95 lines
2.8 KiB
JavaScript
95 lines
2.8 KiB
JavaScript
import { Matrix } from '../../../../maths/matrix/Matrix.mjs';
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"use strict";
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const tempMat = new Matrix();
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class TextureMatrix {
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/**
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* @param texture - observed texture
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* @param clampMargin - Changes frame clamping, 0.5 by default. Use -0.5 for extra border.
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*/
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constructor(texture, clampMargin) {
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this.mapCoord = new Matrix();
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this.uClampFrame = new Float32Array(4);
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this.uClampOffset = new Float32Array(2);
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this._textureID = -1;
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this._updateID = 0;
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this.clampOffset = 0;
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if (typeof clampMargin === "undefined") {
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this.clampMargin = texture.width < 10 ? 0 : 0.5;
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} else {
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this.clampMargin = clampMargin;
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}
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this.isSimple = false;
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this.texture = texture;
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}
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/** Texture property. */
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get texture() {
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return this._texture;
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}
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set texture(value) {
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if (this.texture === value)
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return;
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this._texture?.removeListener("update", this.update, this);
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this._texture = value;
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this._texture.addListener("update", this.update, this);
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this.update();
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}
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/**
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* Multiplies uvs array to transform
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* @param uvs - mesh uvs
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* @param [out=uvs] - output
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* @returns - output
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*/
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multiplyUvs(uvs, out) {
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if (out === void 0) {
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out = uvs;
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}
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const mat = this.mapCoord;
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for (let i = 0; i < uvs.length; i += 2) {
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const x = uvs[i];
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const y = uvs[i + 1];
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out[i] = x * mat.a + y * mat.c + mat.tx;
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out[i + 1] = x * mat.b + y * mat.d + mat.ty;
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}
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return out;
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}
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/**
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* Updates matrices if texture was changed
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* @returns - whether or not it was updated
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*/
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update() {
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const tex = this._texture;
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this._updateID++;
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const uvs = tex.uvs;
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this.mapCoord.set(uvs.x1 - uvs.x0, uvs.y1 - uvs.y0, uvs.x3 - uvs.x0, uvs.y3 - uvs.y0, uvs.x0, uvs.y0);
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const orig = tex.orig;
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const trim = tex.trim;
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if (trim) {
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tempMat.set(
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orig.width / trim.width,
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0,
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0,
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orig.height / trim.height,
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-trim.x / trim.width,
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-trim.y / trim.height
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);
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this.mapCoord.append(tempMat);
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}
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const texBase = tex.source;
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const frame = this.uClampFrame;
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const margin = this.clampMargin / texBase._resolution;
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const offset = this.clampOffset / texBase._resolution;
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frame[0] = (tex.frame.x + margin + offset) / texBase.width;
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frame[1] = (tex.frame.y + margin + offset) / texBase.height;
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frame[2] = (tex.frame.x + tex.frame.width - margin + offset) / texBase.width;
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frame[3] = (tex.frame.y + tex.frame.height - margin + offset) / texBase.height;
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this.uClampOffset[0] = this.clampOffset / texBase.pixelWidth;
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this.uClampOffset[1] = this.clampOffset / texBase.pixelHeight;
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this.isSimple = tex.frame.width === texBase.width && tex.frame.height === texBase.height && tex.rotate === 0;
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return true;
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}
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}
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export { TextureMatrix };
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//# sourceMappingURL=TextureMatrix.mjs.map
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