import GroupD8 from '../math/GroupD8'; /** * A standard object to store the Uvs of a texture * * @class * @private * @memberof PIXI */ class TextureUvs { constructor() { this.x0 = 0; this.y0 = 0; this.x1 = 1; this.y1 = 0; this.x2 = 1; this.y2 = 1; this.x3 = 0; this.y3 = 1; this.uvsUint32 = new Uint32Array(4); } /** * Sets the texture Uvs based on the given frame information * @param frame {PIXI.Rectangle} * @param baseFrame {PIXI.Rectangle} * @param rotate {number} Rotation of frame, see {@link PIXI.GroupD8} * @private */ set(frame, baseFrame, rotate) { const tw = baseFrame.width; const th = baseFrame.height; if(rotate) { //width and height div 2 div baseFrame size let w2 = frame.width / 2 / tw; let h2 = frame.height / 2 / th; //coordinates of center let cX = frame.x / tw + w2; let cY = frame.y / th + h2; rotate = GroupD8.add(rotate, GroupD8.NW); //NW is top-left corner this.x0 = cX + w2 * GroupD8.uX(rotate); this.y0 = cY + h2 * GroupD8.uY(rotate); rotate = GroupD8.add(rotate, 2); //rotate 90 degrees clockwise this.x1 = cX + w2 * GroupD8.uX(rotate); this.y1 = cY + h2 * GroupD8.uY(rotate); rotate = GroupD8.add(rotate, 2); this.x2 = cX + w2 * GroupD8.uX(rotate); this.y2 = cY + h2 * GroupD8.uY(rotate); rotate = GroupD8.add(rotate, 2); this.x3 = cX + w2 * GroupD8.uX(rotate); this.y3 = cY + h2 * GroupD8.uY(rotate); } else { this.x0 = frame.x / tw; this.y0 = frame.y / th; this.x1 = (frame.x + frame.width) / tw; this.y1 = frame.y / th; this.x2 = (frame.x + frame.width) / tw; this.y2 = (frame.y + frame.height) / th; this.x3 = frame.x / tw; this.y3 = (frame.y + frame.height) / th; } this.uvsUint32[0] = (((this.y0 * 65535) & 0xFFFF) << 16) | ((this.x0 * 65535) & 0xFFFF); this.uvsUint32[1] = (((this.y1 * 65535) & 0xFFFF) << 16) | ((this.x1 * 65535) & 0xFFFF); this.uvsUint32[2] = (((this.y2 * 65535) & 0xFFFF) << 16) | ((this.x2 * 65535) & 0xFFFF); this.uvsUint32[3] = (((this.y3 * 65535) & 0xFFFF) << 16) | ((this.x3 * 65535) & 0xFFFF); } } export default TextureUvs;