'use strict';
exports.__esModule = true;
var _GroupD = require('../math/GroupD8');
var _GroupD2 = _interopRequireDefault(_GroupD);
function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }
function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
/**
* A standard object to store the Uvs of a texture
*
* @class
* @private
* @memberof PIXI
*/
var TextureUvs = function () {
/**
*
*/
function TextureUvs() {
_classCallCheck(this, TextureUvs);
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}
*/
TextureUvs.prototype.set = function set(frame, baseFrame, rotate) {
var tw = baseFrame.width;
var th = baseFrame.height;
if (rotate) {
// width and height div 2 div baseFrame size
var w2 = frame.width / 2 / tw;
var h2 = frame.height / 2 / th;
// coordinates of center
var cX = frame.x / tw + w2;
var cY = frame.y / th + h2;
rotate = _GroupD2.default.add(rotate, _GroupD2.default.NW); // NW is top-left corner
this.x0 = cX + w2 * _GroupD2.default.uX(rotate);
this.y0 = cY + h2 * _GroupD2.default.uY(rotate);
rotate = _GroupD2.default.add(rotate, 2); // rotate 90 degrees clockwise
this.x1 = cX + w2 * _GroupD2.default.uX(rotate);
this.y1 = cY + h2 * _GroupD2.default.uY(rotate);
rotate = _GroupD2.default.add(rotate, 2);
this.x2 = cX + w2 * _GroupD2.default.uX(rotate);
this.y2 = cY + h2 * _GroupD2.default.uY(rotate);
rotate = _GroupD2.default.add(rotate, 2);
this.x3 = cX + w2 * _GroupD2.default.uX(rotate);
this.y3 = cY + h2 * _GroupD2.default.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;
};
return TextureUvs;
}();
exports.default = TextureUvs;
//# sourceMappingURL=TextureUvs.js.map