * @param {PIXI.DisplayObject} front - The object to show initially. Should have been added to the scene.
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     * @param {PIXI.DisplayObject} back - The object to show on the backside. Should have not been added to the scene.
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     * @param {PIXI.Renderer|PIXI.CanvasRenderer} renderer - The renderer of the application.
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     * @param {object} [opts] - An options object which can contain the following properties.
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     * @param {number} [opts.duration=1] - The duration of the flip animation in seconds.
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     * @param {GSAP.Ease} [opts.ease=Power2.easeOut] - The ease of the flip animation.
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     * @param {boolean} [opts.shadow=false] - Should be a shadow been display during the animation?
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     * @param {numer} [opts.eulerX=0] - The shift of the x-axis during the animation.
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     * @param {numer} [opts.eulerY=0] - The shift of the y-axis during the animation.
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     * @param {GSAP.Ease} [opts.eulerEase=Power1.easeOut] - The ease of the shift.
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     * @param {boolean} [opts.useBackTransforms=false] - When set to true, the flip animation also animates to the transform parameters of the back-object.
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     * @param {GSAP.Ease} [opts.transformEase=Power2.easeOut] - The ease of the transform.
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     * @param {numer} [opts.focus=800] - The value of the focus of the 3D camera (see pixi-projection).
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     * @param {numer} [opts.near=10] - The near value of the 3D camera (see pixi-projection).
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     * @param {numer} [opts.far=10000] - The far value of the 3D camera (see pixi-projection).
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     * @param {boolean} [opts.orthographic=false] - Should the flip animation be an orthographic animation?
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     * @param {function} [opts.onStart=null] - A callback executed on start of the flip animation.
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     * @param {function} [opts.onUpdate=null] - A callback executed on each step of the flip animation.
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     * @param {function} [opts.onComplete=null] - A callback executed when the flip animation is finished.
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     */
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    constructor(front, back, renderer, opts = {}) {
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        super()
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        this.opts = Object.assign(
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            {},
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            {
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                front,
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                back,
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                renderer,
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                duration: 1,
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                ease: Power2.easeOut,
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                shadow: false,
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                eulerX: 0,
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                eulerY: 0,
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                eulerEase: Power1.easeOut,
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                useBackTransforms: false,
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                transformEase: Power2.easeOut,
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                focus: 800,
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                near: 10,
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                far: 10000,
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                orthographic: false,
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            },
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            opts
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        )
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        // planes
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        //--------------------
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        this.setPlanes(this.opts.focus, this.opts.near, this.opts.far, this.opts.orthographic)
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        // flipped
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        //--------------------
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        this._flipped = false
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        // objects
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        //--------------------
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        this.objects = {}
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        // setup
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        //--------------------
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        this.setup()
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    }
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    /**
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     * Creates children and instantiates everything.
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     *
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     * @private
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     * @return {Flippable} A reference to the flippable for chaining.
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     */
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    setup() {
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        const scale = 0.5
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        // filters
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        //--------------------
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        const blurFilter = new PIXI.filters.BlurFilter()
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        blurFilter.blur = 0.2
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        this.objects.blurFilter = blurFilter
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        // outer
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        //--------------------
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        const outer = new PIXI.projection.Container3d()
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        outer.scale3d.set(scale)
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        this.addChild(outer)
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        this.objects.outer = outer
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        // shadow
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        //--------------------
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        const shadow = new PIXI.projection.Sprite3d(PIXI.Texture.from('../../assets/images/shadow.png'))
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        shadow.renderable = false
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        shadow.anchor.set(0.5)
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        shadow.scale3d.set(0.98)
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        shadow.alpha = 0.7
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        shadow.filters = [blurFilter]
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        shadow.visible = this.opts.shadow
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        outer.addChild(shadow)
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        this.objects.shadow = shadow
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        // inner
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        //--------------------
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        const inner = new PIXI.projection.Container3d()
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        inner.euler.y = Math.PI
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        outer.addChild(inner)
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        this.objects.inner = inner
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        // front
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        //--------------------
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        const front = new PIXI.projection.Sprite3d(PIXI.Texture.EMPTY)
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        front.scale.set(-1 / scale, 1 / scale)
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        front.renderable = true
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        front.anchor.set(0.5)
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        inner.addChild(front)
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        this.objects.front = front
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        // back
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        //--------------------
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        const back = new PIXI.projection.Sprite3d(PIXI.Texture.EMPTY)
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        back.scale.set(1 / scale, 1 / scale)
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        back.renderable = false
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        back.anchor.set(0.5)
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        inner.addChild(back)
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        this.objects.back = back
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        return this
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    }
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    /**
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     * Gets or sets the flipped state.
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     *
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     * @member {boolean}
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     */
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    get flipped() {
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        return this._flipped
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    }
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    set flipped(toBack) {
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        this._flipped = toBack
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        // references
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        //--------------------
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        const front = this.objects.front
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        const back = this.objects.back
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        const inner = this.objects.inner
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        const shadow = this.objects.shadow
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        const blurFilter = this.objects.blurFilter
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        const half = this.opts.duration / 2
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        const ease = this.opts.eulerEase
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        const fromObject = toBack ? this.opts.front : this.opts.back
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        const toObject = toBack ? this.opts.back : this.opts.front
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        // set textures for virtual front and virtual back
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        //--------------------
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        front.texture = this.generateTexture(this.opts.front)
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        back.texture = this.generateTexture(this.opts.back)
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        // switch objects and set params for virtual objects
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        //--------------------
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        const fromCenter = this.anchorToCenter(fromObject)
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        const toCenter = this.anchorToCenter(toObject)
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        // from values
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        //--------------------
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        this.x = fromCenter.x
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        this.y = fromCenter.y
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        front.width = fromObject.width * 2
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        front.height = fromObject.height * 2
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        back.width = fromObject.width * 2
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        back.height = fromObject.height * 2
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        this.rotation = fromObject.rotation
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        this.skew.x = fromObject.skew.x
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        this.skew.y = fromObject.skew.y
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        // calculate to values
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        //--------------------
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        const to = {
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            x: this.opts.useBackTransforms ? toCenter.x : fromCenter.x,
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            y: this.opts.useBackTransforms ? toCenter.y : fromCenter.y,
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            anchorX: this.opts.useBackTransforms ? toObject.x : fromObject.x,
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            anchorY: this.opts.useBackTransforms ? toObject.y : fromObject.y,
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            width: this.opts.useBackTransforms ? toObject.width * 2 : fromObject.width * 2,
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            height: this.opts.useBackTransforms ? toObject.height * 2 : fromObject.height * 2,
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            rotation: this.opts.useBackTransforms ? toObject.rotation : fromObject.rotation,
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            skewX: this.opts.useBackTransforms ? toObject.skew.x : fromObject.skew.x,
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            skewY: this.opts.useBackTransforms ? toObject.skew.y : fromObject.skew.y,
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        }
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        // set toObject end values
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        //--------------------
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        toObject.x = to.anchorX
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        toObject.y = to.anchorY
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        toObject.width = to.width / 2
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        toObject.height = to.height / 2
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        toObject.rotation = to.rotation
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        toObject.skew.x = to.skewX
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        toObject.skew.y = to.skewY
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        // flip
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        //--------------------
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        TweenLite.to(inner.euler, this.opts.duration, {
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            y: toBack ? 0 : Math.PI,
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            ease: this.opts.ease,
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            onStart: () => {
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                this.switchDisplayObject(fromObject, this)
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                shadow.renderable = true
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                if (this.opts.onStart) {
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                    this.opts.onStart(this, this)
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                }
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            },
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            onUpdate: () => {
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                this.layout()
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                if (this.opts.onUpdate) {
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                    this.opts.onUpdate(this, this)
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                }
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            },
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            onComplete: () => {
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                this.switchDisplayObject(this, toObject)
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                shadow.renderable = false
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                if (this.opts.onComplete) {
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                    this.opts.onComplete(this, this)
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                }
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            },
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        })
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        // x & y
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        //--------------------
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        TweenLite.to(this, this.opts.duration, {
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            x: to.x,
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            y: to.y,
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            ease: this.opts.transformEase,
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        })
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        // width & height
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        //--------------------
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        TweenLite.to([front, back], this.opts.duration, {
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            width: to.width,
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            height: to.height,
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            ease: this.opts.transformEase,
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        })
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        // rotation
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        //--------------------
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        TweenLite.to(this, this.opts.duration, {
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            directionalRotation: {
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                rotation: `${to.rotation}_short`,
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                useRadians: true,
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            },
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            ease: this.opts.transformEase,
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        })
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        // skewX & skewY
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        //--------------------
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        TweenLite.to(this.skew, this.opts.duration, {
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            x: to.skewX,
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            y: to.skewY,
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            ease: this.opts.transformEase,
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        })
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        // camera
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        //--------------------
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        new TimelineMax()
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            .to(this.euler, half, {
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                x: this.opts.eulerX,
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                y: this.opts.eulerY,
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                ease,
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            })
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            .to(this.euler, half, { x: 0, y: 0, ease })
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        // shadow
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        //--------------------
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        new TimelineMax().to(shadow, half, { alpha: 0.3, ease }).to(shadow, half, { alpha: 0.7, ease })
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        // blurfilter
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        //--------------------
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        new TimelineMax().to(blurFilter, half, { blur: 6, ease }).to(blurFilter, half, { blur: 0.2, ease })
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    }
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    /**
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     * Should be called to refresh the layout of the camera.
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     *
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     * @return {Flippable} A reference to the flippable for chaining.
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     */
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    layout() {
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        const front = this.objects.front
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        const back = this.objects.back
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        const shadow = this.objects.shadow
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        const inner = this.objects.inner
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        inner.position3d.z = -Math.sin(inner.euler.y) * front.texture.baseTexture.width * 2
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        //this.objects.shadow.euler = this.objects.inner.euler
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        shadow.euler.x = -inner.euler.x
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        shadow.euler.y = -inner.euler.y
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        if (this.frontSideInFront) {
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            front.renderable = true
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            back.renderable = false
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            shadow.width = front.width
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            shadow.height = front.height
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        } else {
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            front.renderable = false
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            back.renderable = true
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            shadow.width = back.width
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            shadow.height = back.height
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        }
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        return this
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    }
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    /**
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     * Toggles the flippable. Switches the sides.
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     *
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     * @private
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     * @return {Flippable} A reference to the flippable for chaining.
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     */
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    toggle() {
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        this.flipped = !this.flipped
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        return this
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    }
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    /**
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     * Gets the alignment state. true if the front side is in front, false otherwise.
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     *
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     * @member {boolean}
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     */
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    get frontSideInFront() {
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        return !this.objects.inner.isFrontFace()
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    }
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    /**
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     * Calculates the center point of an PIXI.DisplayObject.
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     *
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     * @private
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     * @param {PIXI.DisplayObject} displayObject - The DisplayObject from which to calculate the center.
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     * @return {object} Return an object with x and y.
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     */
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    anchorToCenter(displayObject) {
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        const bounds = displayObject.getBounds()
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        return {
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            x: bounds.x + bounds.width / 2,
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            y: bounds.y + bounds.height / 2,
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        }
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    }
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    /**
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     * Creates children and instantiates everything.
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     *
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     * @private
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     * @param {PIXI.DisplayObject} displayObject - The DisplayObject from which to generate the texture.
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     * @return {PIXI.Texture} The generated PIXI.Texture.
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     */
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    generateTexture(displayObject) {
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        // renderTexture
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        //--------------------
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        const renderTexture = PIXI.RenderTexture.create(displayObject.width, displayObject.height)
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        // save position
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        const transform = [
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            displayObject.x,
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            displayObject.y,
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            displayObject.scale.x,
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            displayObject.scale.y,
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            displayObject.rotation,
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            displayObject.skew.x,
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            displayObject.skew.y,
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            displayObject.pivot.x,
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            displayObject.pivot.y,
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        ]
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        displayObject.position.set(0, 0)
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        displayObject.skew.set(0, 0)
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        displayObject.rotation = 0
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        // render
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        //--------------------
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        this.opts.renderer.render(displayObject, renderTexture)
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        // restore position
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        displayObject.setTransform(...transform)
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        return renderTexture
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    }
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    /**
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     * Removed the first DisplayObject and adds the second one at the exactly same position.
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     *
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     * @private
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     * @param {PIXI.DisplayObject} first - The old DisplayObject.
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     * @param {PIXI.DisplayObject} second - The new DisplayObject.
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     * @return {Flippable} A reference to the flippable for chaining.
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     */
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    switchDisplayObject(first, second) {
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        if (first && second && first.parent) {
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            const parent = first.parent
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            const index = parent.getChildIndex(first)
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						|
            parent.addChildAt(second, index)
 | 
						|
            parent.removeChild(first)
 | 
						|
        }
 | 
						|
 | 
						|
        return this
 | 
						|
    }
 | 
						|
}
 |