import GroupD8 from '../math/GroupD8'; /** * A standard object to store the Uvs of a texture * * @class * @private * @memberof PIXI */ export default 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. * * @private * @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.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); } }