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    Class TextureMatrix

    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.

    • PIXI.Texture
    • PIXI.Mesh
    • PIXI.TilingSprite

    PIXI

    Index

    Constructors

    • Parameters

      • texture: Texture

        observed texture

      • OptionalclampMargin: number

        Changes frame clamping, 0.5 by default. Use -0.5 for extra border.

      Returns TextureMatrix

    Properties

    _texture: Texture
    _textureID: number

    Tracks Texture frame changes.

    _updateID: number

    Tracks Texture frame changes.

    clampMargin: 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

    0.5
    
    clampOffset: number

    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

    0
    
    isSimple: boolean

    If texture size is the same as baseTexture.

    false
    @readonly
    mapCoord: Matrix

    Matrix operation that converts texture region coords to texture coords

    uClampFrame: Float32Array

    Clamp region for normalized coords, left-top pixel center in xy , bottom-right in zw. Calculated based on clampOffset.

    uClampOffset: Float32Array

    Normalized clamp offset. Calculated based on clampOffset.

    Accessors

    • get texture(): Texture

      Texture property.

      Returns Texture

    • set texture(value: Texture): void

      Parameters

      Returns void

    Methods

    • Multiplies uvs array to transform

      Parameters

      • uvs: Float32Array

        mesh uvs

      • Optionalout: Float32Array<ArrayBufferLike>

        output

      Returns Float32Array

      • output
    • Updates matrices if texture was changed.

      Parameters

      • OptionalforceUpdate: boolean

        if true, matrices will be updated any case

      Returns boolean

      • Whether or not it was updated