import Matrix from '../math/Matrix';
const tempMat = new Matrix();
/**
* Class controls uv transform and frame clamp for texture
*
* @class
* @version 1.0.2
* @memberof Tiny
*/
class TextureTransform {
/**
*
* @param {Tiny.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 texture 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 {Tiny.Texture}
*/
get texture() {
return this._texture;
}
set texture(value) {
this._texture = value;
this._lastTextureID = -1;
}
/**
* Multiplies uvs array to transform
*
* @param {Float32Array} uvs - mesh uvs
* @param {Float32Array} [out=uvs] - output
* @return {Float32Array} output
*/
multiplyUvs(uvs, out) {
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
*
* @param {boolean} forceUpdate - if true, matrices will be updated any case
* @return {boolean} whether or not it was updated
*/
update(forceUpdate) {
const tex = this._texture;
if (!tex || !tex.valid) {
return false;
}
if (!forceUpdate && this._lastTextureID === tex._updateID) {
return false;
}
this._lastTextureID = tex._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.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;
return true;
}
}
export default TextureTransform;