rapid-render 1.0.5 → 1.0.7

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package/README.md CHANGED
@@ -68,7 +68,6 @@ Performance Comparison: Rapid vs. Other Renderers and Game Engines
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  <p align="center">
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  <a href="https://nightre.github.io/Rapid.js/benchmark/">
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  <img src="./docs/benchmark/benchmark.png" alt="Benchmark Result">
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- <img src="./docs/benchmark/benchmark2.png" alt="Benchmark Result">
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  </a>
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  </p>
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package/dist/draw.d.ts CHANGED
@@ -14,22 +14,6 @@ export interface IDrawOptions extends ITransformOptions {
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  shader?: DrawShader;
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  customMatrix?: number;
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  }
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- export interface IDrawParticleOptions {
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- shader?: DrawShader;
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- texture: Texture;
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- color?: Color;
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- flipX?: boolean;
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- flipY?: boolean;
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- x?: number;
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- y?: number;
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- position?: Vec2;
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- rotation?: number;
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- scaleX?: number;
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- scaleY?: number;
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- originX?: number;
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- originY?: number;
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- isRotated?: boolean;
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- }
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  export interface IDrawParticleBatchOptions {
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  shader?: DrawShader;
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  texture: Texture;
@@ -76,9 +60,8 @@ export interface ICircleOptions extends IDrawOptions {
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  color?: Color;
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  segments?: number;
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  }
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- export declare const drawSpriteRaw: (rapid: Rapid, options: ISpriteOptions) => void;
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+ export declare const drawSpriteRaw: (rapid: Rapid, options: ISpriteOptions, matrixIndex?: number) => void;
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  export declare const drawSprite: (rapid: Rapid, options: ISpriteOptions) => void;
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- export declare const drawParticle: (rapid: Rapid, options: IDrawParticleOptions) => void;
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  export declare const drawParticles: (rapid: Rapid, options: IDrawParticleBatchOptions) => void;
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  export declare const drawGraphic: (rapid: Rapid, options: IGraphicOptions) => void;
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  export declare const drawLine: (rapid: Rapid, options: ILineOptions) => void;
@@ -3,9 +3,7 @@ import { Vec2 } from './math';
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  import { Rapid } from './render';
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  export interface ITransformOptions {
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  /** Whether to push a save before applying transforms. Default: true. */
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- saveTransform?: boolean;
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- /** Called immediately after the save (if any). */
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- afterSave?: () => void;
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+ modifyStack?: boolean;
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  x?: number;
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  y?: number;
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  position?: Vec2;
@@ -28,6 +26,7 @@ export declare class MatrixStore {
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  buffer: DynamicArrayBuffer;
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  /** The raw floating-point data of all matrices. */
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  data: Float32Array;
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+ temporary: number;
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  /**
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  * Creates a new MatrixStore.
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  * @param capacity - The initial capacity of the matrix store (default is 10).
@@ -203,6 +202,7 @@ export declare class MatrixStore {
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  */
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  setMatrix(index: number, f: Float32Array | number[]): void;
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  multiplyAffineInPlace(index: number, a: number, b: number, c: number, dValue: number, tx: number, ty: number): void;
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+ multiplyAffine(indexIn: number, indexOut: number, a: number, b: number, c: number, dValue: number, tx: number, ty: number): void;
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  }
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  /**
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  * A highly performant MatrixStack useful for hierarchal scene graphs.
@@ -355,7 +355,7 @@ export declare class MatrixStack {
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  };
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  /**
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  * Applies a transform options object to the current matrix state.
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- * Optionally saves the matrix first (saveTransform defaults to true).
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+ * Optionally saves the matrix first
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  */
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- applyTransform(transform: ITransformOptions, width?: number, height?: number): void;
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+ applyTransform(transform: ITransformOptions, width?: number, height?: number, customMatrix?: number): void;
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  }