import { groupD8 } from '@pixi/math';
import type { Rectangle, ISize } from '@pixi/math';
/**
* Stores a texture's frame in UV coordinates, in
* which everything lies in the rectangle `[(0,0), (1,0),
* (1,1), (0,1)]`.
*
* | Corner | Coordinates |
* |--------------|-------------|
* | Top-Left | `(x0,y0)` |
* | Top-Right | `(x1,y1)` |
* | Bottom-Right | `(x2,y2)` |
* | Bottom-Left | `(x3,y3)` |
* @protected
* @memberof PIXI
*/
export class TextureUvs
{
/** X-component of top-left corner `(x0,y0)`. */
public x0: number;
/** Y-component of top-left corner `(x0,y0)`. */
public y0: number;
/** X-component of top-right corner `(x1,y1)`. */
public x1: number;
/** Y-component of top-right corner `(x1,y1)`. */
public y1: number;
/** X-component of bottom-right corner `(x2,y2)`. */
public x2: number;
/** Y-component of bottom-right corner `(x2,y2)`. */
public y2: number;
/** X-component of bottom-left corner `(x3,y3)`. */
public x3: number;
/** Y-component of bottom-right corner `(x3,y3)`. */
public y3: number;
public uvsFloat32: Float32Array;
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);
}
/**
* Sets the texture Uvs based on the given frame information.
* @protected
* @param frame - The frame of the texture
* @param baseFrame - The base frame of the texture
* @param rotate - Rotation of frame, see PIXI.groupD8
*/
set(frame: Rectangle, baseFrame: ISize, rotate: number): void
{
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.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;
}
// #if _DEBUG
toString(): string
{
return `[@pixi/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}`
+ `]`;
}
// #endif
}