@pixi/core
Version:
Core PixiJS
61 lines (58 loc) • 1.9 kB
JavaScript
import { groupD8 } from '@pixi/math';
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.uvsFloat32 = new Float32Array(8);
}
set(frame, baseFrame, rotate) {
const tw = baseFrame.width;
const th = baseFrame.height;
if (rotate) {
const w2 = frame.width / 2 / tw;
const h2 = frame.height / 2 / th;
const cX = frame.x / tw + w2;
const cY = frame.y / th + h2;
rotate = groupD8.add(rotate, groupD8.NW);
this.x0 = cX + w2 * groupD8.uX(rotate);
this.y0 = cY + h2 * groupD8.uY(rotate);
rotate = groupD8.add(rotate, 2);
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;
}
toString() {
return `[ /core:TextureUvs x0=${this.x0} y0=${this.y0} x1=${this.x1} y1=${this.y1} x2=${this.x2} y2=${this.y2} x3=${this.x3} y3=${this.y3}]`;
}
}
export { TextureUvs };
//# sourceMappingURL=TextureUvs.mjs.map