import { Matrix } from '../../../../maths/matrix/Matrix';
import type { Texture } from './Texture';
const tempMat = new Matrix();
/**
* Class controls uv mapping from Texture normal space to BaseTexture normal space.
*
* Takes `trim` and `rotate` into account. May contain clamp settings for Meshes and TilingSprite.
*
* Can be used in Texture `uvMatrix` field, or separately, you can use different clamp settings on the same texture.
* If you want to add support for texture region of certain feature or filter, that's what you're looking for.
*
* Takes track of Texture changes through `_lastTextureID` private field.
* Use `update()` method call to track it from outside.
* @see Texture
* @see Mesh
* @see TilingSprite
* @memberof rendering
*/
export class TextureMatrix
{
/**
* Matrix operation that converts texture region coords to texture coords
* @readonly
*/
public mapCoord: Matrix;
/**
* Changes frame clamping
* Works with TilingSprite and Mesh
* Change to 1.5 if you texture has repeated right and bottom lines, that leads to smoother borders
* @default 0
*/
public clampOffset: number;
/**
* 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
*/
public clampMargin: number;
/**
* Clamp region for normalized coords, left-top pixel center in xy , bottom-right in zw.
* Calculated based on clampOffset.
*/
public readonly uClampFrame: Float32Array;
/** Normalized clamp offset. Calculated based on clampOffset. */
public readonly uClampOffset: Float32Array;
/**
* Tracks Texture frame changes.
* @ignore
*/
public _updateID: number;
/**
* Tracks Texture frame changes.
* @protected
*/
protected _textureID: number;
protected _texture: Texture;
/**
* If texture size is the same as baseTexture.
* @default false
* @readonly
*/
public isSimple: boolean;
/**
* @param texture - observed texture
* @param clampMargin - Changes frame clamping, 0.5 by default. Use -0.5 for extra border.
*/
constructor(texture: Texture, clampMargin?: number)
{
this.mapCoord = new Matrix();
this.uClampFrame = new Float32Array(4);
this.uClampOffset = new Float32Array(2);
this._textureID = -1;
this._updateID = 0;
this.clampOffset = 0;
if ((typeof clampMargin === 'undefined'))
{
this.clampMargin = (texture.width < 10) ? 0 : 0.5;
}
else
{
this.clampMargin = clampMargin;
}
this.isSimple = false;
this.texture = texture;
}
/** Texture property. */
get texture(): Texture
{
return this._texture;
}
set texture(value: Texture)
{
if (this.texture === value) return;
this._texture?.removeListener('update', this.update, this);
this._texture = value;
this._texture.addListener('update', this.update, this);
this.update();
}
/**
* Multiplies uvs array to transform
* @param uvs - mesh uvs
* @param [out=uvs] - output
* @returns - output
*/
public multiplyUvs(uvs: Float32Array, out?: Float32Array): Float32Array
{
if (out === undefined)
{
out = uvs;
}
const mat = this.mapCoord;
for (let i = 0; i < uvs.length; i += 2)
{
const x = uvs[i];
const y = uvs[i + 1];
out[i] = (x * mat.a) + (y * mat.c) + mat.tx;
out[i + 1] = (x * mat.b) + (y * mat.d) + mat.ty;
}
return out;
}
/**
* Updates matrices if texture was changed
* @returns - whether or not it was updated
*/
public update(): boolean
{
const tex = this._texture;
this._updateID++;
const uvs = tex.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.source;
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.pixelWidth;
this.uClampOffset[1] = offset / texBase.pixelHeight;
this.isSimple = tex.frame.width === texBase.width
&& tex.frame.height === texBase.height
&& tex.rotate === 0;
return true;
}
}