replaced matrix
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14 changed files with 804 additions and 251 deletions
765
bin/pixi.dev.js
765
bin/pixi.dev.js
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@ -454,8 +454,8 @@ PIXI.InteractionManager.prototype.hitTest = function(item, interactionData)
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var isSprite = (item instanceof PIXI.Sprite),
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worldTransform = item.worldTransform,
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a00 = worldTransform[0], a01 = worldTransform[1], a02 = worldTransform[2],
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a10 = worldTransform[3], a11 = worldTransform[4], a12 = worldTransform[5],
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a00 = worldTransform.a, a01 = worldTransform.b, a02 = worldTransform.tx,
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a10 = worldTransform.c, a11 = worldTransform.d, a12 = worldTransform.ty,
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id = 1 / (a00 * a11 + a01 * -a10),
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x = a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id,
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y = a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id;
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@ -12,7 +12,7 @@ PIXI.determineMatrixArrayType = function() {
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return (typeof Float32Array !== 'undefined') ? Float32Array : Array;
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};
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PIXI.Matrix = PIXI.determineMatrixArrayType();
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PIXI.Matrix2 = PIXI.determineMatrixArrayType();
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/**
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@ -33,7 +33,7 @@ PIXI.mat3 = {};
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*/
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PIXI.mat3.create = function()
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{
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var matrix = new PIXI.Matrix(9);
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var matrix = new PIXI.Matrix2(9);
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matrix[0] = 1;
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matrix[1] = 0;
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@ -118,7 +118,7 @@ PIXI.mat3.multiply = function (mat, mat2, dest)
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*/
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PIXI.mat3.clone = function(mat)
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{
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var matrix = new PIXI.Matrix(9);
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var matrix = new PIXI.Matrix2(9);
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matrix[0] = mat[0];
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matrix[1] = mat[1];
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@ -217,7 +217,7 @@ PIXI.mat3.toMat4 = function (mat, dest)
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*/
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PIXI.mat4.create = function()
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{
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var matrix = new PIXI.Matrix(16);
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var matrix = new PIXI.Matrix2(16);
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matrix[0] = 1;
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matrix[1] = 0;
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@ -350,3 +350,60 @@ PIXI.mat4.multiply = function (mat, mat2, dest)
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PIXI.identityMatrix = PIXI.mat3.create();
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PIXI.tempMatrix = PIXI.mat3.create();
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PIXI.Matrix = function()
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{
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this.a = 1;
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this.b = 0;
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this.c = 0;
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this.d = 1;
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this.tx = 0;
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this.ty = 0;
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}
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PIXI.Matrix.prototype.fromArray = function(array)
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{
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this.a = array[0];
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this.b = array[1];
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this.c = array[3];
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this.d = array[4];
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this.tx = array[2];
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this.ty = array[5];
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}
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PIXI.Matrix.prototype.toArray = function(transpose)
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{
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if(!this.array)this.array = new Float32Array(9);
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var array = this.array;
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if(transpose)
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{
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this.array[0] = this.a;
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this.array[1] = this.c;
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this.array[2] = 0;
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this.array[3] = this.b;
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this.array[4] = this.d;
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this.array[5] = 0;
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this.array[6] = this.tx;
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this.array[7] = this.ty;
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this.array[8] = 1;
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}
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else
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{
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this.array[0] = this.a;
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this.array[1] = this.b;
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this.array[2] = this.tx;
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this.array[3] = this.c;
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this.array[4] = this.d;
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this.array[5] = this.ty;
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this.array[6] = 0;
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this.array[7] = 0;
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this.array[8] = 1;
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}
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return array;//[this.a, this.b, this.tx, this.c, this.d, this.ty, 0, 0, 1];
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}
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@ -139,7 +139,7 @@ PIXI.DisplayObject = function()
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* @readOnly
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* @private
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*/
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this.worldTransform = PIXI.mat3.create(); //mat3.identity();
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this.worldTransform = new PIXI.Matrix()//PIXI.mat3.create(); //mat3.identity();
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/**
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* [read-only] Current transform of the object locally
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@ -149,7 +149,7 @@ PIXI.DisplayObject = function()
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* @readOnly
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* @private
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*/
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this.localTransform = PIXI.mat3.create(); //mat3.identity();
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this.localTransform = new PIXI.Matrix()//PIXI.mat3.create(); //mat3.identity();
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/**
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* [NYI] Unknown
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@ -407,40 +407,30 @@ PIXI.DisplayObject.prototype.updateTransform = function()
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this._cr = Math.cos(this.rotation);
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}
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var localTransform = this.localTransform;
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var parentTransform = this.parent.worldTransform;
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var worldTransform = this.worldTransform;
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// var localTransform = this.localTransform//.toArray();
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var parentTransform = this.parent.worldTransform//.toArray();
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var worldTransform = this.worldTransform//.toArray();
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//console.log(localTransform)
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localTransform[0] = this._cr * this.scale.x;
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localTransform[1] = -this._sr * this.scale.y;
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localTransform[3] = this._sr * this.scale.x;
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localTransform[4] = this._cr * this.scale.y;
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// TODO --> do we even need a local matrix???
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var px = this.pivot.x;
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var py = this.pivot.y;
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// Cache the matrix values (makes for huge speed increases!)
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var a00 = localTransform[0], a01 = localTransform[1], a02 = this.position.x - localTransform[0] * px - py * localTransform[1],
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a10 = localTransform[3], a11 = localTransform[4], a12 = this.position.y - localTransform[4] * py - px * localTransform[3],
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var a00 = this._cr * this.scale.x,
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a01 = -this._sr * this.scale.y,
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a10 = this._sr * this.scale.x,
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a11 = this._cr * this.scale.y,
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a02 = this.position.x + a00 * px - py * a01,
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a12 = this.position.y + a11 * py - px * a10,
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b00 = parentTransform.a, b01 = parentTransform.b, b02 = parentTransform.tx,
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b10 = parentTransform.c, b11 = parentTransform.d, b12 = parentTransform.ty;
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b00 = parentTransform[0], b01 = parentTransform[1], b02 = parentTransform[2],
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b10 = parentTransform[3], b11 = parentTransform[4], b12 = parentTransform[5];
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worldTransform.a = b00 * a00 + b01 * a10;
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worldTransform.b = b00 * a01 + b01 * a11;
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worldTransform.tx = b00 * a02 + b01 * a12 + b02;
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localTransform[2] = a02;
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localTransform[5] = a12;
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worldTransform.c = b10 * a00 + b11 * a10;
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worldTransform.d = b10 * a01 + b11 * a11;
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worldTransform.ty = b10 * a02 + b11 * a12 + b12;
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worldTransform[0] = b00 * a00 + b01 * a10;
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worldTransform[1] = b00 * a01 + b01 * a11;
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worldTransform[2] = b00 * a02 + b01 * a12 + b02;
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worldTransform[3] = b10 * a00 + b11 * a10;
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worldTransform[4] = b10 * a01 + b11 * a11;
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worldTransform[5] = b10 * a02 + b11 * a12 + b12;
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// because we are using affine transformation, we can optimise the matrix concatenation process.. wooo!
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// mat3.multiply(this.localTransform, this.parent.worldTransform, this.worldTransform);
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this.worldAlpha = this.alpha * this.parent.worldAlpha;
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};
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@ -184,12 +184,12 @@ PIXI.Sprite.prototype.getBounds = function()
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var worldTransform = this.worldTransform;
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var a = worldTransform[0];
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var b = worldTransform[3];
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var c = worldTransform[1];
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var d = worldTransform[4];
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var tx = worldTransform[2];
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var ty = worldTransform[5];
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var a = worldTransform.a;
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var b = worldTransform.c;
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var c = worldTransform.b;
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var d = worldTransform.d;
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var tx = worldTransform.tx;
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var ty = worldTransform.ty;
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var x1 = a * w1 + c * h1 + tx;
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var y1 = d * h1 + b * w1 + ty;
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@ -345,7 +345,7 @@ PIXI.Sprite.prototype._renderCanvas = function(renderSession)
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// allow for trimming
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context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5]);
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context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
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//if smoothingEnabled is supported and we need to change the smoothing property for this texture
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if(renderSession.smoothProperty && renderSession.scaleMode !== this.texture.baseTexture.scaleMode) {
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@ -93,7 +93,7 @@ PIXI.SpriteBatch.prototype._renderCanvas = function(renderSession)
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// alow for trimming
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context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5]);
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context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
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context.save();
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for (var i = 0; i < this.children.length; i++) {
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@ -123,7 +123,7 @@ PIXI.SpriteBatch.prototype._renderCanvas = function(renderSession)
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PIXI.DisplayObject.prototype.updateTransform.call(child);
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transform = child.localTransform;
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context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5]);
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context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
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context.drawImage(texture.baseTexture.source,
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frame.x,
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@ -30,7 +30,7 @@ PIXI.Stage = function(backgroundColor)
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* @readOnly
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* @private
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*/
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this.worldTransform = PIXI.mat3.create();
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this.worldTransform = new PIXI.Matrix()//PIXI.mat3.create();
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/**
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* Whether or not the stage is interactive
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@ -198,7 +198,7 @@ PIXI.TilingSprite.prototype._renderCanvas = function(renderSession)
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// allow for trimming
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context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5]);
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context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
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if(!this.__tilePattern)
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@ -256,12 +256,12 @@ PIXI.TilingSprite.prototype.getBounds = function()
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var worldTransform = this.worldTransform;
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var a = worldTransform[0];
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var b = worldTransform[3];
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var c = worldTransform[1];
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var d = worldTransform[4];
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var tx = worldTransform[2];
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var ty = worldTransform[5];
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var a = worldTransform.a;
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var b = worldTransform.c;
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var c = worldTransform.b;
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var d = worldTransform.d;
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var tx = worldTransform.tx;
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var ty = worldTransform.ty;
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var x1 = a * w1 + c * h1 + tx;
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var y1 = d * h1 + b * w1 + ty;
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@ -422,7 +422,7 @@ PIXI.Graphics.prototype._renderCanvas = function(renderSession)
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context.globalCompositeOperation = PIXI.blendModesCanvas[renderSession.currentBlendMode];
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}
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context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5]);
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context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
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PIXI.CanvasGraphics.renderGraphics(this, context);
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// simple render children!
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@ -450,12 +450,12 @@ PIXI.Graphics.prototype.getBounds = function()
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var worldTransform = this.worldTransform;
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var a = worldTransform[0];
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var b = worldTransform[3];
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var c = worldTransform[1];
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var d = worldTransform[4];
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var tx = worldTransform[2];
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var ty = worldTransform[5];
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var a = worldTransform.a;
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var b = worldTransform.c;
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var c = worldTransform.b;
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var d = worldTransform.d;
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var tx = worldTransform.tx;
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var ty = worldTransform.ty;
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var x1 = a * w1 + c * h1 + tx;
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var y1 = d * h1 + b * w1 + ty;
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@ -30,7 +30,7 @@ PIXI.CanvasMaskManager.prototype.pushMask = function(maskData, context)
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var cacheAlpha = maskData.alpha;
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var transform = maskData.worldTransform;
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context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5]);
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context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
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PIXI.CanvasGraphics.renderGraphicsMask(maskData, context);
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@ -52,7 +52,7 @@ PIXI.WebGLFastSpriteBatch = function(gl)
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this.shader = null;
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this.tempMatrix = PIXI.mat3.create();
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this.matrix
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this.setContext(gl);
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};
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@ -83,7 +83,9 @@ PIXI.WebGLFastSpriteBatch.prototype.begin = function(spriteBatch, renderSession)
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this.renderSession = renderSession;
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this.shader = this.renderSession.shaderManager.fastShader;
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PIXI.mat3.transpose(spriteBatch.worldTransform, this.tempMatrix);
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// PIXI.mat3.transpose(spriteBatch.worldTransform.toArray(), this.tempMatrix);
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this.matrix = spriteBatch.worldTransform.toArray(true)
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// console.log(this.tempMatrix)
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this.start();
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@ -179,8 +181,8 @@ PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)
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verticies[index++] = sprite.rotation;
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// uv
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verticies[index++] = uvs[0];
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verticies[index++] = uvs[1];
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verticies[index++] = uvs.x0;
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verticies[index++] = uvs.y1;
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// color
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verticies[index++] = sprite.alpha;
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@ -200,8 +202,8 @@ PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)
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verticies[index++] = sprite.rotation;
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// uv
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verticies[index++] = uvs[2];
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verticies[index++] = uvs[3];
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verticies[index++] = uvs.x1;
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verticies[index++] = uvs.y1;
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// color
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verticies[index++] = sprite.alpha;
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@ -221,8 +223,8 @@ PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)
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verticies[index++] = sprite.rotation;
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// uv
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verticies[index++] = uvs[4];
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verticies[index++] = uvs[5];
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verticies[index++] = uvs.x2;
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verticies[index++] = uvs.y2;
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// color
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verticies[index++] = sprite.alpha;
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@ -244,8 +246,8 @@ PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)
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verticies[index++] = sprite.rotation;
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// uv
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verticies[index++] = uvs[6];
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verticies[index++] = uvs[7];
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verticies[index++] = uvs.x3;
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verticies[index++] = uvs.y3;
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// color
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verticies[index++] = sprite.alpha;
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@ -260,6 +262,7 @@ PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)
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PIXI.WebGLFastSpriteBatch.prototype.flush = function()
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{
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// If the batch is length 0 then return as there is nothing to draw
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if (this.currentBatchSize===0)return;
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@ -318,7 +321,7 @@ PIXI.WebGLFastSpriteBatch.prototype.start = function()
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gl.uniform2f(this.shader.projectionVector, projection.x, projection.y);
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// set the matrix
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gl.uniformMatrix3fv(this.shader.uMatrix, false, this.tempMatrix);
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gl.uniformMatrix3fv(this.shader.uMatrix, false, this.matrix);
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// set the pointers
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var stride = this.vertSize * 4;
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@ -58,12 +58,10 @@ PIXI.WebGLGraphics.renderGraphics = function(graphics, renderSession)//projectio
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// This could be speeded up for sure!
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// var m = PIXI.mat3.clone(graphics.worldTransform);
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PIXI.mat3.transpose(graphics.worldTransform, PIXI.tempMatrix);
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// set the matrix transform
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gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
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gl.uniformMatrix3fv(shader.translationMatrix, false, PIXI.tempMatrix);
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gl.uniformMatrix3fv(shader.translationMatrix, false, graphics.worldTransform.toArray(true));
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gl.uniform2f(shader.projectionVector, projection.x, -projection.y);
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gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);
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@ -194,21 +194,21 @@ PIXI.WebGLSpriteBatch.prototype.render = function(sprite)
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var index = this.currentBatchSize * 4 * this.vertSize;
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var worldTransform = sprite.worldTransform;
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var worldTransform = sprite.worldTransform;//.toArray();
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var a = worldTransform[0];
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var b = worldTransform[3];
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var c = worldTransform[1];
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var d = worldTransform[4];
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var tx = worldTransform[2];
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var ty = worldTransform[5];
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var a = worldTransform.a//[0];
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var b = worldTransform.c//[3];
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var c = worldTransform.b//[1];
|
||||
var d = worldTransform.d//[4];
|
||||
var tx = worldTransform.tx//[2];
|
||||
var ty = worldTransform.ty///[5];
|
||||
|
||||
// xy
|
||||
verticies[index++] = a * w1 + c * h1 + tx;
|
||||
verticies[index++] = d * h1 + b * w1 + ty;
|
||||
// uv
|
||||
verticies[index++] = uvs[0];
|
||||
verticies[index++] = uvs[1];
|
||||
verticies[index++] = uvs.x0;
|
||||
verticies[index++] = uvs.y0;
|
||||
// color
|
||||
verticies[index++] = alpha;
|
||||
verticies[index++] = tint;
|
||||
|
@ -217,8 +217,8 @@ PIXI.WebGLSpriteBatch.prototype.render = function(sprite)
|
|||
verticies[index++] = a * w0 + c * h1 + tx;
|
||||
verticies[index++] = d * h1 + b * w0 + ty;
|
||||
// uv
|
||||
verticies[index++] = uvs[2];
|
||||
verticies[index++] = uvs[3];
|
||||
verticies[index++] = uvs.x1;
|
||||
verticies[index++] = uvs.y1;
|
||||
// color
|
||||
verticies[index++] = alpha;
|
||||
verticies[index++] = tint;
|
||||
|
@ -227,8 +227,8 @@ PIXI.WebGLSpriteBatch.prototype.render = function(sprite)
|
|||
verticies[index++] = a * w0 + c * h0 + tx;
|
||||
verticies[index++] = d * h0 + b * w0 + ty;
|
||||
// uv
|
||||
verticies[index++] = uvs[4];
|
||||
verticies[index++] = uvs[5];
|
||||
verticies[index++] = uvs.x2;
|
||||
verticies[index++] = uvs.y2;
|
||||
// color
|
||||
verticies[index++] = alpha;
|
||||
verticies[index++] = tint;
|
||||
|
@ -237,8 +237,8 @@ PIXI.WebGLSpriteBatch.prototype.render = function(sprite)
|
|||
verticies[index++] = a * w1 + c * h0 + tx;
|
||||
verticies[index++] = d * h0 + b * w1 + ty;
|
||||
// uv
|
||||
verticies[index++] = uvs[6];
|
||||
verticies[index++] = uvs[7];
|
||||
verticies[index++] = uvs.x3;
|
||||
verticies[index++] = uvs.y3;
|
||||
// color
|
||||
verticies[index++] = alpha;
|
||||
verticies[index++] = tint;
|
||||
|
|
|
@ -128,23 +128,23 @@ PIXI.Texture.prototype.setFrame = function(frame)
|
|||
|
||||
PIXI.Texture.prototype._updateWebGLuvs = function()
|
||||
{
|
||||
if(!this._uvs)this._uvs = new Float32Array(8);
|
||||
if(!this._uvs)this._uvs = new PIXI.TextureUvs();
|
||||
|
||||
var frame = this.frame;
|
||||
var tw = this.baseTexture.width;
|
||||
var th = this.baseTexture.height;
|
||||
|
||||
this._uvs[0] = frame.x / tw;
|
||||
this._uvs[1] = frame.y / th;
|
||||
this._uvs.x0 = frame.x / tw;
|
||||
this._uvs.y0 = frame.y / th;
|
||||
|
||||
this._uvs[2] = (frame.x + frame.width) / tw;
|
||||
this._uvs[3] = frame.y / th;
|
||||
this._uvs.x1 = (frame.x + frame.width) / tw;
|
||||
this._uvs.y1 = frame.y / th;
|
||||
|
||||
this._uvs[4] = (frame.x + frame.width) / tw;
|
||||
this._uvs[5] = (frame.y + frame.height) / th;
|
||||
this._uvs.x2 = (frame.x + frame.width) / tw;
|
||||
this._uvs.y2 = (frame.y + frame.height) / th;
|
||||
|
||||
this._uvs[6] = frame.x / tw;
|
||||
this._uvs[7] = (frame.y + frame.height) / th;
|
||||
this._uvs.x3 = frame.x / tw;
|
||||
this._uvs.y3 = (frame.y + frame.height) / th;
|
||||
};
|
||||
|
||||
/**
|
||||
|
@ -234,3 +234,25 @@ PIXI.Texture.removeTextureFromCache = function(id)
|
|||
|
||||
// this is more for webGL.. it contains updated frames..
|
||||
PIXI.Texture.frameUpdates = [];
|
||||
|
||||
PIXI.TextureUvs = function()
|
||||
{
|
||||
this.x0 = 0;
|
||||
this.y0 = 0;
|
||||
|
||||
this.x1 = 0;
|
||||
this.y1 = 0;
|
||||
|
||||
this.x2 = 0;
|
||||
this.y2 = 0;
|
||||
|
||||
this.x3 = 0;
|
||||
this.y4 = 0;
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue