shadow$provide.module$node_modules$pixi_DOT_js$lib$scene$mesh$shared$BatchableMesh = function(global, require, module, exports) { class BatchableMesh { constructor() { this.batcherName = "default"; this.packAsQuad = !1; this.roundPixels = this.attributeOffset = this.indexOffset = 0; this._batch = this._batcher = null; this._uvUpdateId = this._textureMatrixUpdateId = -1; } get blendMode() { return this.renderable.groupBlendMode; } get topology() { return this._topology || this.geometry.topology; } set topology(value) { this._topology = value; } reset() { this.geometry = this._batch = this._batcher = this.texture = this.renderable = null; this._textureMatrixUpdateId = this._uvUpdateId = -1; } setTexture(value) { this.texture !== value && (this.texture = value, this._textureMatrixUpdateId = -1); } get uvs() { const uvBuffer = this.geometry.getBuffer("aUV"), uvs = uvBuffer.data; let transformedUvs = uvs; const textureMatrix = this.texture.textureMatrix; if (!textureMatrix.isSimple && (transformedUvs = this._transformedUvs, this._textureMatrixUpdateId !== textureMatrix._updateID || this._uvUpdateId !== uvBuffer._updateID)) { if (!transformedUvs || transformedUvs.length < uvs.length) { transformedUvs = this._transformedUvs = new Float32Array(uvs.length); } this._textureMatrixUpdateId = textureMatrix._updateID; this._uvUpdateId = uvBuffer._updateID; textureMatrix.multiplyUvs(uvs, transformedUvs); } return transformedUvs; } get positions() { return this.geometry.positions; } get indices() { return this.geometry.indices; } get color() { return this.renderable.groupColorAlpha; } get groupTransform() { return this.renderable.groupTransform; } get attributeSize() { return this.geometry.positions.length / 2; } get indexSize() { return this.geometry.indices.length; } } exports.BatchableMesh = BatchableMesh; }; //# sourceMappingURL=module$node_modules$pixi_DOT_js$lib$scene$mesh$shared$BatchableMesh.js.map