2019-11-23 20:27:39 +08:00
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/****************************************************************************
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2019-11-24 23:15:56 +08:00
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Copyright (c) 2013-2017 Chukong Technologies Inc.
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2019-11-23 20:27:39 +08:00
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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2020-10-21 10:12:00 +08:00
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#include "CCTransformHelp.h"
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2019-11-23 20:27:39 +08:00
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using namespace cocos2d;
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namespace cocostudio {
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AffineTransform TransformHelp::helpMatrix1;
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AffineTransform TransformHelp::helpMatrix2;
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Vec2 TransformHelp::helpPoint1;
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Vec2 TransformHelp::helpPoint2;
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BaseData helpParentNode;
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TransformHelp::TransformHelp()
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{
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}
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void TransformHelp::transformFromParent(BaseData &node, const BaseData &parentNode)
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{
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nodeToMatrix(node, helpMatrix1);
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nodeToMatrix(parentNode, helpMatrix2);
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helpMatrix2 = AffineTransformInvert(helpMatrix2);
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helpMatrix1 = AffineTransformConcat(helpMatrix1, helpMatrix2);
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matrixToNode(helpMatrix1, node);
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}
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void TransformHelp::transformToParent(BaseData &node, const BaseData &parentNode)
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{
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nodeToMatrix(node, helpMatrix1);
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nodeToMatrix(parentNode, helpMatrix2);
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helpMatrix1 = AffineTransformConcat(helpMatrix1, helpMatrix2);
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matrixToNode(helpMatrix1, node);
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}
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void TransformHelp::transformFromParentWithoutScale(BaseData &node, const BaseData &parentNode)
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{
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helpParentNode.copy(&parentNode);
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helpParentNode.scaleX = 1;
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helpParentNode.scaleY = 1;
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nodeToMatrix(node, helpMatrix1);
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nodeToMatrix(helpParentNode, helpMatrix2);
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helpMatrix2 = AffineTransformInvert(helpMatrix2);
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helpMatrix1 = AffineTransformConcat(helpMatrix1, helpMatrix2);
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matrixToNode(helpMatrix1, node);
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}
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void TransformHelp::transformToParentWithoutScale(BaseData &node, const BaseData &parentNode)
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{
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helpParentNode.copy(&parentNode);
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helpParentNode.scaleX = 1;
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helpParentNode.scaleY = 1;
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nodeToMatrix(node, helpMatrix1);
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nodeToMatrix(helpParentNode, helpMatrix2);
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helpMatrix1 = AffineTransformConcat(helpMatrix1, helpMatrix2);
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matrixToNode(helpMatrix1, node);
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}
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void TransformHelp::nodeToMatrix(const BaseData &node, AffineTransform &matrix)
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{
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if (node.skewX == -node.skewY)
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{
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double sine = sin(node.skewX);
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double cosine = cos(node.skewX);
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matrix.a = node.scaleX * cosine;
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matrix.b = node.scaleX * -sine;
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matrix.c = node.scaleY * sine;
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matrix.d = node.scaleY * cosine;
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}
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else
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{
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matrix.a = node.scaleX * cos(node.skewY);
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matrix.b = node.scaleX * sin(node.skewY);
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matrix.c = node.scaleY * sin(node.skewX);
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matrix.d = node.scaleY * cos(node.skewX);
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}
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matrix.tx = node.x;
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matrix.ty = node.y;
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}
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void TransformHelp::nodeToMatrix(const BaseData &node, Mat4 &matrix)
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{
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matrix = Mat4::IDENTITY;
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if (node.skewX == -node.skewY)
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{
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double sine = sin(node.skewX);
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double cosine = cos(node.skewX);
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matrix.m[0] = node.scaleX * cosine;
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matrix.m[1] = node.scaleX * -sine;
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matrix.m[4] = node.scaleY * sine;
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matrix.m[5] = node.scaleY * cosine;
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}
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else
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{
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matrix.m[0] = node.scaleX * cos(node.skewY);
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matrix.m[1] = node.scaleX * sin(node.skewY);
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matrix.m[4] = node.scaleY * sin(node.skewX);
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matrix.m[5] = node.scaleY * cos(node.skewX);
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}
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matrix.m[12] = node.x;
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matrix.m[13] = node.y;
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}
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void TransformHelp::matrixToNode(const AffineTransform &matrix, BaseData &node)
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{
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/*
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* In as3 language, there is a function called "deltaTransformPoint", it calculate a point used give Transform
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* but not used the tx, ty value. we simulate the function here
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*/
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helpPoint1.x = 0;
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helpPoint1.y = 1;
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helpPoint1 = PointApplyAffineTransform(helpPoint1, matrix);
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helpPoint1.x -= matrix.tx;
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helpPoint1.y -= matrix.ty;
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helpPoint2.x = 1;
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helpPoint2.y = 0;
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helpPoint2 = PointApplyAffineTransform(helpPoint2, matrix);
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helpPoint2.x -= matrix.tx;
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helpPoint2.y -= matrix.ty;
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node.skewX = -(atan2f(helpPoint1.y, helpPoint1.x) - 1.5707964f);
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node.skewY = atan2f(helpPoint2.y, helpPoint2.x);
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node.scaleX = sqrt(matrix.a * matrix.a + matrix.b * matrix.b);
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node.scaleY = sqrt(matrix.c * matrix.c + matrix.d * matrix.d);
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node.x = matrix.tx;
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node.y = matrix.ty;
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}
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void TransformHelp::matrixToNode(const Mat4 &matrix, BaseData &node)
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{
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/*
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* In as3 language, there is a function called "deltaTransformPoint", it calculate a point used give Transform
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* but not used the tx, ty value. we simulate the function here
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*/
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helpPoint1.x = 0;
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helpPoint1.y = 1;
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helpPoint1 = PointApplyTransform(helpPoint1, matrix);
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helpPoint1.x -= matrix.m[12];
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helpPoint1.y -= matrix.m[13];
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helpPoint2.x = 1;
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helpPoint2.y = 0;
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helpPoint2 = PointApplyTransform(helpPoint2, matrix);
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helpPoint2.x -= matrix.m[12];
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helpPoint2.y -= matrix.m[13];
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node.skewX = -(atan2f(helpPoint1.y, helpPoint1.x) - 1.5707964f);
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node.skewY = atan2f(helpPoint2.y, helpPoint2.x);
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node.scaleX = sqrt(matrix.m[0] * matrix.m[0] + matrix.m[1] * matrix.m[1]);
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node.scaleY = sqrt(matrix.m[4] * matrix.m[4] + matrix.m[5] * matrix.m[5]);
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node.x = matrix.m[12];
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node.y = matrix.m[13];
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}
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void TransformHelp::nodeConcat(BaseData &target, BaseData &source)
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{
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target.x += source.x;
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target.y += source.y;
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target.skewX += source.skewX;
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target.skewY += source.skewY;
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target.scaleX += source.scaleX;
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target.scaleY += source.scaleY;
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}
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void TransformHelp::nodeSub(BaseData &target, BaseData &source)
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{
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target.x -= source.x;
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target.y -= source.y;
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target.skewX -= source.skewX;
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target.skewY -= source.skewY;
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target.scaleX -= source.scaleX;
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target.scaleY -= source.scaleY;
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}
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}
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