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il/resources/public/js/cljs-runtime/module$node_modules$pixi_DOT_js$lib$rendering$renderers$shared$texture$TextureMatrix.js
2026-07-01 22:38:29 -06:00

57 lines
2.5 KiB
JavaScript

shadow$provide.module$node_modules$pixi_DOT_js$lib$rendering$renderers$shared$texture$TextureMatrix = function(global, require, module, exports) {
var Matrix = require("module$node_modules$pixi_DOT_js$lib$maths$matrix$Matrix");
"use strict";
const tempMat = new Matrix.Matrix();
class TextureMatrix {
constructor(texture, clampMargin) {
this.mapCoord = new Matrix.Matrix();
this.uClampFrame = new Float32Array(4);
this.uClampOffset = new Float32Array(2);
this.clampOffset = this._updateID = 0;
this.clampMargin = "undefined" === typeof clampMargin ? 10 > texture.width ? 0 : 0.5 : clampMargin;
this.isSimple = !1;
this.texture = texture;
}
get texture() {
return this._texture;
}
set texture(value) {
this._texture !== value && (this._texture?.removeListener("update", this.update, this), this._texture = value, this._texture.addListener("update", this.update, this));
this.update();
}
multiplyUvs(uvs, out) {
void 0 === out && (out = uvs);
const mat = this.mapCoord;
for (let i = 0; i < uvs.length; i += 2) {
const x = uvs[i], 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;
}
update() {
const tex = this._texture;
this._updateID++;
var 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);
uvs = tex.orig;
var trim = tex.trim;
trim && (tempMat.set(uvs.width / trim.width, 0, 0, uvs.height / trim.height, -trim.x / trim.width, -trim.y / trim.height), this.mapCoord.append(tempMat));
uvs = tex.source;
trim = this.uClampFrame;
const margin = this.clampMargin / uvs._resolution, offset = this.clampOffset / uvs._resolution;
trim[0] = (tex.frame.x + margin + offset) / uvs.width;
trim[1] = (tex.frame.y + margin + offset) / uvs.height;
trim[2] = (tex.frame.x + tex.frame.width - margin + offset) / uvs.width;
trim[3] = (tex.frame.y + tex.frame.height - margin + offset) / uvs.height;
this.uClampOffset[0] = this.clampOffset / uvs.pixelWidth;
this.uClampOffset[1] = this.clampOffset / uvs.pixelHeight;
this.isSimple = tex.frame.width === uvs.width && tex.frame.height === uvs.height && 0 === tex.rotate;
return !0;
}
}
exports.TextureMatrix = TextureMatrix;
};
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