import { default as Matrix } from '../core/math/Matrix';
const tempMat = new Matrix();
/**
* class controls uv transform and frame clamp for texture
*/
export default class TextureTransform {
/**
*
* @param {PIXI.Texture} texture observed texture
* @param {number} [clampMargin] Changes frame clamping, 0.5 by default. Use -0.5 for extra border.
* @constructor
*/
constructor(texture, clampMargin)
{
this._texture = texture;
this.mapCoord = new Matrix();
this.uClampFrame = new Float32Array(4);
this.uClampOffset = new Float32Array(2);
this._lastTextureID = -1;
/**
* Changes frame clamping
* Works with TilingSprite and Mesh
* Change to 1.5 if you tex ture has repeated right and bottom lines, that leads to smoother borders
*
* @default 0
* @member {number}
*/
this.clampOffset = 0;
/**
* Changes frame clamping
* Works with TilingSprite and Mesh
* Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas
*
* @default 0.5
* @member {number}
*/
this.clampMargin = (typeof clampMargin === 'undefined') ? 0.5 : clampMargin;
}
/**
* texture property
* @member {PIXI.Texture}
* @memberof PIXI.TextureTransform
*/
get texture()
{
return this._texture;
}
/**
* sets texture value
* @param {PIXI.Texture} value texture to be set
*/
set texture(value)
{
this._texture = value;
this._lastTextureID = -1;
}
/**
* updates matrices if texture was changed
* @param {boolean} forceUpdate if true, matrices will be updated any case
*/
update(forceUpdate)
{
const tex = this.texture;
if (!tex || !tex.valid)
{
return;
}
if (!forceUpdate
&& this._lastTextureID === this.texture._updateID)
{
return;
}
this._lastTextureID = this.texture._updateID;
const uvs = this.texture._uvs;
this.mapCoord.set(uvs.x1 - uvs.x0, uvs.y1 - uvs.y0, uvs.x3 - uvs.x0, uvs.y3 - uvs.y0, uvs.x0, uvs.y0);
const orig = tex.orig;
const trim = tex.trim;
if (trim)
{
tempMat.set(orig.width / trim.width, 0, 0, orig.height / trim.height,
-trim.x / trim.width, -trim.y / trim.height);
this.mapCoord.append(tempMat);
}
const texBase = tex.baseTexture;
const frame = this.uClampFrame;
const margin = this.clampMargin / texBase.resolution;
const offset = this.clampOffset;
frame[0] = (tex._frame.x + margin + offset) / texBase.width;
frame[1] = (tex._frame.y + margin + offset) / texBase.height;
frame[2] = (tex._frame.x + tex._frame.width - margin + offset) / texBase.width;
frame[3] = (tex._frame.y + tex._frame.height - margin + offset) / texBase.height;
this.uClampOffset[0] = offset / texBase.realWidth;
this.uClampOffset[1] = offset / texBase.realHeight;
}
}