import { GroupD8 } from '@pixi/math'; /** * Stores a texture's frame in UV coordinates, in * which everything lies in the rectangle `[(0,0), (1,0), * (1,1), (0,1)]`. * * | Corner | Coordinates | * |--------------|-------------| * | Top-Left | `(x0,y0)` | * | Top-Right | `(x1,y1)` | * | Bottom-Right | `(x2,y2)` | * | Bottom-Left | `(x3,y3)` | * * @class * @protected * @memberof PIXI */ export class TextureUvs { constructor() { /** * X-component of top-left corner `(x0,y0)`. * * @member {number} */ this.x0 = 0; /** * Y-component of top-left corner `(x0,y0)`. * * @member {number} */ this.y0 = 0; /** * X-component of top-right corner `(x1,y1)`. * * @member {number} */ this.x1 = 1; /** * Y-component of top-right corner `(x1,y1)`. * * @member {number} */ this.y1 = 0; /** * X-component of bottom-right corner `(x2,y2)`. * * @member {number} */ this.x2 = 1; /** * Y-component of bottom-right corner `(x2,y2)`. * * @member {number} */ this.y2 = 1; /** * X-component of bottom-left corner `(x3,y3)`. * * @member {number} */ this.x3 = 0; /** * Y-component of bottom-right corner `(x3,y3)`. * * @member {number} */ this.y3 = 1; this.uvsFloat32 = new Float32Array(8); } /** * Sets the texture Uvs based on the given frame information. * * @protected * @param {PIXI.Rectangle} frame - The frame of the texture * @param {PIXI.Rectangle} baseFrame - The base frame of the texture * @param {number} rotate - Rotation of frame, see {@link PIXI.GroupD8} */ set(frame, baseFrame, rotate) { const tw = baseFrame.width; const th = baseFrame.height; if (rotate) { // width and height div 2 div baseFrame size const w2 = frame.width / 2 / tw; const h2 = frame.height / 2 / th; // coordinates of center const cX = (frame.x / tw) + w2; const 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.uvsFloat32[0] = this.x0; this.uvsFloat32[1] = this.y0; this.uvsFloat32[2] = this.x1; this.uvsFloat32[3] = this.y1; this.uvsFloat32[4] = this.x2; this.uvsFloat32[5] = this.y2; this.uvsFloat32[6] = this.x3; this.uvsFloat32[7] = this.y3; } }