rapid-render 1.0.7 → 1.0.8

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -1,5 +1,5 @@
1
- var I = /* @__PURE__ */ ((s) => (s[s.Float32 = 0] = "Float32", s[s.Uint32 = 1] = "Uint32", s[s.Uint16 = 2] = "Uint16", s))(I || {});
2
- class B {
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+ var U = /* @__PURE__ */ ((n) => (n[n.Float32 = 0] = "Float32", n[n.Uint32 = 1] = "Uint32", n[n.Uint16 = 2] = "Uint16", n))(U || {});
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+ class C {
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  /** The number of elements currently used in the buffer. */
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  usedElemNum;
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  /** The main typed array view corresponding to the specified ArrayType. */
@@ -63,6 +63,27 @@ class B {
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  clear() {
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  this.usedElemNum = 0;
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  }
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+ static removeAtIndices(t, e) {
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+ const r = Math.max(...e.map((o) => o.usedElemNum)), i = [...new Set(t)].filter(
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+ (o) => o >= 0 && o < r
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+ ).sort((o, h) => o - h);
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+ if (i.length === 0)
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+ return 0;
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+ let s = 0, a = 0;
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+ for (let o = 0; o < r; o++) {
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+ if (a < i.length && o === i[a]) {
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+ a++;
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+ continue;
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+ }
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+ if (s !== o)
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+ for (const h of e)
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+ h.typedArray[s] = h.typedArray[o];
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+ s++;
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+ }
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+ for (const o of e)
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+ o.usedElemNum = s;
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+ return r - s;
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+ }
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  /**
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  * Checks if the buffer has enough space for additional elements and resizes the buffer if necessary.
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  * @param size - The number of new elements that need to be accommodated.
@@ -151,7 +172,7 @@ class B {
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  this.usedElemNum = 0;
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  }
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  }
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- class Q extends B {
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+ class et extends C {
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  /** The actual WebGLBuffer object maintained by this instance. */
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  buffer;
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  /** The related WebGL rendering context. */
@@ -202,7 +223,7 @@ class Q extends B {
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  }
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  }
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  }
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- class p {
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+ class m {
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  _r;
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  _g;
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  _b;
@@ -283,7 +304,7 @@ class p {
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  */
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  updateUint() {
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  this.uint32 = (this._a << 24 | this._b << 16 | this._g << 8 | this._r) >>> 0;
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- const t = p.clampByte(this._a), e = p.clampByte(this._r * t / 255), r = p.clampByte(this._g * t / 255), i = p.clampByte(this._b * t / 255);
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+ const t = m.clampByte(this._a), e = m.clampByte(this._r * t / 255), r = m.clampByte(this._g * t / 255), i = m.clampByte(this._b * t / 255);
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  this.premultipliedUint32 = (t << 24 | i << 16 | r << 8 | e) >>> 0;
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  }
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  reset() {
@@ -301,9 +322,9 @@ class p {
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  }
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  setHSL(t, e, r) {
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  t = (t % 360 + 360) % 360, e = Math.max(0, Math.min(100, e)) / 100, r = Math.max(0, Math.min(100, r)) / 100;
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- const i = (1 - Math.abs(2 * r - 1)) * e, n = i * (1 - Math.abs(t / 60 % 2 - 1)), a = r - i / 2;
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- let c = 0, h = 0, o = 0;
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- return t < 60 ? [c, h, o] = [i, n, 0] : t < 120 ? [c, h, o] = [n, i, 0] : t < 180 ? [c, h, o] = [0, i, n] : t < 240 ? [c, h, o] = [0, n, i] : t < 300 ? [c, h, o] = [n, 0, i] : [c, h, o] = [i, 0, n], this.setRGBA((c + a) * 255, (h + a) * 255, (o + a) * 255, 255), this;
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+ const i = (1 - Math.abs(2 * r - 1)) * e, s = i * (1 - Math.abs(t / 60 % 2 - 1)), a = r - i / 2;
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+ let o = 0, h = 0, c = 0;
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+ return t < 60 ? [o, h, c] = [i, s, 0] : t < 120 ? [o, h, c] = [s, i, 0] : t < 180 ? [o, h, c] = [0, i, s] : t < 240 ? [o, h, c] = [0, s, i] : t < 300 ? [o, h, c] = [s, 0, i] : [o, h, c] = [i, 0, s], this.setRGBA((o + a) * 255, (h + a) * 255, (c + a) * 255, 255), this;
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  }
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  toHex() {
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  const t = (e) => Math.max(0, Math.min(255, Math.round(e))).toString(16).padStart(2, "0");
@@ -321,7 +342,7 @@ class p {
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  * @returns A new `Color` instance with the same RGBA values.
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  */
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  clone() {
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- return new p(this._r, this._g, this._b, this._a);
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+ return new m(this._r, this._g, this._b, this._a);
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  }
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  /**
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  * Converts the color to a hexadecimal string representation (e.g., '#RRGGBBAA').
@@ -329,8 +350,8 @@ class p {
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  * @returns The hexadecimal string representation of the color.
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  */
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  toHexString(t = !0) {
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- const e = this.r.toString(16).padStart(2, "0"), r = this.g.toString(16).padStart(2, "0"), i = this.b.toString(16).padStart(2, "0"), n = this.a.toString(16).padStart(2, "0");
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- return `#${e}${r}${i}${t ? n : ""}`;
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+ const e = this.r.toString(16).padStart(2, "0"), r = this.g.toString(16).padStart(2, "0"), i = this.b.toString(16).padStart(2, "0"), s = this.a.toString(16).padStart(2, "0");
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+ return `#${e}${r}${i}${t ? s : ""}`;
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  }
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  /**
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  * Checks if the current color is equal to another color.
@@ -355,19 +376,26 @@ class p {
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  * Color.fromNorm(0.9, 0.87, 0.55, 0.1) // moon glow
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  */
357
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  static FromHSL(t, e, r) {
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- return new p(0, 0, 0).setHSL(t, e, r);
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+ return new m(0, 0, 0).setHSL(t, e, r);
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  }
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  static FromRGB(t, e, r) {
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- return new p(t, e, r);
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+ return new m(t, e, r);
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  }
363
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  static fromNorm(t, e, r, i = 1) {
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- return new p(
385
+ return new m(
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  Math.round(t * 255),
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  Math.round(e * 255),
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  Math.round(r * 255),
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  Math.round(i * 255)
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  );
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  }
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+ static clampColorByte(t) {
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+ return t <= 0 ? 0 : t >= 255 ? 255 : Math.round(t);
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+ }
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+ static packColor(t, e, r, i, s) {
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+ const a = m.clampColorByte(i), o = s ? a / 255 : 1, h = m.clampColorByte(t * o), c = m.clampColorByte(e * o), u = m.clampColorByte(r * o);
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+ return (a << 24 | u << 16 | c << 8 | h) >>> 0;
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+ }
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  /**
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  * Creates a Color instance from a hexadecimal color string.
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  * @param hexString - The hexadecimal color string, e.g., '#RRGGBB' or '#RRGGBBAA'.
@@ -376,8 +404,8 @@ class p {
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  static fromHex(t) {
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  t.startsWith("#") && (t = t.slice(1));
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  const e = parseInt(t.slice(0, 2), 16), r = parseInt(t.slice(2, 4), 16), i = parseInt(t.slice(4, 6), 16);
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- let n = 255;
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- return t.length >= 8 && (n = parseInt(t.slice(6, 8), 16)), new p(e, r, i, n);
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+ let s = 255;
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+ return t.length >= 8 && (s = parseInt(t.slice(6, 8), 16)), new m(e, r, i, s);
381
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  }
382
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  /**
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  * Adds the components of another color to this color, clamping the result to 255.
@@ -385,7 +413,7 @@ class p {
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  * @returns A new Color instance with the result of the addition.
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  */
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  add(t) {
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- return new p(
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+ return new m(
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  Math.min(this.r + t.r, 255),
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  Math.min(this.g + t.g, 255),
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  Math.min(this.b + t.b, 255),
@@ -398,7 +426,7 @@ class p {
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426
  * @returns A new Color instance with the result of the subtraction.
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  */
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  subtract(t) {
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- return new p(
429
+ return new m(
402
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  this.r - t.r,
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  this.g - t.g,
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  this.b - t.b,
@@ -406,12 +434,12 @@ class p {
406
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  );
407
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  }
408
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  divide(t) {
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- return t instanceof p ? new p(
437
+ return t instanceof m ? new m(
410
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  this.r / t.r,
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  this.g / t.g,
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  this.b / t.b,
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  this.a / t.a
414
- ) : new p(
442
+ ) : new m(
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  this.r / t,
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  this.g / t,
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  this.b / t,
@@ -419,12 +447,12 @@ class p {
419
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  );
420
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  }
421
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  multiply(t) {
422
- return t instanceof p ? new p(
450
+ return t instanceof m ? new m(
423
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  this.r * t.r,
424
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  this.g * t.g,
425
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  this.b * t.b,
426
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  this.a * t.a
427
- ) : new p(
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+ ) : new m(
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  this.r * t,
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  this.g * t,
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  this.b * t,
@@ -434,24 +462,24 @@ class p {
434
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  clamp() {
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  this.r = Math.max(0, Math.min(255, this.r)), this.g = Math.max(0, Math.min(255, this.g)), this.b = Math.max(0, Math.min(255, this.b)), this.a = Math.max(0, Math.min(255, this.a));
436
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  }
437
- static Red = new p(255, 0, 0, 255);
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- static Green = new p(0, 255, 0, 255);
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- static Blue = new p(0, 0, 255, 255);
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- static Yellow = new p(255, 255, 0, 255);
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- static Purple = new p(128, 0, 128, 255);
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- static Orange = new p(255, 165, 0, 255);
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- static Pink = new p(255, 192, 203, 255);
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- static Gray = new p(128, 128, 128, 255);
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- static Brown = new p(139, 69, 19, 255);
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- static Cyan = new p(0, 255, 255, 255);
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- static Magenta = new p(255, 0, 255, 255);
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- static Lime = new p(192, 255, 0, 255);
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- static White = new p(255, 255, 255, 255);
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- static Black = new p(0, 0, 0, 255);
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- static Transparent = new p(0, 0, 0, 0);
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- static TRANSPARENT = new p(0, 0, 0, 0);
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+ static Red = new m(255, 0, 0, 255);
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+ static Green = new m(0, 255, 0, 255);
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+ static Blue = new m(0, 0, 255, 255);
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+ static Yellow = new m(255, 255, 0, 255);
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+ static Purple = new m(128, 0, 128, 255);
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+ static Orange = new m(255, 165, 0, 255);
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+ static Pink = new m(255, 192, 203, 255);
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+ static Gray = new m(128, 128, 128, 255);
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+ static Brown = new m(139, 69, 19, 255);
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+ static Cyan = new m(0, 255, 255, 255);
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+ static Magenta = new m(255, 0, 255, 255);
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+ static Lime = new m(192, 255, 0, 255);
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+ static White = new m(255, 255, 255, 255);
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+ static Black = new m(0, 0, 0, 255);
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+ static Transparent = new m(0, 0, 0, 0);
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+ static TRANSPARENT = new m(0, 0, 0, 0);
453
481
  }
454
- const y = 6;
482
+ const E = 6;
455
483
  class Mt {
456
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  /** Total number of matrices currently allocated in the store. */
457
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  matrixCount = 0;
@@ -465,7 +493,7 @@ class Mt {
465
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  * @param capacity - The initial capacity of the matrix store (default is 10).
466
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  */
467
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  constructor(t = 10) {
468
- this.buffer = new B(I.Float32), this.buffer.resize(t * y), this.data = this.buffer.getArray(), this.reset();
496
+ this.buffer = new C(U.Float32), this.buffer.resize(t * E), this.data = this.buffer.getArray(), this.reset();
469
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  }
470
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  /**
471
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  * Allocates a new matrix and initializes it to the identity matrix.
@@ -480,7 +508,7 @@ class Mt {
480
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  * @returns The index of the newly allocated matrix.
481
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  */
482
510
  allocDirty() {
483
- return this.buffer.resize(y) && (this.data = this.buffer.getArray()), this.buffer.usedElemNum += y, this.matrixCount++;
511
+ return this.buffer.resize(E) && (this.data = this.buffer.getArray()), this.buffer.usedElemNum += E, this.matrixCount++;
484
512
  }
485
513
  /**
486
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  * Resets the store, clearing all allocated matrices.
@@ -493,7 +521,7 @@ class Mt {
493
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  * @param index - The index of the matrix to modify.
494
522
  */
495
523
  identity(t) {
496
- const e = t * y, r = this.data;
524
+ const e = t * E, r = this.data;
497
525
  r[e] = 1, r[e + 1] = 0, r[e + 2] = 0, r[e + 3] = 1, r[e + 4] = 0, r[e + 5] = 0;
498
526
  }
499
527
  /**
@@ -503,8 +531,8 @@ class Mt {
503
531
  * @param y - The y translation.
504
532
  */
505
533
  translate(t, e, r) {
506
- const i = t * y, n = this.data;
507
- n[i + 4] = n[i] * e + n[i + 2] * r + n[i + 4], n[i + 5] = n[i + 1] * e + n[i + 3] * r + n[i + 5];
534
+ const i = t * E, s = this.data;
535
+ s[i + 4] = s[i] * e + s[i + 2] * r + s[i + 4], s[i + 5] = s[i + 1] * e + s[i + 3] * r + s[i + 5];
508
536
  }
509
537
  /**
510
538
  * Scales the matrix at the given index by scaleX and scaleY.
@@ -513,8 +541,8 @@ class Mt {
513
541
  * @param scaleY - The scale factor along the y-axis.
514
542
  */
515
543
  scale(t, e, r) {
516
- const i = t * y, n = this.data;
517
- n[i] *= e, n[i + 1] *= e, n[i + 2] *= r, n[i + 3] *= r;
544
+ const i = t * E, s = this.data;
545
+ s[i] *= e, s[i + 1] *= e, s[i + 2] *= r, s[i + 3] *= r;
518
546
  }
519
547
  /**
520
548
  * Rotates the matrix at the given index by the specified radians.
@@ -522,8 +550,8 @@ class Mt {
522
550
  * @param radians - The rotation angle in radians.
523
551
  */
524
552
  rotate(t, e) {
525
- const r = t * y, i = this.data, n = Math.cos(e), a = Math.sin(e), c = i[r], h = i[r + 1], o = i[r + 2], u = i[r + 3];
526
- i[r] = c * n + o * a, i[r + 1] = h * n + u * a, i[r + 2] = c * -a + o * n, i[r + 3] = h * -a + u * n;
553
+ const r = t * E, i = this.data, s = Math.cos(e), a = Math.sin(e), o = i[r], h = i[r + 1], c = i[r + 2], u = i[r + 3];
554
+ i[r] = o * s + c * a, i[r + 1] = h * s + u * a, i[r + 2] = o * -a + c * s, i[r + 3] = h * -a + u * s;
527
555
  }
528
556
  /**
529
557
  * Rotates the matrix at the given index around a local offset point (pivot).
@@ -550,8 +578,8 @@ class Mt {
550
578
  * @param src - The index of the source matrix.
551
579
  */
552
580
  copy(t, e) {
553
- const r = t * y, i = e * y, n = this.data;
554
- n[r] = n[i], n[r + 1] = n[i + 1], n[r + 2] = n[i + 2], n[r + 3] = n[i + 3], n[r + 4] = n[i + 4], n[r + 5] = n[i + 5];
581
+ const r = t * E, i = e * E, s = this.data;
582
+ s[r] = s[i], s[r + 1] = s[i + 1], s[r + 2] = s[i + 2], s[r + 3] = s[i + 3], s[r + 4] = s[i + 4], s[r + 5] = s[i + 5];
555
583
  }
556
584
  /**
557
585
  * Multiplies the destination matrix by the source matrix and stores the result in the destination.
@@ -568,21 +596,21 @@ class Mt {
568
596
  * @param bIdx - The index of matrix B.
569
597
  */
570
598
  multiplyOut(t, e, r) {
571
- const i = t * y, n = e * y, a = r * y, c = this.data, h = c[n], o = c[n + 1], u = c[n + 2], l = c[n + 3], d = c[n + 4], f = c[n + 5], x = c[a], g = c[a + 1], v = c[a + 2], T = c[a + 3], R = c[a + 4], E = c[a + 5];
572
- c[i] = h * x + u * g, c[i + 1] = o * x + l * g, c[i + 2] = h * v + u * T, c[i + 3] = o * v + l * T, c[i + 4] = h * R + u * E + d, c[i + 5] = o * R + l * E + f;
599
+ const i = t * E, s = e * E, a = r * E, o = this.data, h = o[s], c = o[s + 1], u = o[s + 2], l = o[s + 3], d = o[s + 4], f = o[s + 5], x = o[a], g = o[a + 1], v = o[a + 2], T = o[a + 3], A = o[a + 4], R = o[a + 5];
600
+ o[i] = h * x + u * g, o[i + 1] = c * x + l * g, o[i + 2] = h * v + u * T, o[i + 3] = c * v + l * T, o[i + 4] = h * A + u * R + d, o[i + 5] = c * A + l * R + f;
573
601
  }
574
602
  /**
575
603
  * Inverts the matrix at the given index. If the matrix is not invertible, it defaults to the identity matrix.
576
604
  * @param index - The index of the matrix to invert.
577
605
  */
578
606
  invert(t) {
579
- const e = t * y, r = this.data, i = r[e], n = r[e + 1], a = r[e + 2], c = r[e + 3], h = r[e + 4], o = r[e + 5];
580
- let u = i * c - n * a;
607
+ const e = t * E, r = this.data, i = r[e], s = r[e + 1], a = r[e + 2], o = r[e + 3], h = r[e + 4], c = r[e + 5];
608
+ let u = i * o - s * a;
581
609
  if (!u) {
582
610
  this.identity(t);
583
611
  return;
584
612
  }
585
- u = 1 / u, r[e] = c * u, r[e + 1] = -n * u, r[e + 2] = -a * u, r[e + 3] = i * u, r[e + 4] = (a * o - c * h) * u, r[e + 5] = (n * h - i * o) * u;
613
+ u = 1 / u, r[e] = o * u, r[e + 1] = -s * u, r[e + 2] = -a * u, r[e + 3] = i * u, r[e + 4] = (a * c - o * h) * u, r[e + 5] = (s * h - i * c) * u;
586
614
  }
587
615
  /**
588
616
  * Transforms a point by the matrix at the given index.
@@ -592,10 +620,10 @@ class Mt {
592
620
  * @returns The transformed point {x, y}.
593
621
  */
594
622
  transformPoint(t, e, r) {
595
- const i = t * y, n = this.data;
623
+ const i = t * E, s = this.data;
596
624
  return {
597
- x: e * n[i] + r * n[i + 2] + n[i + 4],
598
- y: e * n[i + 1] + r * n[i + 3] + n[i + 5]
625
+ x: e * s[i] + r * s[i + 2] + s[i + 4],
626
+ y: e * s[i + 1] + r * s[i + 3] + s[i + 5]
599
627
  };
600
628
  }
601
629
  /**
@@ -609,8 +637,8 @@ class Mt {
609
637
  worldToLocal(t, e, r) {
610
638
  const i = this.allocDirty();
611
639
  this.copy(i, t), this.invert(i);
612
- const n = this.transformPoint(i, e, r);
613
- return this.matrixCount--, this.buffer.usedElemNum -= y, n;
640
+ const s = this.transformPoint(i, e, r);
641
+ return this.matrixCount--, this.buffer.usedElemNum -= E, s;
614
642
  }
615
643
  /**
616
644
  * Transforms a point from local coordinates to world coordinates.
@@ -628,7 +656,7 @@ class Mt {
628
656
  * @returns An object containing `x` and `y` global coordinates.
629
657
  */
630
658
  getPosition(t) {
631
- const e = t * y, r = this.data;
659
+ const e = t * E, r = this.data;
632
660
  return { x: r[e + 4], y: r[e + 5] };
633
661
  }
634
662
  /**
@@ -637,8 +665,8 @@ class Mt {
637
665
  * @returns An object containing `x` and `y` global scale factors.
638
666
  */
639
667
  getScale(t) {
640
- const e = t * y, r = this.data, i = Math.sqrt(r[e] * r[e] + r[e + 1] * r[e + 1]), n = Math.sqrt(r[e + 2] * r[e + 2] + r[e + 3] * r[e + 3]);
641
- return { x: i, y: n };
668
+ const e = t * E, r = this.data, i = Math.sqrt(r[e] * r[e] + r[e + 1] * r[e + 1]), s = Math.sqrt(r[e + 2] * r[e + 2] + r[e + 3] * r[e + 3]);
669
+ return { x: i, y: s };
642
670
  }
643
671
  /**
644
672
  * Extracts the global rotation (in radians) from the matrix at the given index.
@@ -646,7 +674,7 @@ class Mt {
646
674
  * @returns The global rotation in radians.
647
675
  */
648
676
  getRotation(t) {
649
- const e = t * y, r = this.data;
677
+ const e = t * E, r = this.data;
650
678
  return Math.atan2(r[e + 1], r[e]);
651
679
  }
652
680
  /**
@@ -657,8 +685,8 @@ class Mt {
657
685
  * @returns A CSS matrix string.
658
686
  */
659
687
  toCSSMatrix(t, e = 1, r = 1) {
660
- const i = t * y, n = this.data;
661
- return `matrix(${n[i] * e}, ${n[i + 1] * r}, ${n[i + 2] * e}, ${n[i + 3] * r}, ${n[i + 4] * e}, ${n[i + 5] * r})`;
688
+ const i = t * E, s = this.data;
689
+ return `matrix(${s[i] * e}, ${s[i + 1] * r}, ${s[i + 2] * e}, ${s[i + 3] * r}, ${s[i + 4] * e}, ${s[i + 5] * r})`;
662
690
  }
663
691
  /**
664
692
  * Retrieves a copy of the 6 elements [a, b, c, d, tx, ty] for the matrix at the specified index.
@@ -668,8 +696,8 @@ class Mt {
668
696
  * @returns A new Float32Array containing the 6 elements of the matrix.
669
697
  */
670
698
  getMatrix(t) {
671
- const e = t * y;
672
- return this.data.slice(e, e + y);
699
+ const e = t * E;
700
+ return this.data.slice(e, e + E);
673
701
  }
674
702
  /**
675
703
  * Retrieves a direct reference (view) to the 6 elements [a, b, c, d, tx, ty] for the matrix at the specified index.
@@ -679,8 +707,8 @@ class Mt {
679
707
  * @returns A Float32Array view pointing directly to the matrix's data in memory.
680
708
  */
681
709
  getMatrixRef(t) {
682
- const e = t * y;
683
- return this.data.subarray(e, e + y);
710
+ const e = t * E;
711
+ return this.data.subarray(e, e + E);
684
712
  }
685
713
  /**
686
714
  * Overwrites the matrix at the specified index with the provided 6 elements [a, b, c, d, tx, ty].
@@ -689,33 +717,33 @@ class Mt {
689
717
  * @param f - An array (Float32Array or standard number array) containing the 6 new elements.
690
718
  */
691
719
  setMatrix(t, e) {
692
- const r = t * y, i = this.data;
720
+ const r = t * E, i = this.data;
693
721
  i[r] = e[0], i[r + 1] = e[1], i[r + 2] = e[2], i[r + 3] = e[3], i[r + 4] = e[4], i[r + 5] = e[5];
694
722
  }
695
- multiplyAffineInPlace(t, e, r, i, n, a, c) {
696
- const h = t * 6, o = this.data, u = o[h], l = o[h + 1], d = o[h + 2], f = o[h + 3], x = o[h + 4], g = o[h + 5];
697
- o[h] = u * e + d * r, o[h + 1] = l * e + f * r, o[h + 2] = u * i + d * n, o[h + 3] = l * i + f * n, o[h + 4] = u * a + d * c + x, o[h + 5] = l * a + f * c + g;
723
+ multiplyAffineInPlace(t, e, r, i, s, a, o) {
724
+ const h = t * 6, c = this.data, u = c[h], l = c[h + 1], d = c[h + 2], f = c[h + 3], x = c[h + 4], g = c[h + 5];
725
+ c[h] = u * e + d * r, c[h + 1] = l * e + f * r, c[h + 2] = u * i + d * s, c[h + 3] = l * i + f * s, c[h + 4] = u * a + d * o + x, c[h + 5] = l * a + f * o + g;
698
726
  }
699
- multiplyAffine(t, e, r, i, n, a, c, h) {
700
- const o = t * 6, u = e * 6, l = this.data, d = l[o], f = l[o + 1], x = l[o + 2], g = l[o + 3], v = l[o + 4], T = l[o + 5];
701
- l[u] = d * r + x * i, l[u + 1] = f * r + g * i, l[u + 2] = d * n + x * a, l[u + 3] = f * n + g * a, l[u + 4] = d * c + x * h + v, l[u + 5] = f * c + g * h + T;
727
+ multiplyAffine(t, e, r, i, s, a, o, h) {
728
+ const c = t * 6, u = e * 6, l = this.data, d = l[c], f = l[c + 1], x = l[c + 2], g = l[c + 3], v = l[c + 4], T = l[c + 5];
729
+ l[u] = d * r + x * i, l[u + 1] = f * r + g * i, l[u + 2] = d * s + x * a, l[u + 3] = f * s + g * a, l[u + 4] = d * o + x * h + v, l[u + 5] = f * o + g * h + T;
702
730
  }
703
731
  }
704
- class St {
732
+ class At {
705
733
  /** The underlying store for matrices. */
706
734
  matrix = new Mt();
707
735
  /** The current step or depth in the transformation hierarchy. */
708
736
  step = 0;
709
737
  /** Internal stack maintaining structural information. */
710
- stack = new B(I.Uint32);
738
+ stack = new C(U.Uint32);
711
739
  /** Records the world matrices generated at each step. */
712
- stepWorldM = new B(I.Uint32);
740
+ stepWorldM = new C(U.Uint32);
713
741
  /** Records actions (push/pop) taken during the traversal. */
714
- stepAction = new B(I.Uint32);
742
+ stepAction = new C(U.Uint32);
715
743
  /** Records the parent world matrix for each step (used by updateMatrix). */
716
- stepParentM = new B(I.Uint32);
744
+ stepParentM = new C(U.Uint32);
717
745
  /** Buffer used during hierarchy traversal updates. */
718
- parentStack = new B(I.Uint32);
746
+ parentStack = new C(U.Uint32);
719
747
  /** The index of the current local matrix in the matrix store. */
720
748
  curLocalM = -1;
721
749
  /** The index of the current world matrix in the matrix store. */
@@ -750,15 +778,15 @@ class St {
750
778
  */
751
779
  updateMatrix(t) {
752
780
  const e = (typeof t == "number" ? t : t.step) - 1, r = this.stepParentM.get(e);
753
- let i = 0, n = e;
781
+ let i = 0, s = e;
754
782
  const a = this.parentStack;
755
- for (a.reset(), a.push(r); n < this.stepAction.length; ) {
756
- if (this.stepAction.get(n) === 1) {
757
- const h = this.stepWorldM.get(n), o = h - 1, u = a.top();
758
- this.matrix.multiplyOut(h, u, o), a.push(h), i++;
783
+ for (a.reset(), a.push(r); s < this.stepAction.length; ) {
784
+ if (this.stepAction.get(s) === 1) {
785
+ const h = this.stepWorldM.get(s), c = h - 1, u = a.top();
786
+ this.matrix.multiplyOut(h, u, c), a.push(h), i++;
759
787
  } else if (a.pop(), i--, i === 0)
760
788
  break;
761
- n++;
789
+ s++;
762
790
  }
763
791
  }
764
792
  /**
@@ -864,14 +892,14 @@ class St {
864
892
  * Returns the current world matrix as Float32Array [a, b, c, d, tx, ty].
865
893
  */
866
894
  getTransform() {
867
- const t = this.curWorldM * y;
868
- return this.matrix.data.slice(t, t + y);
895
+ const t = this.curWorldM * E;
896
+ return this.matrix.data.slice(t, t + E);
869
897
  }
870
898
  /**
871
899
  * Directly overwrites the current world matrix with the given 6-element 2D transform.
872
900
  */
873
901
  setTransform(t) {
874
- const e = this.curWorldM * y, r = this.matrix.data;
902
+ const e = this.curWorldM * E, r = this.matrix.data;
875
903
  r[e] = t[0], r[e + 1] = t[1], r[e + 2] = t[2], r[e + 3] = t[3], r[e + 4] = t[4], r[e + 5] = t[5];
876
904
  }
877
905
  transformPoint(t, e) {
@@ -882,27 +910,27 @@ class St {
882
910
  * Optionally saves the matrix first
883
911
  */
884
912
  applyTransform(t, e = 0, r = 0, i = -1) {
885
- let n = t.x ?? 0, a = t.y ?? 0;
886
- t.position && (n += t.position.x, a += t.position.y);
887
- let c = 1, h = 1;
888
- const o = t.scale;
889
- o && (typeof o == "number" ? (c = o, h = o) : (c = o.x, h = o.y));
913
+ let s = t.x ?? 0, a = t.y ?? 0;
914
+ t.position && (s += t.position.x, a += t.position.y);
915
+ let o = 1, h = 1;
916
+ const c = t.scale;
917
+ c && (typeof c == "number" ? (o = c, h = c) : (o = c.x, h = c.y));
890
918
  const u = t.rotation ?? 0;
891
919
  let l = t.offsetX ?? 0, d = t.offsetY ?? 0;
892
920
  t.offset && (l += t.offset.x, d += t.offset.y);
893
921
  const f = t.origin;
894
922
  f !== void 0 && (typeof f == "number" ? (l -= f * e, d -= f * r) : (l -= f.x * e, d -= f.y * r));
895
- const x = u ? Math.cos(u) : 1, g = u ? Math.sin(u) : 0, v = x * c, T = g * c, R = -g * h, E = x * h, b = n + v * l + R * d, N = a + T * l + E * d;
923
+ const x = u ? Math.cos(u) : 1, g = u ? Math.sin(u) : 0, v = x * o, T = g * o, A = -g * h, R = x * h, S = s + v * l + A * d, P = a + T * l + R * d;
896
924
  if (i !== -1) {
897
925
  this.matrix.multiplyAffine(
898
926
  this.curWorldM,
899
927
  i,
900
928
  v,
901
929
  T,
930
+ A,
902
931
  R,
903
- E,
904
- b,
905
- N
932
+ S,
933
+ P
906
934
  );
907
935
  return;
908
936
  }
@@ -910,23 +938,23 @@ class St {
910
938
  this.curLocalM,
911
939
  v,
912
940
  T,
941
+ A,
913
942
  R,
914
- E,
915
- b,
916
- N
943
+ S,
944
+ P
917
945
  ), this.matrix.multiplyAffineInPlace(
918
946
  this.curWorldM,
919
947
  v,
920
948
  T,
949
+ A,
921
950
  R,
922
- E,
923
- b,
924
- N
951
+ S,
952
+ P
925
953
  );
926
954
  }
927
955
  }
928
- var Y = /* @__PURE__ */ ((s) => (s[s.REPEAT = 0] = "REPEAT", s[s.CLAMP = 1] = "CLAMP", s[s.MIRRORED_REPEAT = 2] = "MIRRORED_REPEAT", s))(Y || {});
929
- class bt {
956
+ var q = /* @__PURE__ */ ((n) => (n[n.REPEAT = 0] = "REPEAT", n[n.CLAMP = 1] = "CLAMP", n[n.MIRRORED_REPEAT = 2] = "MIRRORED_REPEAT", n))(q || {});
957
+ class St {
930
958
  render;
931
959
  cache = /* @__PURE__ */ new Map();
932
960
  constructor(t) {
@@ -941,10 +969,10 @@ class bt {
941
969
  async load(t, e) {
942
970
  let r = this.cache.get(t);
943
971
  if (r)
944
- return new P(r);
972
+ return new F(r);
945
973
  try {
946
974
  const i = await this._fetchImage(t);
947
- return r = k.fromSource(this.render, i, e), r.uid = t, this.cache.set(t, r), new P(r);
975
+ return r = Y.fromSource(this.render, i, e), r.uid = t, this.cache.set(t, r), new F(r);
948
976
  } catch (i) {
949
977
  throw console.error(`[TextureManager] Failed to load: ${t}`, i), i;
950
978
  }
@@ -957,9 +985,9 @@ class bt {
957
985
  */
958
986
  create(t, e) {
959
987
  if (e?.key && this.cache.has(e.key))
960
- return new P(this.cache.get(e.key));
961
- const r = k.fromSource(this.render, t, e);
962
- return e?.key && (r.uid = e.key, this.cache.set(e.key, r)), new P(r);
988
+ return new F(this.cache.get(e.key));
989
+ const r = Y.fromSource(this.render, t, e);
990
+ return e?.key && (r.uid = e.key, this.cache.set(e.key, r)), new F(r);
963
991
  }
964
992
  /**
965
993
  * Creates a generic Render Texture (FrameBuffer).
@@ -969,7 +997,7 @@ class bt {
969
997
  * @returns The newly created RenderTexture.
970
998
  */
971
999
  createRenderTexture(t) {
972
- return new At(this.render, t);
1000
+ return new bt(this.render, t);
973
1001
  }
974
1002
  /**
975
1003
  * Creates a TextTexture for rendering text.
@@ -977,7 +1005,7 @@ class bt {
977
1005
  * @returns The newly created TextTexture.
978
1006
  */
979
1007
  createTextTexture(t) {
980
- return new _t(this.render, t);
1008
+ return new Ct(this.render, t);
981
1009
  }
982
1010
  /**
983
1011
  * Destroys a texture and potentially removes its BaseTexture from the cache.
@@ -988,7 +1016,7 @@ class bt {
988
1016
  */
989
1017
  destroy(t, e = !1) {
990
1018
  let r, i;
991
- typeof t == "string" ? (i = t, r = this.cache.get(i)) : t instanceof P ? (r = t.base, i = r?.uid, t.destroy()) : (r = t, i = r.uid), r && (r.refCount <= 0 || e) && (r.destroy(this.render.gl), i && this.cache.delete(i));
1019
+ typeof t == "string" ? (i = t, r = this.cache.get(i)) : t instanceof F ? (r = t.base, i = r?.uid, t.destroy()) : (r = t, i = r.uid), r && (r.refCount <= 0 || e) && (r.destroy(this.render.gl), i && this.cache.delete(i));
992
1020
  }
993
1021
  /**
994
1022
  * Destroys all cached textures and clears the cache, ignoring reference counts.
@@ -1005,7 +1033,7 @@ class bt {
1005
1033
  });
1006
1034
  }
1007
1035
  }
1008
- class k {
1036
+ class Y {
1009
1037
  glTexture = null;
1010
1038
  width;
1011
1039
  height;
@@ -1022,8 +1050,8 @@ class k {
1022
1050
  * @returns The created BaseTexture.
1023
1051
  */
1024
1052
  static fromSource(t, e, r = {}) {
1025
- const i = K(t, e, r);
1026
- return new k(i, e.width, e.height);
1053
+ const i = J(t, e, r);
1054
+ return new Y(i, e.width, e.height);
1027
1055
  }
1028
1056
  /**
1029
1057
  * Updates the content of the existing texture (e.g. for Video or dynamic Canvas).
@@ -1032,19 +1060,19 @@ class k {
1032
1060
  * @param source - The new image source.
1033
1061
  */
1034
1062
  updateSource(t, e, r = {}) {
1035
- this.glTexture && (t.bindTexture(t.TEXTURE_2D, this.glTexture), r.textureFilter !== void 0 && tt(t, r.textureFilter), r.wrap !== void 0 && J(t, r.wrap), t.pixelStorei(t.UNPACK_FLIP_Y_WEBGL, 1), t.pixelStorei(t.UNPACK_ALIGNMENT, 1), r.premultipliedAlpha !== void 0 && t.pixelStorei(t.UNPACK_PREMULTIPLY_ALPHA_WEBGL, r.premultipliedAlpha), this.width === e.width && this.height === e.height ? t.texSubImage2D(t.TEXTURE_2D, 0, 0, 0, t.RGBA, t.UNSIGNED_BYTE, e) : (t.texImage2D(t.TEXTURE_2D, 0, t.RGBA, t.RGBA, t.UNSIGNED_BYTE, e), this.width = e.width, this.height = e.height), r.premultipliedAlpha !== void 0 && t.pixelStorei(t.UNPACK_PREMULTIPLY_ALPHA_WEBGL, !1));
1063
+ this.glTexture && (t.bindTexture(t.TEXTURE_2D, this.glTexture), r.textureFilter !== void 0 && it(t, r.textureFilter), r.wrap !== void 0 && rt(t, r.wrap), t.pixelStorei(t.UNPACK_FLIP_Y_WEBGL, 1), t.pixelStorei(t.UNPACK_ALIGNMENT, 1), r.premultipliedAlpha !== void 0 && t.pixelStorei(t.UNPACK_PREMULTIPLY_ALPHA_WEBGL, r.premultipliedAlpha), this.width === e.width && this.height === e.height ? t.texSubImage2D(t.TEXTURE_2D, 0, 0, 0, t.RGBA, t.UNSIGNED_BYTE, e) : (t.texImage2D(t.TEXTURE_2D, 0, t.RGBA, t.RGBA, t.UNSIGNED_BYTE, e), this.width = e.width, this.height = e.height), r.premultipliedAlpha !== void 0 && t.pixelStorei(t.UNPACK_PREMULTIPLY_ALPHA_WEBGL, !1));
1036
1064
  }
1037
1065
  /**
1038
1066
  * Dynamically updates the texture filtering mode.
1039
1067
  */
1040
1068
  setFilterMode(t, e) {
1041
- this.glTexture && (t.bindTexture(t.TEXTURE_2D, this.glTexture), tt(t, e), t.bindTexture(t.TEXTURE_2D, null));
1069
+ this.glTexture && (t.bindTexture(t.TEXTURE_2D, this.glTexture), it(t, e), t.bindTexture(t.TEXTURE_2D, null));
1042
1070
  }
1043
1071
  /**
1044
1072
  * Dynamically updates the texture wrap mode.
1045
1073
  */
1046
1074
  setWrapMode(t, e) {
1047
- this.glTexture && (t.bindTexture(t.TEXTURE_2D, this.glTexture), J(t, e), t.bindTexture(t.TEXTURE_2D, null));
1075
+ this.glTexture && (t.bindTexture(t.TEXTURE_2D, this.glTexture), rt(t, e), t.bindTexture(t.TEXTURE_2D, null));
1048
1076
  }
1049
1077
  /**
1050
1078
  * Destroys the WebGL texture resource.
@@ -1054,7 +1082,7 @@ class k {
1054
1082
  this.glTexture && (t.deleteTexture(this.glTexture), this.glTexture = null);
1055
1083
  }
1056
1084
  }
1057
- class P {
1085
+ class F {
1058
1086
  base;
1059
1087
  uvX = 0;
1060
1088
  uvY = 0;
@@ -1111,16 +1139,16 @@ class P {
1111
1139
  * @returns A new Texture pointing to the sub-region.
1112
1140
  */
1113
1141
  getSubTexture(t, e, r, i) {
1114
- if (!this.base) return new P();
1115
- const n = this.clone(), a = this._px, c = this._py;
1116
- return n.setRegion(a + t, c + e, r, i), n;
1142
+ if (!this.base) return new F();
1143
+ const s = this.clone(), a = this._px, o = this._py;
1144
+ return s.setRegion(a + t, o + e, r, i), s;
1117
1145
  }
1118
1146
  /**
1119
1147
  * Creates a shallow copy of this Texture, sharing the same BaseTexture.
1120
1148
  * @returns A new Texture instance.
1121
1149
  */
1122
1150
  clone(t) {
1123
- const e = t ?? new P(this.base);
1151
+ const e = t ?? new F(this.base);
1124
1152
  return t && this.base && t.setBase(this.base), e.scale = this.scale, e.uvX = this.uvX, e.uvY = this.uvY, e.uvW = this.uvW, e.uvH = this.uvH, e.rawWidth = this.rawWidth, e.rawHeight = this.rawHeight, e.offsetX = this.offsetX, e.offsetY = this.offsetY, e.flipY = this.flipY, e.isRotated = this.isRotated, e.isAtlas = this.isAtlas, e._px = this._px, e._py = this._py, e._pw = this._pw, e._ph = this._ph, e;
1125
1153
  }
1126
1154
  /**
@@ -1133,9 +1161,9 @@ class P {
1133
1161
  * @param gap - Optional pixel gap between cells.
1134
1162
  * @returns An array of split Textures.
1135
1163
  */
1136
- splitGrid(t, e, r, i, n = 0) {
1164
+ splitGrid(t, e, r, i, s = 0) {
1137
1165
  if (!this.base) return [];
1138
- const a = [], c = this.rawWidth, h = this.rawHeight, o = Math.max(0, n), u = t + o, l = e + o, d = r ?? Math.floor((c + o) / u), f = i ?? Math.floor((h + o) / l);
1166
+ const a = [], o = this.rawWidth, h = this.rawHeight, c = Math.max(0, s), u = t + c, l = e + c, d = r ?? Math.floor((o + c) / u), f = i ?? Math.floor((h + c) / l);
1139
1167
  for (let x = 0; x < f; x++)
1140
1168
  for (let g = 0; g < d; g++)
1141
1169
  a.push(this.getSubTexture(g * u, x * l, t, e));
@@ -1147,8 +1175,8 @@ class P {
1147
1175
  * @param options - Optional antialias and wrap mode settings.
1148
1176
  */
1149
1177
  static fromImageSource(t, e, r = {}) {
1150
- const i = K(t, e, r);
1151
- return new P(new k(i, e.width, e.height));
1178
+ const i = J(t, e, r);
1179
+ return new F(new Y(i, e.width, e.height));
1152
1180
  }
1153
1181
  /**
1154
1182
  * Marks this Texture as destroyed, decrementing the BaseTexture reference count.
@@ -1157,7 +1185,7 @@ class P {
1157
1185
  this.base && (this.base.refCount--, this.base = void 0), this.glTexture = null;
1158
1186
  }
1159
1187
  }
1160
- class At extends P {
1188
+ class bt extends F {
1161
1189
  framebuffer;
1162
1190
  renderbuffer;
1163
1191
  gl;
@@ -1167,9 +1195,9 @@ class At extends P {
1167
1195
  _allocW = 0;
1168
1196
  _allocH = 0;
1169
1197
  constructor(t, e) {
1170
- super(), this.gl = t.gl, this.clearColor = e.clearColor ?? p.Black;
1171
- const r = Math.max(Math.round(e.width), 1), i = Math.max(Math.round(e.height), 1), a = K(t, { width: r, height: i }, { ...e, onlySize: !0 });
1172
- if (this.setBase(new k(a, r, i)), this.framebuffer = this.gl.createFramebuffer(), this.renderbuffer = this.gl.createRenderbuffer(), !this.framebuffer || !this.renderbuffer)
1198
+ super(), this.gl = t.gl, this.clearColor = e.clearColor ?? m.Black;
1199
+ const r = Math.max(Math.round(e.width), 1), i = Math.max(Math.round(e.height), 1), a = J(t, { width: r, height: i }, { ...e, onlySize: !0 });
1200
+ if (this.setBase(new Y(a, r, i)), this.framebuffer = this.gl.createFramebuffer(), this.renderbuffer = this.gl.createRenderbuffer(), !this.framebuffer || !this.renderbuffer)
1173
1201
  throw new Error("Failed to create Framebuffer or Renderbuffer");
1174
1202
  this.resize(r, i, !0);
1175
1203
  }
@@ -1189,8 +1217,8 @@ class At extends P {
1189
1217
  t = Math.max(Math.round(t), 1), e = Math.max(Math.round(e), 1);
1190
1218
  const i = this.rawWidth === t && this.rawHeight === e;
1191
1219
  if (!r && i) return;
1192
- const n = this.gl;
1193
- (r || t > this._allocW || e > this._allocH) && this.base && (this._allocW = Math.max(this._allocW, t), this._allocH = Math.max(this._allocH, e), this.base.width = this._allocW, this.base.height = this._allocH, n.bindTexture(n.TEXTURE_2D, this.base.glTexture), n.texImage2D(n.TEXTURE_2D, 0, n.RGBA, this._allocW, this._allocH, 0, n.RGBA, n.UNSIGNED_BYTE, null), n.bindRenderbuffer(n.RENDERBUFFER, this.renderbuffer), n.renderbufferStorage(n.RENDERBUFFER, n.STENCIL_INDEX8, this._allocW, this._allocH), n.bindFramebuffer(n.FRAMEBUFFER, this.framebuffer), n.framebufferTexture2D(n.FRAMEBUFFER, n.COLOR_ATTACHMENT0, n.TEXTURE_2D, this.base.glTexture, 0), n.framebufferRenderbuffer(n.FRAMEBUFFER, n.STENCIL_ATTACHMENT, n.RENDERBUFFER, this.renderbuffer), n.bindFramebuffer(n.FRAMEBUFFER, null), n.bindRenderbuffer(n.RENDERBUFFER, null), n.bindTexture(n.TEXTURE_2D, null)), this.rawWidth = t, this.rawHeight = e, this.uvX = 0, this.uvW = t / this._allocW, this.uvY = 0, this.uvH = e / this._allocH;
1220
+ const s = this.gl;
1221
+ (r || t > this._allocW || e > this._allocH) && this.base && (this._allocW = Math.max(this._allocW, t), this._allocH = Math.max(this._allocH, e), this.base.width = this._allocW, this.base.height = this._allocH, s.bindTexture(s.TEXTURE_2D, this.base.glTexture), s.texImage2D(s.TEXTURE_2D, 0, s.RGBA, this._allocW, this._allocH, 0, s.RGBA, s.UNSIGNED_BYTE, null), s.bindRenderbuffer(s.RENDERBUFFER, this.renderbuffer), s.renderbufferStorage(s.RENDERBUFFER, s.STENCIL_INDEX8, this._allocW, this._allocH), s.bindFramebuffer(s.FRAMEBUFFER, this.framebuffer), s.framebufferTexture2D(s.FRAMEBUFFER, s.COLOR_ATTACHMENT0, s.TEXTURE_2D, this.base.glTexture, 0), s.framebufferRenderbuffer(s.FRAMEBUFFER, s.STENCIL_ATTACHMENT, s.RENDERBUFFER, this.renderbuffer), s.bindFramebuffer(s.FRAMEBUFFER, null), s.bindRenderbuffer(s.RENDERBUFFER, null), s.bindTexture(s.TEXTURE_2D, null)), this.rawWidth = t, this.rawHeight = e, this.uvX = 0, this.uvW = t / this._allocW, this.uvY = 0, this.uvH = e / this._allocH;
1194
1222
  }
1195
1223
  /**
1196
1224
  * Activates this texture as the current render target.
@@ -1222,14 +1250,14 @@ class At extends P {
1222
1250
  */
1223
1251
  GetPixels(t = 0, e = 0, r = this.rawWidth, i = this.rawHeight) {
1224
1252
  if (!this.framebuffer) return new Uint8Array(0);
1225
- const n = Math.floor(t), a = Math.floor(e), c = Math.floor(r), h = Math.floor(i);
1226
- if (c <= 0 || h <= 0) return new Uint8Array(0);
1227
- if (n < 0 || a < 0 || n >= this.rawWidth || a >= this.rawHeight)
1253
+ const s = Math.floor(t), a = Math.floor(e), o = Math.floor(r), h = Math.floor(i);
1254
+ if (o <= 0 || h <= 0) return new Uint8Array(0);
1255
+ if (s < 0 || a < 0 || s >= this.rawWidth || a >= this.rawHeight)
1228
1256
  return new Uint8Array(0);
1229
- const o = Math.min(c, this.rawWidth - n), u = Math.min(h, this.rawHeight - a), l = this.rawHeight - a - u, d = this.gl, f = d.getParameter(d.FRAMEBUFFER_BINDING);
1257
+ const c = Math.min(o, this.rawWidth - s), u = Math.min(h, this.rawHeight - a), l = this.rawHeight - a - u, d = this.gl, f = d.getParameter(d.FRAMEBUFFER_BINDING);
1230
1258
  d.bindFramebuffer(d.FRAMEBUFFER, this.framebuffer);
1231
- const x = new Uint8Array(o * u * 4);
1232
- return d.readPixels(n, l, o, u, d.RGBA, d.UNSIGNED_BYTE, x), d.bindFramebuffer(d.FRAMEBUFFER, f), x;
1259
+ const x = new Uint8Array(c * u * 4);
1260
+ return d.readPixels(s, l, c, u, d.RGBA, d.UNSIGNED_BYTE, x), d.bindFramebuffer(d.FRAMEBUFFER, f), x;
1233
1261
  }
1234
1262
  /**
1235
1263
  * Get the color at a pixel in the render texture.
@@ -1238,7 +1266,7 @@ class At extends P {
1238
1266
  */
1239
1267
  GetColorAt(t, e) {
1240
1268
  const r = this.GetPixels(t, e, 1, 1);
1241
- return r.length < 4 ? new p(0, 0, 0, 0) : new p(r[0], r[1], r[2], r[3]);
1269
+ return r.length < 4 ? new m(0, 0, 0, 0) : new m(r[0], r[1], r[2], r[3]);
1242
1270
  }
1243
1271
  /**
1244
1272
  * Destroys the framebuffer, renderbuffer, and base texture.
@@ -1256,7 +1284,7 @@ const Ut = {
1256
1284
  align: "left",
1257
1285
  baseline: "top"
1258
1286
  };
1259
- class _t extends P {
1287
+ class Ct extends F {
1260
1288
  canvas;
1261
1289
  ctx;
1262
1290
  render;
@@ -1269,8 +1297,8 @@ class _t extends P {
1269
1297
  const r = this.canvas.getContext("2d", { willReadFrequently: !0 });
1270
1298
  if (!r) throw new Error("Failed to get 2d context for TextTexture");
1271
1299
  this.ctx = r, this.canvas.width = 1, this.canvas.height = 1;
1272
- const i = K(t, this.canvas, this.options);
1273
- this.setBase(new k(i, 1, 1)), this.update();
1300
+ const i = J(t, this.canvas, this.options);
1301
+ this.setBase(new Y(i, 1, 1)), this.update();
1274
1302
  }
1275
1303
  get text() {
1276
1304
  return this._text;
@@ -1318,97 +1346,97 @@ class _t extends P {
1318
1346
  * Updates the internal canvas and uploads it to WebGL
1319
1347
  */
1320
1348
  update() {
1321
- const t = this.ctx, e = this._style.fontSize, r = this._style.fontWeight, i = this._style.fontFamily, n = `${r} ${e}px ${i}`, a = this.render.dpr;
1322
- t.font = n;
1323
- const c = this._text.split(`
1349
+ const t = this.ctx, e = this._style.fontSize, r = this._style.fontWeight, i = this._style.fontFamily, s = `${r} ${e}px ${i}`, a = this.render.dpr;
1350
+ t.font = s;
1351
+ const o = this._text.split(`
1324
1352
  `);
1325
- let h = 0, o = 0;
1353
+ let h = 0, c = 0;
1326
1354
  t.textBaseline = "alphabetic";
1327
- const u = t.measureText(c[0]), l = u.fontBoundingBoxAscent, d = u.fontBoundingBoxDescent;
1328
- for (const E of c) {
1329
- const b = t.measureText(E);
1330
- b.width > h && (h = b.width), o += l + d;
1355
+ const u = t.measureText(o[0]), l = u.fontBoundingBoxAscent, d = u.fontBoundingBoxDescent;
1356
+ for (const R of o) {
1357
+ const S = t.measureText(R);
1358
+ S.width > h && (h = S.width), c += l + d;
1331
1359
  }
1332
- o -= d;
1333
- const f = (this._style.strokeThickness || 0) * 2, x = Math.ceil(h + f) || 1, g = Math.ceil(o + f) || 1, v = x * a, T = g * a;
1334
- (this.canvas.width !== v || this.canvas.height !== T) && (this.canvas.width = v, this.canvas.height = T), t.setTransform(a, 0, 0, a, 0, 0), t.clearRect(0, 0, x, g), t.font = n, t.textBaseline = "top", t.textAlign = "left", this.updateOffset(x, g);
1335
- let R = f / 2;
1336
- for (const E of c) {
1337
- let b = f / 2;
1338
- this._style.stroke && this._style.strokeThickness > 0 && (t.lineWidth = this._style.strokeThickness, t.strokeStyle = this._style.stroke, t.strokeText(E, b, R)), this._style.fill && (t.fillStyle = this._style.fill, t.fillText(E, b, R)), R += l + d;
1360
+ c -= d;
1361
+ const f = (this._style.strokeThickness || 0) * 2, x = Math.ceil(h + f) || 1, g = Math.ceil(c + f) || 1, v = x * a, T = g * a;
1362
+ (this.canvas.width !== v || this.canvas.height !== T) && (this.canvas.width = v, this.canvas.height = T), t.setTransform(a, 0, 0, a, 0, 0), t.clearRect(0, 0, x, g), t.font = s, t.textBaseline = "top", t.textAlign = "left", this.updateOffset(x, g);
1363
+ let A = f / 2;
1364
+ for (const R of o) {
1365
+ let S = f / 2;
1366
+ this._style.stroke && this._style.strokeThickness > 0 && (t.lineWidth = this._style.strokeThickness, t.strokeStyle = this._style.stroke, t.strokeText(R, S, A)), this._style.fill && (t.fillStyle = this._style.fill, t.fillText(R, S, A)), A += l + d;
1339
1367
  }
1340
1368
  this.base?.updateSource(this.render.gl, this.canvas, this.options), this.setRegion(0, 0, this.canvas.width, this.canvas.height);
1341
1369
  }
1342
1370
  }
1343
- const Ct = (s, t = !1, e = !0) => {
1344
- const r = s.getContext("webgl2", { stencil: !0, antialias: t, premultipliedAlpha: e });
1371
+ const _t = (n, t = !1, e = !0) => {
1372
+ const r = n.getContext("webgl2", { stencil: !0, antialias: t, premultipliedAlpha: e });
1345
1373
  if (!r)
1346
1374
  throw new Error("WebGL2 is not supported in this browser.");
1347
1375
  return r;
1348
- }, ht = (s, t, e) => {
1349
- const r = s.createShader(e);
1376
+ }, ot = (n, t, e) => {
1377
+ const r = n.createShader(e);
1350
1378
  if (!r)
1351
1379
  throw new Error("Unable to create webgl shader");
1352
- if (s.shaderSource(r, t), s.compileShader(r), !s.getShaderParameter(r, s.COMPILE_STATUS)) {
1353
- const n = s.getShaderInfoLog(r);
1354
- throw console.error("Shader compilation failed:", n), new Error("Unable to compile shader: " + n + t);
1380
+ if (n.shaderSource(r, t), n.compileShader(r), !n.getShaderParameter(r, n.COMPILE_STATUS)) {
1381
+ const s = n.getShaderInfoLog(r);
1382
+ throw console.error("Shader compilation failed:", s), new Error("Unable to compile shader: " + s + t);
1355
1383
  }
1356
1384
  return r;
1357
- }, Pt = (s, t, e) => {
1358
- var r = s.createProgram(), i = ht(s, t, 35633), n = ht(s, e, 35632);
1385
+ }, Pt = (n, t, e) => {
1386
+ var r = n.createProgram(), i = ot(n, t, 35633), s = ot(n, e, 35632);
1359
1387
  if (!r)
1360
1388
  throw new Error("Unable to create program shader");
1361
- if (s.attachShader(r, i), s.attachShader(r, n), s.linkProgram(r), !s.getProgramParameter(r, s.LINK_STATUS)) {
1362
- const c = s.getProgramInfoLog(r);
1363
- throw new Error("Unable to link shader program: " + c);
1389
+ if (n.attachShader(r, i), n.attachShader(r, s), n.linkProgram(r), !n.getProgramParameter(r, n.LINK_STATUS)) {
1390
+ const o = n.getProgramInfoLog(r);
1391
+ throw new Error("Unable to link shader program: " + o);
1364
1392
  }
1365
1393
  return r;
1366
1394
  };
1367
- function J(s, t) {
1395
+ function rt(n, t) {
1368
1396
  const e = {
1369
- [Y.CLAMP]: s.CLAMP_TO_EDGE,
1370
- [Y.REPEAT]: s.REPEAT,
1371
- [Y.MIRRORED_REPEAT]: s.MIRRORED_REPEAT
1372
- }[t] || s.CLAMP_TO_EDGE;
1373
- s.texParameteri(s.TEXTURE_2D, s.TEXTURE_WRAP_S, e), s.texParameteri(s.TEXTURE_2D, s.TEXTURE_WRAP_T, e);
1397
+ [q.CLAMP]: n.CLAMP_TO_EDGE,
1398
+ [q.REPEAT]: n.REPEAT,
1399
+ [q.MIRRORED_REPEAT]: n.MIRRORED_REPEAT
1400
+ }[t] || n.CLAMP_TO_EDGE;
1401
+ n.texParameteri(n.TEXTURE_2D, n.TEXTURE_WRAP_S, e), n.texParameteri(n.TEXTURE_2D, n.TEXTURE_WRAP_T, e);
1374
1402
  }
1375
- function tt(s, t) {
1403
+ function it(n, t) {
1376
1404
  const e = {
1377
- [rt.LINEAR]: s.LINEAR,
1378
- [rt.NEAREST]: s.NEAREST
1379
- }[t] ?? s.NEAREST;
1380
- s.texParameteri(s.TEXTURE_2D, s.TEXTURE_MIN_FILTER, e), s.texParameteri(s.TEXTURE_2D, s.TEXTURE_MAG_FILTER, e);
1405
+ [nt.LINEAR]: n.LINEAR,
1406
+ [nt.NEAREST]: n.NEAREST
1407
+ }[t] ?? n.NEAREST;
1408
+ n.texParameteri(n.TEXTURE_2D, n.TEXTURE_MIN_FILTER, e), n.texParameteri(n.TEXTURE_2D, n.TEXTURE_MAG_FILTER, e);
1381
1409
  }
1382
- function K(s, t, e) {
1383
- const r = s.gl, i = r.createTexture();
1410
+ function J(n, t, e) {
1411
+ const r = n.gl, i = r.createTexture();
1384
1412
  if (!i)
1385
1413
  throw new Error("Unable to create WebGL texture");
1386
- if (r.bindTexture(r.TEXTURE_2D, i), r.pixelStorei(r.UNPACK_FLIP_Y_WEBGL, 0), r.pixelStorei(r.UNPACK_ALIGNMENT, 1), J(r, e.wrap ?? Y.CLAMP), tt(r, e.textureFilter ?? s.textureFilter), e.onlySize) {
1387
- const n = t;
1388
- r.texImage2D(r.TEXTURE_2D, 0, r.RGBA, n.width, n.height, 0, r.RGBA, r.UNSIGNED_BYTE, null);
1414
+ if (r.bindTexture(r.TEXTURE_2D, i), r.pixelStorei(r.UNPACK_FLIP_Y_WEBGL, 0), r.pixelStorei(r.UNPACK_ALIGNMENT, 1), rt(r, e.wrap ?? q.CLAMP), it(r, e.textureFilter ?? n.textureFilter), e.onlySize) {
1415
+ const s = t;
1416
+ r.texImage2D(r.TEXTURE_2D, 0, r.RGBA, s.width, s.height, 0, r.RGBA, r.UNSIGNED_BYTE, null);
1389
1417
  } else {
1390
- const n = e.premultipliedAlpha ?? s.premultipliedAlpha;
1391
- n && r.pixelStorei(r.UNPACK_PREMULTIPLY_ALPHA_WEBGL, !0), r.texImage2D(r.TEXTURE_2D, 0, r.RGBA, r.RGBA, r.UNSIGNED_BYTE, t), n && r.pixelStorei(r.UNPACK_PREMULTIPLY_ALPHA_WEBGL, !1);
1418
+ const s = e.premultipliedAlpha ?? n.premultipliedAlpha;
1419
+ s && r.pixelStorei(r.UNPACK_PREMULTIPLY_ALPHA_WEBGL, !0), r.texImage2D(r.TEXTURE_2D, 0, r.RGBA, r.RGBA, r.UNSIGNED_BYTE, t), s && r.pixelStorei(r.UNPACK_PREMULTIPLY_ALPHA_WEBGL, !1);
1392
1420
  }
1393
1421
  return r.bindTexture(r.TEXTURE_2D, null), i;
1394
1422
  }
1395
- function F(s, t) {
1396
- if (s.includes("%TEXTURE_NUM%") && (s = s.replace("%TEXTURE_NUM%", t.toString())), s.includes("%GET_COLOR%")) {
1423
+ function G(n, t) {
1424
+ if (n.includes("%TEXTURE_NUM%") && (n = n.replace("%TEXTURE_NUM%", t.toString())), n.includes("%GET_COLOR%")) {
1397
1425
  let e = "";
1398
1426
  for (let r = 0; r < t; r++)
1399
1427
  r == 0 ? e += `if(vTextureId == ${r})` : r == t - 1 ? e += "else" : e += `else if(vTextureId == ${r})`, e += `{return texture(uTextures[${r}], uv);}`;
1400
- s = s.replace("%GET_COLOR%", e);
1428
+ n = n.replace("%GET_COLOR%", e);
1401
1429
  }
1402
- return s;
1430
+ return n;
1403
1431
  }
1404
- const Nt = 5126, et = 5121;
1405
- function Lt(s, t, e) {
1406
- s.vertexAttribDivisor(t, e);
1432
+ const Nt = 5126, st = 5121;
1433
+ function Lt(n, t, e) {
1434
+ n.vertexAttribDivisor(t, e);
1407
1435
  }
1408
- function vt(s, t, e, r, i) {
1409
- s.drawArraysInstanced(t, e, r, i);
1436
+ function yt(n, t, e, r, i) {
1437
+ n.drawArraysInstanced(t, e, r, i);
1410
1438
  }
1411
- let Ot = 0;
1439
+ let It = 0;
1412
1440
  class Tt {
1413
1441
  program;
1414
1442
  attributeLoc = {};
@@ -1421,7 +1449,7 @@ class Tt {
1421
1449
  /** Whether the uniform is an array (e.g. sampler2D uTextures[8]) */
1422
1450
  uniformIsArray = {};
1423
1451
  gl;
1424
- shaderId = Ot++;
1452
+ shaderId = It++;
1425
1453
  // for debug
1426
1454
  vao;
1427
1455
  constructor(t, e, r, i) {
@@ -1450,8 +1478,8 @@ class Tt {
1450
1478
  setUniform(t, e) {
1451
1479
  const r = this.uniformLoc[t];
1452
1480
  if (r === void 0) return;
1453
- const i = this.uniformType[t], n = this.uniformIsArray[t];
1454
- It(this.gl, r, i, e, n);
1481
+ const i = this.uniformType[t], s = this.uniformIsArray[t];
1482
+ Ot(this.gl, r, i, e, s);
1455
1483
  }
1456
1484
  /**
1457
1485
  * Batch-set uniforms via a plain value map.
@@ -1498,77 +1526,77 @@ class Tt {
1498
1526
  parseShader(t) {
1499
1527
  const e = this.gl, r = t.match(/(?:in|attribute)\s+\w+\s+\w+/g);
1500
1528
  if (r)
1501
- for (const n of r) {
1502
- const c = n.split(/\s+/)[2], h = e.getAttribLocation(this.program, c);
1503
- h !== -1 && (this.attributeLoc[c] = h);
1529
+ for (const s of r) {
1530
+ const o = s.split(/\s+/)[2], h = e.getAttribLocation(this.program, o);
1531
+ h !== -1 && (this.attributeLoc[o] = h);
1504
1532
  }
1505
1533
  const i = t.match(/uniform\s+\w+\s+\w+(?:\[\d+\])?/g);
1506
1534
  if (i)
1507
- for (const n of i) {
1508
- const a = n.split(/\s+/), c = a[1], h = a[2].replace(/\[\d+\]$/, ""), o = e.getUniformLocation(this.program, h);
1509
- o !== null && (this.uniformLoc[h] = o, this.uniformType[h] = c, this.uniformIsArray[h] = /\[\d+\]$/.test(a[2]));
1535
+ for (const s of i) {
1536
+ const a = s.split(/\s+/), o = a[1], h = a[2].replace(/\[\d+\]$/, ""), c = e.getUniformLocation(this.program, h);
1537
+ c !== null && (this.uniformLoc[h] = c, this.uniformType[h] = o, this.uniformIsArray[h] = /\[\d+\]$/.test(a[2]));
1510
1538
  }
1511
1539
  }
1512
1540
  }
1513
- function It(s, t, e, r, i = !1) {
1541
+ function Ot(n, t, e, r, i = !1) {
1514
1542
  switch (e) {
1515
1543
  // scalars
1516
1544
  case "float":
1517
- return s.uniform1f(t, r);
1545
+ return n.uniform1f(t, r);
1518
1546
  case "int":
1519
1547
  case "bool":
1520
1548
  case "sampler2D":
1521
1549
  case "samplerCube":
1522
- return i ? s.uniform1iv(t, r) : s.uniform1i(t, r);
1550
+ return i ? n.uniform1iv(t, r) : n.uniform1i(t, r);
1523
1551
  // float vectors
1524
1552
  case "vec2":
1525
- return s.uniform2fv(t, r);
1553
+ return n.uniform2fv(t, r);
1526
1554
  case "vec3":
1527
- return s.uniform3fv(t, r);
1555
+ return n.uniform3fv(t, r);
1528
1556
  case "vec4":
1529
- return s.uniform4fv(t, r);
1557
+ return n.uniform4fv(t, r);
1530
1558
  // int / bool vectors
1531
1559
  case "ivec2":
1532
1560
  case "bvec2":
1533
- return s.uniform2iv(t, r);
1561
+ return n.uniform2iv(t, r);
1534
1562
  case "ivec3":
1535
1563
  case "bvec3":
1536
- return s.uniform3iv(t, r);
1564
+ return n.uniform3iv(t, r);
1537
1565
  case "ivec4":
1538
1566
  case "bvec4":
1539
- return s.uniform4iv(t, r);
1567
+ return n.uniform4iv(t, r);
1540
1568
  // matrices (column-major, transpose = false)
1541
1569
  case "mat2":
1542
- return s.uniformMatrix2fv(t, !1, r);
1570
+ return n.uniformMatrix2fv(t, !1, r);
1543
1571
  case "mat3":
1544
- return s.uniformMatrix3fv(t, !1, r);
1572
+ return n.uniformMatrix3fv(t, !1, r);
1545
1573
  case "mat4":
1546
- return s.uniformMatrix4fv(t, !1, r);
1574
+ return n.uniformMatrix4fv(t, !1, r);
1547
1575
  // fallback: guess by value shape
1548
1576
  default:
1549
- return Wt(s, t, r);
1577
+ return Ft(n, t, r);
1550
1578
  }
1551
1579
  }
1552
- function Wt(s, t, e) {
1580
+ function Ft(n, t, e) {
1553
1581
  if (typeof e == "number")
1554
- return s.uniform1f(t, e);
1582
+ return n.uniform1f(t, e);
1555
1583
  const r = e;
1556
1584
  switch (r.length) {
1557
1585
  case 2:
1558
- return s.uniform2fv(t, r);
1586
+ return n.uniform2fv(t, r);
1559
1587
  case 3:
1560
- return s.uniform3fv(t, r);
1588
+ return n.uniform3fv(t, r);
1561
1589
  case 4:
1562
- return s.uniform4fv(t, r);
1590
+ return n.uniform4fv(t, r);
1563
1591
  case 9:
1564
- return s.uniformMatrix3fv(t, !1, r);
1592
+ return n.uniformMatrix3fv(t, !1, r);
1565
1593
  case 16:
1566
- return s.uniformMatrix4fv(t, !1, r);
1594
+ return n.uniformMatrix4fv(t, !1, r);
1567
1595
  default:
1568
- return s.uniform1fv(t, r);
1596
+ return n.uniform1fv(t, r);
1569
1597
  }
1570
1598
  }
1571
- class ot {
1599
+ class ct {
1572
1600
  /** Custom vertex shader code */
1573
1601
  vs;
1574
1602
  /** Custom fragment shader code */
@@ -1586,8 +1614,8 @@ class ot {
1586
1614
  /** Padding in pixels this shader needs beyond the sprite bounds (for outline/glow effects) */
1587
1615
  padding = 0;
1588
1616
  rapid;
1589
- constructor(t, e, r, i = 0, n) {
1590
- this.vs = e, this.fs = r, this.rapid = t, this.uniforms = n ?? {}, this.usedTextureUnitNum = i;
1617
+ constructor(t, e, r, i = 0, s) {
1618
+ this.vs = e, this.fs = r, this.rapid = t, this.uniforms = s ?? {}, this.usedTextureUnitNum = i;
1591
1619
  }
1592
1620
  /**
1593
1621
  * Updates uniform values or textures for the custom shader.
@@ -1596,8 +1624,8 @@ class ot {
1596
1624
  setUniforms(t) {
1597
1625
  this.rapid.flush();
1598
1626
  const e = {}, r = {};
1599
- for (const [i, n] of Object.entries(t))
1600
- n instanceof WebGLTexture ? r[i] = n : e[i] = n;
1627
+ for (const [i, s] of Object.entries(t))
1628
+ s instanceof WebGLTexture ? r[i] = s : e[i] = s;
1601
1629
  Object.assign(this.uniforms, e), Object.assign(this.uniformTextures, r);
1602
1630
  for (const i of this.glshader.keys())
1603
1631
  this.uniformDirty.add(i);
@@ -1636,11 +1664,11 @@ class ot {
1636
1664
  if (i == null || r == null)
1637
1665
  return console.warn("CustomGlShader: missing base shader for " + e), null;
1638
1666
  r = r.replace("// CUSTOM_CODE_CALL", "vertex(position, vRegion);"), i = i.replace("// CUSTOM_CODE_CALL", "fragment(fragColor);"), r = r.replace("// CUSTOM_CODE", this.vs), i = i.replace("// CUSTOM_CODE", this.fs);
1639
- const n = t.createShader(r, i);
1640
- return n.isCustom = !0, n.padding = this.padding, this.glshader.set(e, n), this.uniformDirty.add(e), n;
1667
+ const s = t.createShader(r, i);
1668
+ return s.isCustom = !0, s.padding = this.padding, this.glshader.set(e, s), this.uniformDirty.add(e), s;
1641
1669
  }
1642
1670
  }
1643
- class yt {
1671
+ class Et {
1644
1672
  constructor(t) {
1645
1673
  this.rapid = t, this.gl = t.gl, this.maxTextureUnits = t.maxTextureUnits, this.matrixStore = t.matrix;
1646
1674
  }
@@ -1672,8 +1700,8 @@ class yt {
1672
1700
  }
1673
1701
  findTextureUnit(t, e = 0, r = 0) {
1674
1702
  for (let i = 0; i < this.usedTextures.length; i++) {
1675
- const n = i * 2;
1676
- if (this.usedTextures[i] === t && this.usedTexturePadding[n] === e && this.usedTexturePadding[n + 1] === r)
1703
+ const s = i * 2;
1704
+ if (this.usedTextures[i] === t && this.usedTexturePadding[s] === e && this.usedTexturePadding[s + 1] === r)
1677
1705
  return i;
1678
1706
  }
1679
1707
  return -1;
@@ -1691,7 +1719,7 @@ class yt {
1691
1719
  getCustomShader(t) {
1692
1720
  if (!t)
1693
1721
  return this.defaultShader;
1694
- if (t instanceof ot) {
1722
+ if (t instanceof ct) {
1695
1723
  const e = this.createCustomShader(t);
1696
1724
  return e ?? this.defaultShader;
1697
1725
  }
@@ -1706,7 +1734,7 @@ class yt {
1706
1734
  return this.isDefaultShader && !t ? !0 : this.getCustomShader(t) == this.currentShader;
1707
1735
  }
1708
1736
  enter(t) {
1709
- this.resetRender(), this.currentShader = this.getCustomShader(t), t instanceof ot ? (this.customShader = t, this.customShaderUsedTextureNum = t.usedTextureUnitNum) : (this.customShader = null, this.customShaderUsedTextureNum = 0), this.isDefaultShader = this.currentShader == this.defaultShader, this.currentShader.use(), this.currentShader.setUniform("u_projection", this.rapid.projection);
1737
+ this.resetRender(), this.currentShader = this.getCustomShader(t), t instanceof ct ? (this.customShader = t, this.customShaderUsedTextureNum = t.usedTextureUnitNum) : (this.customShader = null, this.customShaderUsedTextureNum = 0), this.isDefaultShader = this.currentShader == this.defaultShader, this.currentShader.use(), this.currentShader.setUniform("u_projection", this.rapid.projection);
1710
1738
  }
1711
1739
  exit() {
1712
1740
  this.hasPendingContent() && this.flush(), this.gl.bindVertexArray(null);
@@ -1721,8 +1749,8 @@ class yt {
1721
1749
  const t = this.currentShader;
1722
1750
  if (t.use(), this.customShader) {
1723
1751
  const r = this.customShader, i = {};
1724
- for (const n in r.uniformTextures)
1725
- i[n] = this.useTexture(r.uniformTextures[n]);
1752
+ for (const s in r.uniformTextures)
1753
+ i[s] = this.useTexture(r.uniformTextures[s]);
1726
1754
  this.customShader.applyUniform(this.KEY, i);
1727
1755
  }
1728
1756
  const e = this.gl;
@@ -1743,7 +1771,7 @@ class yt {
1743
1771
  return !1;
1744
1772
  }
1745
1773
  }
1746
- const $ = `#version 300 es\r
1774
+ const Z = `#version 300 es\r
1747
1775
  precision highp float;\r
1748
1776
  \r
1749
1777
  // per-vertex\r
@@ -1791,7 +1819,7 @@ void main(void) {\r
1791
1819
  \r
1792
1820
  gl_Position = u_projection * position;\r
1793
1821
  }\r
1794
- `, ct = `#version 300 es\r
1822
+ `, ut = `#version 300 es\r
1795
1823
  precision mediump float;\r
1796
1824
  \r
1797
1825
  uniform sampler2D uTextures[%TEXTURE_NUM%];\r
@@ -1840,8 +1868,8 @@ void main(void) {\r
1840
1868
  \r
1841
1869
  // CUSTOM_CODE_CALL\r
1842
1870
  }\r
1843
- `, V = 48, Ft = new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]);
1844
- class it extends yt {
1871
+ `, j = 48, Wt = new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]);
1872
+ class at extends Et {
1845
1873
  instanceBuffer;
1846
1874
  quadBuffer;
1847
1875
  instanceCount = 0;
@@ -1853,28 +1881,28 @@ class it extends yt {
1853
1881
  }
1854
1882
  createBuffer() {
1855
1883
  const t = this.gl;
1856
- this.quadBuffer = new Q(t, I.Float32, t.ARRAY_BUFFER, t.STATIC_DRAW), this.quadBuffer.bindBuffer();
1857
- for (const e of Ft) this.quadBuffer.pushFloat32(e);
1858
- this.quadBuffer.makeDirty(), this.quadBuffer.bufferData(), this.instanceBuffer = new Q(t, I.Uint32, t.ARRAY_BUFFER, t.DYNAMIC_DRAW);
1884
+ this.quadBuffer = new et(t, U.Float32, t.ARRAY_BUFFER, t.STATIC_DRAW), this.quadBuffer.bindBuffer();
1885
+ for (const e of Wt) this.quadBuffer.pushFloat32(e);
1886
+ this.quadBuffer.makeDirty(), this.quadBuffer.bufferData(), this.instanceBuffer = new et(t, U.Uint32, t.ARRAY_BUFFER, t.DYNAMIC_DRAW);
1859
1887
  }
1860
1888
  createDefaultShader() {
1861
- const t = this.rapid, e = F(ct, t.maxTextureUnits), r = F($, t.maxTextureUnits);
1889
+ const t = this.rapid, e = G(ut, t.maxTextureUnits), r = G(Z, t.maxTextureUnits);
1862
1890
  return this.vs = r, this.fs = e, this.defaultShader = this.createShader(r, e), this.defaultShader;
1863
1891
  }
1864
1892
  createShader(t, e) {
1865
1893
  const r = super.createShader(t, e);
1866
1894
  return r.use(), r.bindVAO(), this.instanceBuffer.bindBuffer(), r.setAttributes([
1867
- { name: "aMatrixRow0", size: 3, stride: V, offset: 0, divisor: 1 },
1868
- { name: "aMatrixRow1", size: 3, stride: V, offset: 12, divisor: 1 },
1869
- { name: "aUVRect", size: 4, stride: V, offset: 24, divisor: 1 },
1870
- { name: "aColor", size: 4, type: et, normalized: !0, stride: V, offset: 40, divisor: 1 },
1871
- { name: "aTextureId", size: 1, type: et, stride: V, offset: 44, divisor: 1 }
1895
+ { name: "aMatrixRow0", size: 3, stride: j, offset: 0, divisor: 1 },
1896
+ { name: "aMatrixRow1", size: 3, stride: j, offset: 12, divisor: 1 },
1897
+ { name: "aUVRect", size: 4, stride: j, offset: 24, divisor: 1 },
1898
+ { name: "aColor", size: 4, type: st, normalized: !0, stride: j, offset: 40, divisor: 1 },
1899
+ { name: "aTextureId", size: 1, type: st, stride: j, offset: 44, divisor: 1 }
1872
1900
  ]), this.quadBuffer.bindBuffer(), r.setAttributes([
1873
1901
  { name: "aVertex", size: 2, stride: 8, offset: 0, divisor: 0 }
1874
1902
  ]), r.unbindVAO(), this.currentShader && this.currentShader.use(), r;
1875
1903
  }
1876
1904
  createCustomShader(t) {
1877
- const e = F(ct, this.rapid.maxTextureUnits - t.usedTextureUnitNum), r = F($, this.rapid.maxTextureUnits - t.usedTextureUnitNum);
1905
+ const e = G(ut, this.rapid.maxTextureUnits - t.usedTextureUnitNum), r = G(Z, this.rapid.maxTextureUnits - t.usedTextureUnitNum);
1878
1906
  return t.getGLShader(this, this.KEY, r, e);
1879
1907
  }
1880
1908
  /**
@@ -1889,7 +1917,7 @@ class it extends yt {
1889
1917
  * @param v1 Bottom UV mapped coordinate (default 1).
1890
1918
  * @param color The tint color as packed ABGR uniform uint32 (default 0xFFFFFFFF).
1891
1919
  */
1892
- drawSprite(t, e, r = 0, i = 0, n = 1, a = 1, c = 4294967295, h = 0, o = 0, u = !1, l = !1, d = !1) {
1920
+ drawSprite(t, e, r = 0, i = 0, s = 1, a = 1, o = 4294967295, h = 0, c = 0, u = !1, l = !1, d = !1) {
1893
1921
  const f = e * 6, x = this.matrixStore.data;
1894
1922
  this.drawSpriteAffine(
1895
1923
  t,
@@ -1901,33 +1929,33 @@ class it extends yt {
1901
1929
  x[f + 5],
1902
1930
  r,
1903
1931
  i,
1904
- n,
1932
+ s,
1905
1933
  a,
1906
- c,
1907
- h,
1908
1934
  o,
1935
+ h,
1936
+ c,
1909
1937
  u,
1910
1938
  l,
1911
1939
  d
1912
1940
  );
1913
1941
  }
1914
- drawSpriteAffine(t, e, r, i, n, a, c, h = 0, o = 0, u = 1, l = 1, d = 4294967295, f = 0, x = 0, g = !1, v = !1, T = !1) {
1915
- const R = t.base, E = t.scale ?? 1, b = t.rawWidth, N = t.rawHeight, W = t.offsetX, L = t.offsetY, S = this.useTexture(
1942
+ drawSpriteAffine(t, e, r, i, s, a, o, h = 0, c = 0, u = 1, l = 1, d = 4294967295, f = 0, x = 0, g = !1, v = !1, T = !1) {
1943
+ const A = t.base, R = t.scale ?? 1, S = t.rawWidth, P = t.rawHeight, H = t.offsetX, X = t.offsetY, B = this.useTexture(
1916
1944
  t.glTexture,
1917
- f / E / R.width,
1918
- x / E / R.height
1919
- ), w = this.instanceBuffer, A = w.usedElemNum;
1920
- w.resize(12);
1921
- const U = w.float32, O = w.uint32, j = (T ? N : b) * E, q = (T ? b : N) * E, G = j + 2 * f, H = q + 2 * x, nt = W - f, at = L - x, M = this.localSpriteMatrix;
1922
- T ? (M[0] = 0, M[1] = v ? H : -H, M[2] = g ? -G : G, M[3] = 0, M[4] = nt + (g ? G : 0), M[5] = at + (v ? 0 : H)) : (M[0] = g ? -G : G, M[1] = 0, M[2] = 0, M[3] = v ? -H : H, M[4] = nt + (g ? G : 0), M[5] = at + (v ? H : 0));
1923
- const _ = this.worldSpriteMatrix;
1924
- _[0] = e * M[0] + i * M[1], _[1] = r * M[0] + n * M[1], _[2] = e * M[2] + i * M[3], _[3] = r * M[2] + n * M[3], _[4] = a + e * M[4] + i * M[5], _[5] = c + r * M[4] + n * M[5], U[A + 6] = h, U[A + 7] = o, U[A + 8] = u, U[A + 9] = l, O[A + 10] = d, O[A + 11] = S, this.rapid.roundPixels && (_[4] = Math.round(_[4]), _[5] = Math.round(_[5])), U[A] = _[0], U[A + 1] = _[2], U[A + 2] = _[4], U[A + 3] = _[1], U[A + 4] = _[3], U[A + 5] = _[5], w.usedElemNum += 12, w.makeDirty(), this.instanceCount++;
1945
+ f / R / A.width,
1946
+ x / R / A.height
1947
+ ), N = this.instanceBuffer, b = N.usedElemNum;
1948
+ N.resize(12);
1949
+ const _ = N.float32, W = N.uint32, D = (T ? P : S) * R, k = (T ? S : P) * R, I = D + 2 * f, M = k + 2 * x, L = H - f, z = X - x, y = this.localSpriteMatrix;
1950
+ T ? (y[0] = 0, y[1] = v ? M : -M, y[2] = g ? -I : I, y[3] = 0, y[4] = L + (g ? I : 0), y[5] = z + (v ? 0 : M)) : (y[0] = g ? -I : I, y[1] = 0, y[2] = 0, y[3] = v ? -M : M, y[4] = L + (g ? I : 0), y[5] = z + (v ? M : 0));
1951
+ const w = this.worldSpriteMatrix;
1952
+ w[0] = e * y[0] + i * y[1], w[1] = r * y[0] + s * y[1], w[2] = e * y[2] + i * y[3], w[3] = r * y[2] + s * y[3], w[4] = a + e * y[4] + i * y[5], w[5] = o + r * y[4] + s * y[5], _[b + 6] = h, _[b + 7] = c, _[b + 8] = u, _[b + 9] = l, W[b + 10] = d, W[b + 11] = B, this.rapid.roundPixels && (w[4] = Math.round(w[4]), w[5] = Math.round(w[5])), _[b] = w[0], _[b + 1] = w[2], _[b + 2] = w[4], _[b + 3] = w[1], _[b + 4] = w[3], _[b + 5] = w[5], N.usedElemNum += 12, N.makeDirty(), this.instanceCount++;
1925
1953
  }
1926
1954
  render() {
1927
1955
  if (this.instanceCount === 0) return;
1928
1956
  this.prepareRender();
1929
1957
  const t = this.gl, e = this.currentShader;
1930
- this.instanceBuffer.bindBuffer(), this.instanceBuffer.bufferData(), e.bindVAO(), vt(t, t.TRIANGLE_STRIP, 0, 4, this.instanceCount), this.rapid.drawcallCount++;
1958
+ this.instanceBuffer.bindBuffer(), this.instanceBuffer.bufferData(), e.bindVAO(), yt(t, t.TRIANGLE_STRIP, 0, 4, this.instanceCount), this.rapid.drawcallCount++;
1931
1959
  }
1932
1960
  resetRender() {
1933
1961
  super.resetRender(), this.instanceBuffer.clear(), this.instanceCount = 0;
@@ -1936,7 +1964,7 @@ class it extends yt {
1936
1964
  return this.instanceCount > 0;
1937
1965
  }
1938
1966
  }
1939
- const Dt = `#version 300 es\r
1967
+ const Bt = `#version 300 es\r
1940
1968
  precision highp float;\r
1941
1969
  \r
1942
1970
  in vec2 aPosition;\r
@@ -1967,7 +1995,7 @@ void main(void) {\r
1967
1995
  // CUSTOM_CODE_CALL\r
1968
1996
  gl_Position = u_projection * position;\r
1969
1997
  }\r
1970
- `, Bt = `#version 300 es\r
1998
+ `, Dt = `#version 300 es\r
1971
1999
  precision mediump float;\r
1972
2000
  \r
1973
2001
  in vec4 vColor;\r
@@ -2056,8 +2084,8 @@ void main(void) {\r
2056
2084
  discard;\r
2057
2085
  }\r
2058
2086
  }\r
2059
- `, z = 20;
2060
- class Ht extends yt {
2087
+ `, $ = 20;
2088
+ class Ht extends Et {
2061
2089
  vertexBuffer;
2062
2090
  vertexCount = 0;
2063
2091
  matrixIndex = -1;
@@ -2070,24 +2098,24 @@ class Ht extends yt {
2070
2098
  }
2071
2099
  createBuffer() {
2072
2100
  const t = this.gl;
2073
- this.vertexBuffer = new Q(t, I.Float32, t.ARRAY_BUFFER, t.DYNAMIC_DRAW), this.maskShader = this.createMaskShader(kt, Gt);
2101
+ this.vertexBuffer = new et(t, U.Float32, t.ARRAY_BUFFER, t.DYNAMIC_DRAW), this.maskShader = this.createMaskShader(kt, Gt);
2074
2102
  }
2075
2103
  createDefaultShader() {
2076
- return this.vs = Dt, this.fs = Bt, this.defaultShader = this.createShader(this.vs, this.fs), this.defaultShader;
2104
+ return this.vs = Bt, this.fs = Dt, this.defaultShader = this.createShader(this.vs, this.fs), this.defaultShader;
2077
2105
  }
2078
2106
  createMaskShader(t, e) {
2079
2107
  const r = this.gl, i = new Tt(r, t, e);
2080
2108
  return i.use(), i.bindVAO(), this.vertexBuffer.bindBuffer(), i.setAttributes([
2081
- { name: "aPosition", size: 2, type: r.FLOAT, stride: z - 4, offset: 0, divisor: 0 },
2082
- { name: "aUV", size: 2, type: r.FLOAT, stride: z - 4, offset: 8, divisor: 0 }
2109
+ { name: "aPosition", size: 2, type: r.FLOAT, stride: $ - 4, offset: 0, divisor: 0 },
2110
+ { name: "aUV", size: 2, type: r.FLOAT, stride: $ - 4, offset: 8, divisor: 0 }
2083
2111
  ]), i.unbindVAO(), this.currentShader && this.currentShader.use(), i;
2084
2112
  }
2085
2113
  createShader(t, e) {
2086
2114
  const r = this.gl, i = super.createShader(t, e);
2087
2115
  return i.use(), i.bindVAO(), this.vertexBuffer.bindBuffer(), i.setAttributes([
2088
- { name: "aPosition", size: 2, type: r.FLOAT, stride: z, offset: 0, divisor: 0 },
2089
- { name: "aColor", size: 4, type: r.UNSIGNED_BYTE, normalized: !0, stride: z, offset: 8, divisor: 0 },
2090
- { name: "aUV", size: 2, type: r.FLOAT, stride: z, offset: 12, divisor: 0 }
2116
+ { name: "aPosition", size: 2, type: r.FLOAT, stride: $, offset: 0, divisor: 0 },
2117
+ { name: "aColor", size: 4, type: r.UNSIGNED_BYTE, normalized: !0, stride: $, offset: 8, divisor: 0 },
2118
+ { name: "aUV", size: 2, type: r.FLOAT, stride: $, offset: 12, divisor: 0 }
2091
2119
  ]), i.unbindVAO(), this.currentShader && this.currentShader.use(), i;
2092
2120
  }
2093
2121
  /**
@@ -2107,22 +2135,22 @@ class Ht extends yt {
2107
2135
  * @param v UV mapped Y value (0-1, default 0).
2108
2136
  * @param color Pre-multiplied hex color combined using ABGR byte order (default 0xFFFFFFFF).
2109
2137
  */
2110
- addVertex(t, e, r = 0, i = 0, n = 4294967295) {
2138
+ addVertex(t, e, r = 0, i = 0, s = 4294967295) {
2111
2139
  const a = this.vertexBuffer;
2112
- a.pushFloat32(t), a.pushFloat32(e), this.currentShader != this.maskShader && a.pushUint32(n), a.pushFloat32(r), a.pushFloat32(i), this.vertexCount++, this.vertexBuffer.makeDirty();
2140
+ a.pushFloat32(t), a.pushFloat32(e), this.currentShader != this.maskShader && a.pushUint32(s), a.pushFloat32(r), a.pushFloat32(i), this.vertexCount++, this.vertexBuffer.makeDirty();
2113
2141
  }
2114
2142
  /**
2115
2143
  * Finishes the graphic construction and dispatches the rendering call immediately.
2116
2144
  */
2117
2145
  endGraphic() {
2118
- this.render();
2146
+ this.flush();
2119
2147
  }
2120
2148
  render() {
2121
2149
  if (this.vertexCount === 0) return;
2122
2150
  this.prepareRender();
2123
2151
  const t = this.gl, e = this.currentShader, r = this.matrixIndex * 6, i = this.matrixStore.data;
2124
- let n = i[r + 4], a = i[r + 5];
2125
- this.rapid.roundPixels && (n = Math.round(n), a = Math.round(a)), e.setUniform("uMatrixRow0", [i[r], i[r + 2], n]), e.setUniform("uMatrixRow1", [i[r + 1], i[r + 3], a]), e.setUniform(
2152
+ let s = i[r + 4], a = i[r + 5];
2153
+ this.rapid.roundPixels && (s = Math.round(s), a = Math.round(a)), e.setUniform("uMatrixRow0", [i[r], i[r + 2], s]), e.setUniform("uMatrixRow1", [i[r + 1], i[r + 3], a]), e.setUniform(
2126
2154
  "uUVRect",
2127
2155
  this.texture ? [this.texture.uvX, this.texture.uvY, this.texture.uvW, this.texture.uvH] : [0, 0, 1, 1]
2128
2156
  ), this.texture?.glTexture ? (t.activeTexture(t.TEXTURE0), t.bindTexture(t.TEXTURE_2D, this.texture.glTexture), e.setUniform("uTexture", 0), e.setUniform("uUseTexture", 1)) : e.setUniform("uUseTexture", 0), this.vertexBuffer.bindBuffer(), this.vertexBuffer.bufferData(), e.bindVAO(), t.drawArrays(this.drawMode, 0, this.vertexCount), this.rapid.drawcallCount++, this.texture = void 0;
@@ -2131,15 +2159,15 @@ class Ht extends yt {
2131
2159
  return !1;
2132
2160
  }
2133
2161
  }
2134
- class m {
2162
+ class p {
2135
2163
  x;
2136
2164
  y;
2137
- static ZERO = new m(0, 0);
2138
- static ONE = new m(1, 1);
2139
- static UP = new m(0, 1);
2140
- static DOWN = new m(0, -1);
2141
- static LEFT = new m(-1, 0);
2142
- static RIGHT = new m(1, 0);
2165
+ static ZERO = new p(0, 0);
2166
+ static ONE = new p(1, 1);
2167
+ static UP = new p(0, 1);
2168
+ static DOWN = new p(0, -1);
2169
+ static LEFT = new p(-1, 0);
2170
+ static RIGHT = new p(1, 0);
2143
2171
  constructor(t, e) {
2144
2172
  this.x = t !== void 0 ? t : 0, this.y = e !== void 0 ? e : 0;
2145
2173
  }
@@ -2147,22 +2175,22 @@ class m {
2147
2175
  return e === void 0 ? (this.x = t, this.y = t) : (this.x = t, this.y = e), this;
2148
2176
  }
2149
2177
  add(t) {
2150
- return new m(this.x + t.x, this.y + t.y);
2178
+ return new p(this.x + t.x, this.y + t.y);
2151
2179
  }
2152
2180
  subtract(t) {
2153
- return new m(this.x - t.x, this.y - t.y);
2181
+ return new p(this.x - t.x, this.y - t.y);
2154
2182
  }
2155
2183
  sub(t) {
2156
- return new m(this.x - t.x, this.y - t.y);
2184
+ return new p(this.x - t.x, this.y - t.y);
2157
2185
  }
2158
2186
  multiply(t) {
2159
- return t instanceof m ? new m(this.x * t.x, this.y * t.y) : new m(this.x * t, this.y * t);
2187
+ return t instanceof p ? new p(this.x * t.x, this.y * t.y) : new p(this.x * t, this.y * t);
2160
2188
  }
2161
2189
  mul(t) {
2162
2190
  return this.multiply(t);
2163
2191
  }
2164
2192
  divide(t) {
2165
- return t instanceof m ? new m(this.x / t.x, this.y / t.y) : new m(this.x / t, this.y / t);
2193
+ return t instanceof p ? new p(this.x / t.x, this.y / t.y) : new p(this.x / t, this.y / t);
2166
2194
  }
2167
2195
  dot(t) {
2168
2196
  return this.x * t.x + this.y * t.y;
@@ -2175,13 +2203,13 @@ class m {
2175
2203
  return Math.sqrt(e * e + r * r);
2176
2204
  }
2177
2205
  clone() {
2178
- return new m(this.x, this.y);
2206
+ return new p(this.x, this.y);
2179
2207
  }
2180
2208
  to(t) {
2181
2209
  this.x = t.x, this.y = t.y;
2182
2210
  }
2183
2211
  copy() {
2184
- return new m(this.x, this.y);
2212
+ return new p(this.x, this.y);
2185
2213
  }
2186
2214
  equals(t) {
2187
2215
  return t.x == this.x && t.y == this.y;
@@ -2194,7 +2222,7 @@ class m {
2194
2222
  return this.x = -this.x, this.y = -this.y, this;
2195
2223
  }
2196
2224
  inverted() {
2197
- return new m(this.x * -1, this.y * -1);
2225
+ return new p(this.x * -1, this.y * -1);
2198
2226
  }
2199
2227
  length() {
2200
2228
  return Math.sqrt(this.x * this.x + this.y * this.y);
@@ -2208,13 +2236,13 @@ class m {
2208
2236
  }
2209
2237
  normalized() {
2210
2238
  const t = this.length();
2211
- return new m(this.x / t || 0, this.y / t || 0);
2239
+ return new p(this.x / t || 0, this.y / t || 0);
2212
2240
  }
2213
2241
  fix(t = 1e-13) {
2214
2242
  this.x = Math.abs(this.x) < t ? 0 : this.x, this.y = Math.abs(this.y) < t ? 0 : this.y;
2215
2243
  }
2216
2244
  fixed(t = 1e-13) {
2217
- return new m(
2245
+ return new p(
2218
2246
  Math.abs(this.x) < t ? 0 : this.x,
2219
2247
  Math.abs(this.y) < t ? 0 : this.y
2220
2248
  );
@@ -2223,13 +2251,13 @@ class m {
2223
2251
  return Math.atan2(this.y, this.x);
2224
2252
  }
2225
2253
  abs() {
2226
- return new m(Math.abs(this.x), Math.abs(this.y));
2254
+ return new p(Math.abs(this.x), Math.abs(this.y));
2227
2255
  }
2228
2256
  floor() {
2229
- return new m(Math.floor(this.x), Math.floor(this.y));
2257
+ return new p(Math.floor(this.x), Math.floor(this.y));
2230
2258
  }
2231
2259
  ceil() {
2232
- return new m(Math.ceil(this.x), Math.ceil(this.y));
2260
+ return new p(Math.ceil(this.x), Math.ceil(this.y));
2233
2261
  }
2234
2262
  stringify() {
2235
2263
  return `Vec2(${this.x}, ${this.y})`;
@@ -2250,66 +2278,66 @@ class m {
2250
2278
  return this.x = Math.cos(t) * e, this.y = Math.sin(t) * e, this;
2251
2279
  }
2252
2280
  static FromArray(t) {
2253
- return t.map((e) => new m(e[0], e[1]));
2281
+ return t.map((e) => new p(e[0], e[1]));
2254
2282
  }
2255
2283
  static fromAngle(t) {
2256
- return new m(Math.cos(t), Math.sin(t));
2284
+ return new p(Math.cos(t), Math.sin(t));
2257
2285
  }
2258
2286
  }
2259
- const Vt = (s, t) => {
2260
- const [e, r, i, n, a, c] = t, h = new Float32Array([
2287
+ const Vt = (n, t) => {
2288
+ const [e, r, i, s, a, o] = t, h = new Float32Array([
2261
2289
  e,
2262
- n,
2290
+ i,
2263
2291
  0,
2264
2292
  0,
2265
2293
  r,
2266
- a,
2294
+ s,
2267
2295
  0,
2268
2296
  0,
2269
- i,
2270
- c,
2271
- 1,
2272
2297
  0,
2273
2298
  0,
2299
+ 1,
2274
2300
  0,
2301
+ a,
2302
+ o,
2275
2303
  0,
2276
2304
  1
2277
2305
  ]);
2278
- return zt(s, h);
2279
- }, zt = (s, t) => {
2306
+ return Yt(h, n);
2307
+ }, Yt = (n, t) => {
2280
2308
  const e = new Float32Array(16);
2281
2309
  for (let r = 0; r < 4; r++)
2282
2310
  for (let i = 0; i < 4; i++) {
2283
- let n = 0;
2311
+ let s = 0;
2284
2312
  for (let a = 0; a < 4; a++)
2285
- n += s[i * 4 + a] * t[a * 4 + r];
2286
- e[i * 4 + r] = n;
2313
+ s += n[i * 4 + a] * t[a * 4 + r];
2314
+ e[i * 4 + r] = s;
2287
2315
  }
2288
2316
  return e;
2289
2317
  };
2290
- var Yt = /* @__PURE__ */ ((s) => (s[s.STRETCH = 0] = "STRETCH", s[s.REPEAT = 1] = "REPEAT", s))(Yt || {});
2291
- const Z = 10, ut = (s, t, e, r, i, n) => {
2292
- const a = [], c = [], h = r ? Math.atan2(t.y, t.x) : Math.atan2(-t.y, -t.x), o = Math.PI, u = new m(t.y, -t.x);
2293
- for (let l = 0; l < Z; l++) {
2294
- const d = l / Z, f = (l + 1) / Z, x = h + d * o, g = h + f * o, v = new m(Math.cos(x) * e, Math.sin(x) * e), T = new m(Math.cos(g) * e, Math.sin(g) * e);
2295
- a.push(s), c.push(new m(i, 0.5)), a.push(s.add(v)), c.push(new m(i + v.dot(u) * n, 0.5 - 0.5 * v.dot(t) / e)), a.push(s.add(T)), c.push(new m(i + T.dot(u) * n, 0.5 - 0.5 * T.dot(t) / e));
2296
- }
2297
- return { vertices: a, uv: c };
2298
- }, Xt = (s, t = !1) => {
2318
+ var Xt = /* @__PURE__ */ ((n) => (n[n.STRETCH = 0] = "STRETCH", n[n.REPEAT = 1] = "REPEAT", n))(Xt || {});
2319
+ const tt = 10, lt = (n, t, e, r, i, s) => {
2320
+ const a = [], o = [], h = r ? Math.atan2(t.y, t.x) : Math.atan2(-t.y, -t.x), c = Math.PI, u = new p(t.y, -t.x);
2321
+ for (let l = 0; l < tt; l++) {
2322
+ const d = l / tt, f = (l + 1) / tt, x = h + d * c, g = h + f * c, v = new p(Math.cos(x) * e, Math.sin(x) * e), T = new p(Math.cos(g) * e, Math.sin(g) * e);
2323
+ a.push(n), o.push(new p(i, 0.5)), a.push(n.add(v)), o.push(new p(i + v.dot(u) * s, 0.5 - 0.5 * v.dot(t) / e)), a.push(n.add(T)), o.push(new p(i + T.dot(u) * s, 0.5 - 0.5 * T.dot(t) / e));
2324
+ }
2325
+ return { vertices: a, uv: o };
2326
+ }, zt = (n, t = !1) => {
2299
2327
  const e = [];
2300
- if (s.length < 2 || t && s.length < 3) return { normals: e, length: 0 };
2301
- const r = 4, i = 1e-3, n = s.length;
2328
+ if (n.length < 2 || t && n.length < 3) return { normals: e, length: 0 };
2329
+ const r = 4, i = 1e-3, s = n.length;
2302
2330
  let a = 0;
2303
2331
  if (t)
2304
- for (let h = 0; h < n; h++) {
2305
- const o = s[h], u = s[(h + 1) % n];
2306
- a += o.distanceTo(u);
2332
+ for (let h = 0; h < s; h++) {
2333
+ const c = n[h], u = n[(h + 1) % s];
2334
+ a += c.distanceTo(u);
2307
2335
  }
2308
2336
  else
2309
- for (let h = 0; h < n - 1; h++)
2310
- a += s[h].distanceTo(s[h + 1]);
2311
- const c = (h, o, u) => {
2312
- const l = o.subtract(h).normalize(), d = o.subtract(u).normalize(), f = d.dot(l);
2337
+ for (let h = 0; h < s - 1; h++)
2338
+ a += n[h].distanceTo(n[h + 1]);
2339
+ const o = (h, c, u) => {
2340
+ const l = c.subtract(h).normalize(), d = c.subtract(u).normalize(), f = d.dot(l);
2313
2341
  if (f < -1 + i)
2314
2342
  return { normal: l.perpendicular(), miters: 1 };
2315
2343
  {
@@ -2320,104 +2348,95 @@ const Z = 10, ut = (s, t, e, r, i, n) => {
2320
2348
  }
2321
2349
  };
2322
2350
  if (t)
2323
- for (let h = 0; h < n; h++) {
2324
- const o = h === 0 ? s[n - 1] : s[h - 1], u = s[h], l = h === n - 1 ? s[0] : s[h + 1];
2325
- e.push(c(o, u, l));
2351
+ for (let h = 0; h < s; h++) {
2352
+ const c = h === 0 ? n[s - 1] : n[h - 1], u = n[h], l = h === s - 1 ? n[0] : n[h + 1];
2353
+ e.push(o(c, u, l));
2326
2354
  }
2327
2355
  else
2328
- for (let h = 0; h < n; h++)
2356
+ for (let h = 0; h < s; h++)
2329
2357
  if (h === 0) {
2330
- const o = s[1].subtract(s[0]).normalize();
2331
- e.push({ normal: o.perpendicular(), miters: 1 });
2332
- } else if (h === n - 1) {
2333
- const o = s[h].subtract(s[h - 1]).normalize();
2334
- e.push({ normal: o.perpendicular(), miters: 1 });
2358
+ const c = n[1].subtract(n[0]).normalize();
2359
+ e.push({ normal: c.perpendicular(), miters: 1 });
2360
+ } else if (h === s - 1) {
2361
+ const c = n[h].subtract(n[h - 1]).normalize();
2362
+ e.push({ normal: c.perpendicular(), miters: 1 });
2335
2363
  } else
2336
- e.push(c(s[h - 1], s[h], s[h + 1]));
2364
+ e.push(o(n[h - 1], n[h], n[h + 1]));
2337
2365
  return { normals: e, length: a };
2338
- }, jt = (s) => {
2339
- const t = s.points;
2366
+ }, jt = (n) => {
2367
+ const t = n.points;
2340
2368
  if (t.length < 2) return { vertices: [], uv: [] };
2341
- const { normals: e, length: r } = Xt(t, s.closed), i = (s.width || 1) / 2, n = [], a = [], c = s.roundCap || !1, h = s.textureMode || 0;
2342
- let o = 0;
2343
- const u = s.texture?.rawWidth || 1, l = s.closed ? t.length : t.length - 1;
2369
+ const { normals: e, length: r } = zt(t, n.closed), i = (n.width || 1) / 2, s = [], a = [], o = n.roundCap || !1, h = n.textureMode || 0;
2370
+ let c = 0;
2371
+ const u = n.texture?.rawWidth || 1, l = n.closed ? t.length : t.length - 1;
2344
2372
  for (let d = 0; d < l; d++) {
2345
- const f = t[d], x = e[d].normal, g = e[d].miters, v = (d + 1) % t.length, T = t[v], R = e[v].normal, E = e[v].miters, b = f.add(x.multiply(g * i)), N = f.subtract(x.multiply(g * i)), W = T.add(R.multiply(E * i)), L = T.subtract(R.multiply(E * i)), S = f.distanceTo(T);
2346
- let w = 0, A = 0;
2347
- h === 0 ? (w = o / r, A = (o + S) / r) : (w = o / u, A = w + S / u);
2348
- const U = new m(w, 0), O = new m(w, 1), j = new m(A, 0), q = new m(A, 1);
2349
- n.push(b), a.push(U), n.push(N), a.push(O), n.push(W), a.push(j), n.push(W), a.push(j), n.push(L), a.push(q), n.push(N), a.push(O), o += S;
2350
- }
2351
- if (c && !s.closed) {
2352
- const d = t[0], f = e[0].normal, x = h === 0 ? r > 0 ? 1 / r : 0 : 1 / u, g = ut(d, f, i, !0, 0, x);
2353
- n.push(...g.vertices), a.push(...g.uv);
2354
- const v = t[t.length - 1], T = e[t.length - 1].normal, R = h === 0 ? 1 : o / u, E = h === 0 ? r > 0 ? 1 / r : 0 : 1 / u, b = ut(v, T, i, !1, R, E);
2355
- n.push(...b.vertices), a.push(...b.uv);
2356
- }
2357
- return { vertices: n, uv: a };
2358
- }, X = (s, t, e, r) => {
2373
+ const f = t[d], x = e[d].normal, g = e[d].miters, v = (d + 1) % t.length, T = t[v], A = e[v].normal, R = e[v].miters, S = f.add(x.multiply(g * i)), P = f.subtract(x.multiply(g * i)), H = T.add(A.multiply(R * i)), X = T.subtract(A.multiply(R * i)), B = f.distanceTo(T);
2374
+ let N = 0, b = 0;
2375
+ h === 0 ? (N = c / r, b = (c + B) / r) : (N = c / u, b = N + B / u);
2376
+ const _ = new p(N, 0), W = new p(N, 1), D = new p(b, 0), k = new p(b, 1);
2377
+ s.push(S), a.push(_), s.push(P), a.push(W), s.push(H), a.push(D), s.push(H), a.push(D), s.push(X), a.push(k), s.push(P), a.push(W), c += B;
2378
+ }
2379
+ if (o && !n.closed) {
2380
+ const d = t[0], f = e[0].normal, x = h === 0 ? r > 0 ? 1 / r : 0 : 1 / u, g = lt(d, f, i, !0, 0, x);
2381
+ s.push(...g.vertices), a.push(...g.uv);
2382
+ const v = t[t.length - 1], T = e[t.length - 1].normal, A = h === 0 ? 1 : c / u, R = h === 0 ? r > 0 ? 1 / r : 0 : 1 / u, S = lt(v, T, i, !1, A, R);
2383
+ s.push(...S.vertices), a.push(...S.uv);
2384
+ }
2385
+ return { vertices: s, uv: a };
2386
+ }, Q = (n, t, e, r) => {
2359
2387
  if (t.customMatrix !== void 0)
2360
2388
  return t.customMatrix;
2361
2389
  if (t.modifyStack) {
2362
- s.matrixStack.applyTransform(
2390
+ n.matrixStack.applyTransform(
2363
2391
  t,
2364
2392
  e,
2365
2393
  r
2366
2394
  );
2367
2395
  return;
2368
2396
  } else {
2369
- const i = s.matrix.temporary;
2370
- return s.matrixStack.applyTransform(
2397
+ const i = n.matrix.temporary;
2398
+ return n.matrixStack.applyTransform(
2371
2399
  t,
2372
2400
  e,
2373
2401
  r,
2374
2402
  i
2375
2403
  ), i;
2376
2404
  }
2377
- }, st = (s, t) => t ? s.premultipliedAlpha ? t.premultipliedUint32 : t.uint32 : 4294967295, $t = 2, Rt = (s, t, e) => {
2378
- const r = t.texture;
2379
- if (!r?.base || s.inCreateMask)
2405
+ }, $t = (n, t) => t ? n ? t.premultipliedUint32 : t.uint32 : 4294967295, Kt = 2, qt = (n, t) => {
2406
+ const e = Q(n, t, t.texture.rawWidth, t.texture.rawHeight), r = t.texture;
2407
+ if (!r?.base || n.inCreateMask)
2380
2408
  return;
2381
- const i = r.isAtlas ? s.atlasSpriteRegion : s.spriteRegion;
2382
- s.enterRegion(i, t.shader);
2383
- let n = r.uvX, a = r.uvY, c = r.uvW, h = r.uvH;
2384
- const o = !!t.flipX, u = !!t.flipY != !!r.flipY;
2409
+ const i = r.isAtlas ? n.atlasSpriteRegion : n.spriteRegion;
2410
+ n.enterRegion(i, t.shader);
2411
+ let s = r.uvX, a = r.uvY, o = r.uvW, h = r.uvH;
2412
+ const c = !!t.flipX, u = !!t.flipY != !!r.flipY;
2385
2413
  let l = t.padding ?? i.currentShader.padding;
2386
- r.isAtlas && (l += $t);
2387
- const d = n <= c ? l : -l, f = a <= h ? l : -l;
2414
+ r.isAtlas && (l += Kt);
2415
+ const d = s <= o ? l : -l, f = a <= h ? l : -l;
2388
2416
  i.drawSprite(
2389
2417
  r,
2390
- e ?? t.customMatrix ?? s.matrixStack.curWorldM,
2391
- n,
2418
+ e ?? t.customMatrix ?? n.matrixStack.curWorldM,
2419
+ s,
2392
2420
  a,
2393
- c,
2421
+ o,
2394
2422
  h,
2395
- st(s, t.color),
2423
+ n.getColorUint32(t.color),
2396
2424
  d,
2397
2425
  f,
2398
- o,
2426
+ c,
2399
2427
  u,
2400
2428
  r.isRotated
2401
2429
  );
2402
- }, Kt = (s, t) => {
2403
- const e = X(s, t, t.texture.rawWidth, t.texture.rawHeight);
2404
- Rt(s, t, e);
2405
- }, qt = (s, t) => {
2406
- const e = s.particleRegion;
2407
- s.enterRegion(e, t.shader);
2408
- const r = t.texture, i = t.count ?? t.x.length, n = t.color, a = n.length, c = new Array(a);
2409
- if (s.premultipliedAlpha)
2410
- for (let h = 0; h < a; h++)
2411
- c[h] = n[h].premultipliedUint32;
2412
- else
2413
- for (let h = 0; h < a; h++)
2414
- c[h] = n[h].uint32;
2430
+ }, Qt = (n, t) => {
2431
+ const e = n.particleRegion;
2432
+ n.enterRegion(e, t.shader);
2433
+ const r = t.texture, i = t.count ?? t.x.length, s = t.color;
2415
2434
  e.drawParticles(
2416
2435
  r,
2417
2436
  t.x,
2418
2437
  t.y,
2419
2438
  t.rotation,
2420
- c,
2439
+ s,
2421
2440
  i,
2422
2441
  t.scaleX,
2423
2442
  t.scaleY,
@@ -2427,71 +2446,74 @@ const Z = 10, ut = (s, t, e, r, i, n) => {
2427
2446
  r.uvH,
2428
2447
  t.flipX,
2429
2448
  t.flipY,
2430
- t.isRotated,
2449
+ r.isRotated,
2431
2450
  t.originX,
2432
- t.originY
2451
+ t.originY,
2452
+ n.premultipliedAlpha,
2453
+ t.reverseOrder,
2454
+ t.customMatrix
2433
2455
  );
2434
- }, Et = (s, t) => {
2456
+ }, Rt = (n, t) => {
2435
2457
  if (t.points.length === 0) return;
2436
- const e = X(s, t, 0, 0);
2437
- s.startGraphic(
2438
- t.drawMode ?? s.gl.TRIANGLES,
2458
+ const e = Q(n, t, 0, 0);
2459
+ n.startGraphic(
2460
+ t.drawMode ?? n.gl.TRIANGLES,
2439
2461
  t.texture,
2440
2462
  t.shader,
2441
2463
  e ?? t.customMatrix
2442
2464
  );
2443
2465
  for (let r = 0; r < t.points.length; r++) {
2444
- const i = t.points[r], n = t.uv?.[r], a = Array.isArray(t.color) ? t.color[r] : t.color;
2445
- s.addGraphicVertex(
2466
+ const i = t.points[r], s = t.uv?.[r], a = Array.isArray(t.color) ? t.color[r] : t.color;
2467
+ n.addGraphicVertex(
2446
2468
  i.x,
2447
2469
  i.y,
2448
- n?.x ?? 0,
2449
- n?.y ?? 0,
2450
- st(s, a)
2470
+ s?.x ?? 0,
2471
+ s?.y ?? 0,
2472
+ n.getColorUint32(a)
2451
2473
  );
2452
2474
  }
2453
- s.endGraphic();
2454
- }, Zt = (s, t) => {
2455
- if (s.inCreateMask)
2475
+ n.endGraphic();
2476
+ }, Zt = (n, t) => {
2477
+ if (n.inCreateMask)
2456
2478
  return;
2457
2479
  const { vertices: e, uv: r } = jt(t);
2458
- Et(s, {
2480
+ Rt(n, {
2459
2481
  ...t,
2460
2482
  points: e,
2461
2483
  uv: r,
2462
- drawMode: s.gl.TRIANGLES
2484
+ drawMode: n.gl.TRIANGLES
2463
2485
  });
2464
- }, Qt = (s, t) => {
2465
- const e = X(
2466
- s,
2486
+ }, Jt = (n, t) => {
2487
+ const e = Q(
2488
+ n,
2467
2489
  t,
2468
2490
  t.texture.rawWidth,
2469
2491
  t.texture.rawHeight
2470
2492
  );
2471
- s.startMaskGraphic(
2472
- s.gl.TRIANGLE_FAN,
2493
+ n.startMaskGraphic(
2494
+ n.gl.TRIANGLE_FAN,
2473
2495
  t.texture,
2474
2496
  e ?? t.customMatrix
2475
- ), s.addRectVertex(t.texture.rawWidth, t.texture.rawHeight), s.endGraphic();
2476
- }, Jt = (s, t) => {
2477
- const e = X(s, t, t.width, t.height);
2478
- s.startGraphic(
2479
- s.gl.TRIANGLE_FAN,
2497
+ ), n.addRectVertex(t.texture.rawWidth, t.texture.rawHeight), n.endGraphic();
2498
+ }, te = (n, t) => {
2499
+ const e = Q(n, t, t.width, t.height);
2500
+ n.startGraphic(
2501
+ n.gl.TRIANGLE_FAN,
2480
2502
  t.texture,
2481
2503
  t.shader,
2482
2504
  e ?? t.customMatrix
2483
- ), s.addRectVertex(t.width, t.height, t.color), s.endGraphic();
2484
- }, te = (s, t) => {
2485
- const e = t.segments ?? 32, r = X(s, t, 0, 0);
2486
- s.startGraphic(
2487
- s.gl.TRIANGLE_FAN,
2505
+ ), n.addRectVertex(t.width, t.height, t.color), n.endGraphic();
2506
+ }, ee = (n, t) => {
2507
+ const e = t.segments ?? 32, r = Q(n, t, 0, 0);
2508
+ n.startGraphic(
2509
+ n.gl.TRIANGLE_FAN,
2488
2510
  void 0,
2489
2511
  t.shader,
2490
2512
  r ?? t.customMatrix
2491
2513
  );
2492
- const i = st(s, t.color);
2493
- s.addGraphicVertex(0, 0, 0.5, 0.5, i), s.addCircleVertex(t.radius, t.color, e), s.addGraphicVertex(t.radius, 0, 1, 0.5, i), s.endGraphic();
2494
- }, lt = `#version 300 es\r
2514
+ const i = n.getColorUint32(t.color);
2515
+ n.addGraphicVertex(0, 0, 0.5, 0.5, i), n.addCircleVertex(t.radius, t.color, e), n.addGraphicVertex(t.radius, 0, 1, 0.5, i), n.endGraphic();
2516
+ }, dt = `#version 300 es\r
2495
2517
  precision mediump float;\r
2496
2518
  \r
2497
2519
  uniform sampler2D uTextures[%TEXTURE_NUM%];\r
@@ -2541,21 +2563,21 @@ void main(void) {\r
2541
2563
  // CUSTOM_CODE_CALL\r
2542
2564
  }\r
2543
2565
  `;
2544
- class ee extends it {
2566
+ class re extends at {
2545
2567
  KEY = "AtlasSprite";
2546
2568
  constructor(t) {
2547
2569
  super(t);
2548
2570
  }
2549
2571
  createCustomShader(t) {
2550
- const e = F(lt, this.rapid.maxTextureUnits - t.usedTextureUnitNum), r = F($, this.rapid.maxTextureUnits - t.usedTextureUnitNum);
2572
+ const e = G(dt, this.rapid.maxTextureUnits - t.usedTextureUnitNum), r = G(Z, this.rapid.maxTextureUnits - t.usedTextureUnitNum);
2551
2573
  return t.getGLShader(this, this.KEY, r, e);
2552
2574
  }
2553
2575
  createDefaultShader() {
2554
- const t = this.rapid, e = F(lt, t.maxTextureUnits), r = F($, t.maxTextureUnits);
2576
+ const t = this.rapid, e = G(dt, t.maxTextureUnits), r = G(Z, t.maxTextureUnits);
2555
2577
  return this.vs = r, this.fs = e, this.defaultShader = this.createShader(r, e), this.defaultShader;
2556
2578
  }
2557
2579
  }
2558
- const dt = `#version 300 es\r
2580
+ const ft = `#version 300 es\r
2559
2581
  precision highp float;\r
2560
2582
  \r
2561
2583
  // per-vertex\r
@@ -2596,7 +2618,7 @@ void main(void) {\r
2596
2618
  \r
2597
2619
  gl_Position = u_projection * vec4(v, 0.0, 1.0);\r
2598
2620
  }\r
2599
- `, ft = `#version 300 es\r
2621
+ `, mt = `#version 300 es\r
2600
2622
  precision mediump float;\r
2601
2623
  \r
2602
2624
  uniform sampler2D uTexture;\r
@@ -2612,18 +2634,19 @@ void main(void) {\r
2612
2634
  \r
2613
2635
  // CUSTOM_CODE_CALL\r
2614
2636
  }\r
2615
- `, D = 48, mt = D / 4;
2616
- class re extends it {
2637
+ `, V = 48, xt = V / 4;
2638
+ class ie extends at {
2617
2639
  KEY = "ParticleSprite";
2618
2640
  texture;
2641
+ customMatrix;
2619
2642
  constructor(t) {
2620
2643
  super(t);
2621
2644
  }
2622
2645
  createCustomShader(t) {
2623
- return t.getGLShader(this, this.KEY, dt, ft);
2646
+ return t.getGLShader(this, this.KEY, ft, mt);
2624
2647
  }
2625
2648
  createDefaultShader() {
2626
- const t = ft, e = dt;
2649
+ const t = mt, e = ft;
2627
2650
  return this.vs = e, this.fs = t, this.defaultShader = this.createShader(e, t), this.defaultShader;
2628
2651
  }
2629
2652
  enter(t) {
@@ -2632,32 +2655,46 @@ class re extends it {
2632
2655
  createShader(t, e) {
2633
2656
  const r = super.createShader(t, e);
2634
2657
  return r.use(), r.bindVAO(), this.instanceBuffer.bindBuffer(), r.setAttributes([
2635
- { name: "aPosition", size: 2, stride: D, offset: 0, divisor: 1 },
2636
- { name: "aScale", size: 2, stride: D, offset: 8, divisor: 1 },
2637
- { name: "aRotation", size: 1, stride: D, offset: 16, divisor: 1 },
2638
- { name: "aUVRect", size: 4, stride: D, offset: 20, divisor: 1 },
2639
- { name: "aColor", size: 4, type: et, normalized: !0, stride: D, offset: 36, divisor: 1 },
2640
- { name: "aOrigin", size: 2, stride: D, offset: 40, divisor: 1 }
2658
+ { name: "aPosition", size: 2, stride: V, offset: 0, divisor: 1 },
2659
+ { name: "aScale", size: 2, stride: V, offset: 8, divisor: 1 },
2660
+ { name: "aRotation", size: 1, stride: V, offset: 16, divisor: 1 },
2661
+ { name: "aUVRect", size: 4, stride: V, offset: 20, divisor: 1 },
2662
+ { name: "aColor", size: 4, type: st, normalized: !0, stride: V, offset: 36, divisor: 1 },
2663
+ { name: "aOrigin", size: 2, stride: V, offset: 40, divisor: 1 }
2641
2664
  ]), this.quadBuffer.bindBuffer(), r.setAttributes([
2642
2665
  { name: "aVertex", size: 2, stride: 8, offset: 0, divisor: 0 }
2643
2666
  ]), r.unbindVAO(), this.currentShader && this.currentShader.use(), r;
2644
2667
  }
2645
- drawParticles(t, e, r, i, n, a, c = 1, h = 1, o = 0, u = 0, l = 1, d = 1, f = !1, x = !1, g = !1, v = 0.5, T = 0.5) {
2668
+ drawParticles(t, e, r, i = 0, s = 4294967295, a, o = 1, h = 1, c = 0, u = 0, l = 1, d = 1, f = !1, x = !1, g = !1, v = 0.5, T = 0.5, A, R = !1, S) {
2646
2669
  if (!t.glTexture || a <= 0) return;
2647
- let R = 0;
2648
- const E = t.rawWidth * c * (f ? -1 : 1), b = t.rawHeight * h * (x ? -1 : 1), N = g ? Math.PI / 2 : 0;
2649
- for (; R < a; ) {
2670
+ let P = 0;
2671
+ const H = typeof o == "number", X = typeof h == "number", B = typeof i == "number", N = typeof s == "number", b = !N && typeof s[0] == "number";
2672
+ let _ = t.rawWidth * (f ? -1 : 1);
2673
+ H && (_ *= o);
2674
+ let W = t.rawHeight * (x ? -1 : 1);
2675
+ X && (W *= h);
2676
+ let D = g ? Math.PI / 2 : 0;
2677
+ for (B && (D += i); P < a; ) {
2650
2678
  this.texture && t !== this.texture && this.flush(), this.texture || (this.texture = t, this.useTexture(t.glTexture, 0, 0));
2651
- const W = a - R, L = this.instanceBuffer;
2652
- let S = L.usedElemNum;
2653
- L.resize(W * mt);
2654
- const w = L.float32, A = L.uint32;
2655
- for (let U = 0; U < W; U++) {
2656
- const O = R + U;
2657
- w[S] = e[O], w[S + 1] = r[O], w[S + 2] = E, w[S + 3] = b, w[S + 4] = i[O] + N, w[S + 5] = o, w[S + 6] = u, w[S + 7] = l, w[S + 8] = d, A[S + 9] = n[O], w[S + 10] = v, w[S + 11] = T, S += mt;
2679
+ const k = a - P, I = this.instanceBuffer;
2680
+ let M = I.usedElemNum;
2681
+ I.resize(k * xt);
2682
+ const L = I.float32, z = I.uint32;
2683
+ for (let y = 0; y < k; y++) {
2684
+ const w = R ? a - 1 - P - y : P + y;
2685
+ if (L[M] = e[w], L[M + 1] = r[w], L[M + 2] = H ? _ : _ * o[w], L[M + 3] = X ? W : W * h[w], L[M + 4] = B ? D : i[w] + D, L[M + 5] = c, L[M + 6] = u, L[M + 7] = l, L[M + 8] = d, N)
2686
+ z[M + 9] = 4294967295;
2687
+ else if (b)
2688
+ z[M + 9] = s[w];
2689
+ else {
2690
+ const ht = s[w];
2691
+ z[M + 9] = A ? ht.premultipliedUint32 : ht.uint32;
2692
+ }
2693
+ L[M + 10] = v, L[M + 11] = T, M += xt;
2658
2694
  }
2659
- L.usedElemNum = S, L.makeDirty(), this.instanceCount += W, R += W;
2695
+ I.usedElemNum = M, I.makeDirty(), this.instanceCount += k, P += k;
2660
2696
  }
2697
+ this.customMatrix = S, this.flush();
2661
2698
  }
2662
2699
  render() {
2663
2700
  if (this.instanceCount === 0) return;
@@ -2666,11 +2703,11 @@ class re extends it {
2666
2703
  this.texture && (t.activeTexture(t.TEXTURE0), t.bindTexture(t.TEXTURE_2D, this.texture.glTexture));
2667
2704
  const e = this.currentShader;
2668
2705
  this.instanceBuffer.bindBuffer(), this.instanceBuffer.bufferData(), e.bindVAO();
2669
- const r = this.rapid.matrixStack, n = this.rapid.matrix.getMatrix(r.curWorldM), a = Vt(this.rapid.projection, n);
2670
- this.currentShader.setUniform("u_projection", a), this.currentShader.setUniform("u_projection", this.rapid.projection), vt(t, t.TRIANGLE_STRIP, 0, 4, this.instanceCount), this.rapid.drawcallCount++, this.texture = void 0;
2706
+ const r = this.rapid.matrixStack, s = this.rapid.matrix.getMatrix(this.customMatrix ?? r.curWorldM), a = Vt(this.rapid.projection, s);
2707
+ this.currentShader.setUniform("u_projection", a), yt(t, t.TRIANGLE_STRIP, 0, 4, this.instanceCount), this.rapid.drawcallCount++, this.texture = void 0, this.customMatrix = void 0;
2671
2708
  }
2672
2709
  }
2673
- var ie = /* @__PURE__ */ ((s) => (s[s.EQUAL = 0] = "EQUAL", s[s.NOT_EQUAL = 1] = "NOT_EQUAL", s))(ie || {}), se = /* @__PURE__ */ ((s) => (s[s.NORMAL = 0] = "NORMAL", s[s.ADD = 1] = "ADD", s[s.MULTIPLY = 2] = "MULTIPLY", s[s.SCREEN = 3] = "SCREEN", s[s.ERASE = 4] = "ERASE", s))(se || {}), rt = /* @__PURE__ */ ((s) => (s[s.LINEAR = 0] = "LINEAR", s[s.NEAREST = 1] = "NEAREST", s))(rt || {}), ne = /* @__PURE__ */ ((s) => (s[s.CanvasItem = 0] = "CanvasItem", s[s.Viewport = 1] = "Viewport", s))(ne || {});
2710
+ var se = /* @__PURE__ */ ((n) => (n[n.EQUAL = 0] = "EQUAL", n[n.NOT_EQUAL = 1] = "NOT_EQUAL", n))(se || {}), ne = /* @__PURE__ */ ((n) => (n[n.NORMAL = 0] = "NORMAL", n[n.ADD = 1] = "ADD", n[n.MULTIPLY = 2] = "MULTIPLY", n[n.SCREEN = 3] = "SCREEN", n[n.ERASE = 4] = "ERASE", n))(ne || {}), nt = /* @__PURE__ */ ((n) => (n[n.LINEAR = 0] = "LINEAR", n[n.NEAREST = 1] = "NEAREST", n))(nt || {}), ae = /* @__PURE__ */ ((n) => (n[n.CanvasItem = 0] = "CanvasItem", n[n.Viewport = 1] = "Viewport", n))(ae || {});
2674
2711
  class ce {
2675
2712
  /** The active WebGL context. */
2676
2713
  gl;
@@ -2683,7 +2720,7 @@ class ce {
2683
2720
  /** The current device pixel ratio. */
2684
2721
  dpr;
2685
2722
  /** Background clear color [r, g, b, a], values range from 0 to 255. */
2686
- backgroundColor = p.Black;
2723
+ backgroundColor = m.Black;
2687
2724
  /** Logical width in CSS pixels, used for coordinate system and projection matrix. */
2688
2725
  logicWidth = 0;
2689
2726
  /** Logical height in CSS pixels, used for coordinate system and projection matrix. */
@@ -2697,7 +2734,7 @@ class ce {
2697
2734
  /** Maximum number of texture units supported by the device. */
2698
2735
  maxTextureUnits = 0;
2699
2736
  /** Matrix stack for hierarchical transformations. */
2700
- matrixStack = new St(this);
2737
+ matrixStack = new At(this);
2701
2738
  /** Direct access to the underlying matrix store. */
2702
2739
  matrix;
2703
2740
  /** Region dedicated to fast sprite rendering. */
@@ -2722,7 +2759,7 @@ class ce {
2722
2759
  scaleMode;
2723
2760
  /** Internal ping-pong RenderTextures for multi-filter chains. */
2724
2761
  _filterRT = [null, null];
2725
- _filterInput = new P();
2762
+ _filterInput = new F();
2726
2763
  get height() {
2727
2764
  return this.logicHeight;
2728
2765
  }
@@ -2735,10 +2772,10 @@ class ce {
2735
2772
  */
2736
2773
  constructor(t) {
2737
2774
  this.canvas = t.canvas, this.dpr = window.devicePixelRatio || 1, this.antialias = t.antialias ?? !1, this.textureFilter = t.textureFilter ?? 1, this.premultipliedAlpha = t.premultipliedAlpha ?? !0, this.roundPixels = t.roundPixels ?? !1, this.scaleMode = t.scaleMode ?? 0;
2738
- const e = Ct(this.canvas, this.antialias, this.premultipliedAlpha);
2739
- this.gl = e, this.maxTextureUnits = e.getParameter(e.MAX_TEXTURE_IMAGE_UNITS), this.matrix = this.matrixStack.matrix, this.spriteRegion = new it(this), this.graphicRegion = new Ht(this), this.atlasSpriteRegion = new ee(this), this.particleRegion = new re(this);
2775
+ const e = _t(this.canvas, this.antialias, this.premultipliedAlpha);
2776
+ this.gl = e, this.maxTextureUnits = e.getParameter(e.MAX_TEXTURE_IMAGE_UNITS), this.matrix = this.matrixStack.matrix, this.spriteRegion = new at(this), this.graphicRegion = new Ht(this), this.atlasSpriteRegion = new re(this), this.particleRegion = new ie(this);
2740
2777
  const r = this.canvas.clientWidth || this.canvas.width, i = this.canvas.clientHeight || this.canvas.height;
2741
- this.physicsWidth = t.physicsWidth || Math.round(r * this.dpr), this.physicsHeight = t.physicsHeight || Math.round(i * this.dpr), this.logicWidth = t.logicWidth || t.width || this.physicsWidth / this.dpr, this.logicHeight = t.logicHeight || t.height || this.physicsHeight / this.dpr, this.resize(this.logicWidth, this.logicHeight, this.physicsWidth, this.physicsHeight), this.texture = new bt(this), t.backgroundColor && (this.backgroundColor = t.backgroundColor), e.enable(e.BLEND), this.premultipliedAlpha ? e.blendFunc(e.ONE, e.ONE_MINUS_SRC_ALPHA) : e.blendFunc(e.SRC_ALPHA, e.ONE_MINUS_SRC_ALPHA), e.enable(e.STENCIL_TEST), e.stencilFunc(e.ALWAYS, 1, 255), e.stencilOp(e.KEEP, e.KEEP, e.KEEP);
2778
+ this.physicsWidth = t.physicsWidth || Math.round(r * this.dpr), this.physicsHeight = t.physicsHeight || Math.round(i * this.dpr), this.logicWidth = t.logicWidth || t.width || this.physicsWidth / this.dpr, this.logicHeight = t.logicHeight || t.height || this.physicsHeight / this.dpr, this.resize(this.logicWidth, this.logicHeight, this.physicsWidth, this.physicsHeight), this.texture = new St(this), t.backgroundColor && (this.backgroundColor = t.backgroundColor), e.enable(e.BLEND), this.premultipliedAlpha ? e.blendFunc(e.ONE, e.ONE_MINUS_SRC_ALPHA) : e.blendFunc(e.SRC_ALPHA, e.ONE_MINUS_SRC_ALPHA), e.enable(e.STENCIL_TEST), e.stencilFunc(e.ALWAYS, 1, 255), e.stencilOp(e.KEEP, e.KEEP, e.KEEP);
2742
2779
  }
2743
2780
  setTextureFilter(t) {
2744
2781
  this.textureFilter = t;
@@ -2747,7 +2784,7 @@ class ce {
2747
2784
  this.antialias = t;
2748
2785
  }
2749
2786
  getColorUint32(t) {
2750
- return t ? this.premultipliedAlpha ? t.premultipliedUint32 : t.uint32 : 4294967295;
2787
+ return $t(this.premultipliedAlpha, t);
2751
2788
  }
2752
2789
  /**
2753
2790
  * Enters a specific rendering region, flushing the previous one if necessary.
@@ -2758,22 +2795,22 @@ class ce {
2758
2795
  this.currentRegion === t && this.currentRegion.isSameShader(e) || (this.flush(), this.currentRegion = t, t.enter(e));
2759
2796
  }
2760
2797
  drawParticles(t) {
2761
- qt(this, t), this.flush();
2798
+ Qt(this, t);
2762
2799
  }
2763
2800
  drawSprite(t) {
2764
- Kt(this, t);
2801
+ qt(this, t);
2765
2802
  }
2766
2803
  drawLine(t) {
2767
2804
  Zt(this, t);
2768
2805
  }
2769
2806
  drawGraphic(t) {
2770
- Et(this, t);
2807
+ Rt(this, t);
2771
2808
  }
2772
2809
  drawRect(t) {
2773
- Jt(this, t);
2810
+ te(this, t);
2774
2811
  }
2775
2812
  drawCircle(t) {
2776
- te(this, t);
2813
+ ee(this, t);
2777
2814
  }
2778
2815
  /**
2779
2816
  * Starts rendering arbitrary graphics geometries.
@@ -2797,7 +2834,7 @@ class ce {
2797
2834
  * @param texture The texture to be used as a mask.
2798
2835
  */
2799
2836
  drawMaskImage(t) {
2800
- Qt(this, t);
2837
+ Jt(this, t);
2801
2838
  }
2802
2839
  /**
2803
2840
  * Pushes vertices for a rectangle geometry. Should be enclosed by startGraphic and endGraphic.
@@ -2816,10 +2853,10 @@ class ce {
2816
2853
  * @param segments The number of segments (polygons) used to approximate the circle.
2817
2854
  */
2818
2855
  addCircleVertex(t, e, r = 32) {
2819
- const i = Math.PI * 2 / r, n = this.getColorUint32(e);
2856
+ const i = Math.PI * 2 / r, s = this.getColorUint32(e);
2820
2857
  for (let a = 0; a < r; a++) {
2821
- const c = i * a, h = Math.cos(c) * t, o = Math.sin(c) * t, u = 0.5 + Math.cos(c) * 0.5, l = 0.5 + Math.sin(c) * 0.5;
2822
- this.addGraphicVertex(h, o, u, l, n);
2858
+ const o = i * a, h = Math.cos(o) * t, c = Math.sin(o) * t, u = 0.5 + Math.cos(o) * 0.5, l = 0.5 + Math.sin(o) * 0.5;
2859
+ this.addGraphicVertex(h, c, u, l, s);
2823
2860
  }
2824
2861
  }
2825
2862
  /**
@@ -2830,8 +2867,8 @@ class ce {
2830
2867
  * @param v The V texture coordinate (0 to 1).
2831
2868
  * @param color The vertex color as a 32-bit unsigned integer.
2832
2869
  */
2833
- addGraphicVertex(t, e, r = 0, i = 0, n = 4294967295) {
2834
- this.graphicRegion.addVertex(t, e, r, i, n);
2870
+ addGraphicVertex(t, e, r = 0, i = 0, s = 4294967295) {
2871
+ this.graphicRegion.addVertex(t, e, r, i, s);
2835
2872
  }
2836
2873
  /**
2837
2874
  * Ends the current graphics geometry definition, readying it for rendering.
@@ -2848,8 +2885,8 @@ class ce {
2848
2885
  */
2849
2886
  resize(t, e, r, i) {
2850
2887
  this.flush();
2851
- const n = r ?? this.canvas.clientWidth ?? this.canvas.width, a = i ?? this.canvas.clientHeight ?? this.canvas.height;
2852
- switch (r !== void 0 && (this.canvas.style.width = n + "px"), i !== void 0 && (this.canvas.style.height = a + "px"), this.physicsWidth = n * this.dpr, this.physicsHeight = a * this.dpr, this.logicWidth = t, this.logicHeight = e, this.scaleMode) {
2888
+ const s = r ?? this.canvas.clientWidth ?? this.canvas.width, a = i ?? this.canvas.clientHeight ?? this.canvas.height;
2889
+ switch (r !== void 0 && (this.canvas.style.width = s + "px"), i !== void 0 && (this.canvas.style.height = a + "px"), this.physicsWidth = s * this.dpr, this.physicsHeight = a * this.dpr, this.logicWidth = t, this.logicHeight = e, this.scaleMode) {
2853
2890
  case 1:
2854
2891
  this.canvas.width = t, this.canvas.height = e, this.canvas.style.imageRendering = "pixelated", this.gl.viewport(0, 0, t, e);
2855
2892
  break;
@@ -2879,8 +2916,8 @@ class ce {
2879
2916
  * Populates an orthographic projection matrix in place.
2880
2917
  * Avoids continuous Float32Array allocations for performance reasons.
2881
2918
  */
2882
- updateOrthMatrix(t, e, r, i, n) {
2883
- t[0] = 2 / (r - e), t[1] = 0, t[2] = 0, t[3] = 0, t[4] = 0, t[5] = 2 / (n - i), t[6] = 0, t[7] = 0, t[8] = 0, t[9] = 0, t[10] = -1, t[11] = 0, t[12] = -(r + e) / (r - e), t[13] = -(n + i) / (n - i), t[14] = 0, t[15] = 1;
2919
+ updateOrthMatrix(t, e, r, i, s) {
2920
+ t[0] = 2 / (r - e), t[1] = 0, t[2] = 0, t[3] = 0, t[4] = 0, t[5] = 2 / (s - i), t[6] = 0, t[7] = 0, t[8] = 0, t[9] = 0, t[10] = -1, t[11] = 0, t[12] = -(r + e) / (r - e), t[13] = -(s + i) / (s - i), t[14] = 0, t[15] = 1;
2884
2921
  }
2885
2922
  /**
2886
2923
  * Flushes currently buffered rendering operations across all active regions.
@@ -2905,23 +2942,23 @@ class ce {
2905
2942
  applyFilters(t, e) {
2906
2943
  if (e.length === 0)
2907
2944
  throw new Error("applyFilters: shaders array must not be empty.");
2908
- const r = Math.max(...e.map((o) => o.padding)), i = r, n = t.rawWidth + r * 2, a = t.rawHeight + r * 2;
2909
- for (let o = 0; o < 2; o++)
2910
- this._filterRT[o] ? this._filterRT[o].resize(n, a) : this._filterRT[o] = this.texture.createRenderTexture({ width: n, height: a });
2911
- let c = t.clone(this._filterInput), h = 0;
2945
+ const r = Math.max(...e.map((c) => c.padding)), i = r, s = t.rawWidth + r * 2, a = t.rawHeight + r * 2;
2946
+ for (let c = 0; c < 2; c++)
2947
+ this._filterRT[c] ? this._filterRT[c].resize(s, a) : this._filterRT[c] = this.texture.createRenderTexture({ width: s, height: a });
2948
+ let o = t.clone(this._filterInput), h = 0;
2912
2949
  this.matrixStack.save(), this.matrixStack.identity();
2913
- for (let o = 0; o < e.length; o++) {
2950
+ for (let c = 0; c < e.length; c++) {
2914
2951
  const u = this._filterRT[h % 2];
2915
2952
  u.offsetX = 0, u.offsetY = 0, this.enterRenderTexture(u), this.clearRenderTexture(), this.drawSprite({
2916
- texture: c,
2917
- shader: e[o],
2918
- offsetX: o == 0 ? i : 0,
2953
+ texture: o,
2954
+ shader: e[c],
2955
+ offsetX: c == 0 ? i : 0,
2919
2956
  // padding back
2920
- offsetY: o == 0 ? i : 0,
2957
+ offsetY: c == 0 ? i : 0,
2921
2958
  padding: r
2922
- }), this.leaveRenderTexture(), c = u, h++;
2959
+ }), this.leaveRenderTexture(), o = u, h++;
2923
2960
  }
2924
- return this.matrixStack.restore(), c.offsetX = -i, c.offsetY = -i, c;
2961
+ return this.matrixStack.restore(), o.offsetX = -i, o.offsetY = -i, o;
2925
2962
  }
2926
2963
  enterRenderTexture(t) {
2927
2964
  this.flush(), t.activate(), this.gl.viewport(0, 0, t.rawWidth, t.rawHeight), this.updateProjection(0, t.rawWidth, t.rawHeight, 0);
@@ -2933,7 +2970,7 @@ class ce {
2933
2970
  * @param rt The render texture to clear.
2934
2971
  * @param color Clear color. Defaults to transparent black (0, 0, 0, 0).
2935
2972
  */
2936
- clearRenderTexture(t = new p(0, 0, 0, 0)) {
2973
+ clearRenderTexture(t = new m(0, 0, 0, 0)) {
2937
2974
  this.flush();
2938
2975
  const e = this.gl;
2939
2976
  t.setClearColor(e), e.clear(e.COLOR_BUFFER_BIT);
@@ -2955,7 +2992,7 @@ class ce {
2955
2992
  * rapid.drawSprite({ texture: mySprite });
2956
2993
  * });
2957
2994
  */
2958
- drawToRenderTexture(t, e, r = new p(0, 0, 0, 0)) {
2995
+ drawToRenderTexture(t, e, r = new m(0, 0, 0, 0)) {
2959
2996
  this.enterRenderTexture(t);
2960
2997
  try {
2961
2998
  r !== null && this.clearRenderTexture(r), e();
@@ -3033,10 +3070,10 @@ class ce {
3033
3070
  * rapid.drawSprite({ texture: myTexture });
3034
3071
  * });
3035
3072
  */
3036
- withScissor(t, e, r, i, n) {
3073
+ withScissor(t, e, r, i, s) {
3037
3074
  this.startScissor(t, e, r, i);
3038
3075
  try {
3039
- n();
3076
+ s();
3040
3077
  } finally {
3041
3078
  this.endScissor();
3042
3079
  }
@@ -3144,8 +3181,8 @@ class ce {
3144
3181
  */
3145
3182
  startScissor(t, e, r, i) {
3146
3183
  this.flush();
3147
- const n = this.gl, a = this.physicsWidth / this.logicWidth, c = this.physicsHeight / this.logicHeight, h = Math.round(t * a), o = Math.round(this.physicsHeight - (e + i) * c), u = Math.round(r * a), l = Math.round(i * c);
3148
- n.enable(n.SCISSOR_TEST), n.scissor(h, o, u, l);
3184
+ const s = this.gl, a = this.physicsWidth / this.logicWidth, o = this.physicsHeight / this.logicHeight, h = Math.round(t * a), c = Math.round(this.physicsHeight - (e + i) * o), u = Math.round(r * a), l = Math.round(i * o);
3185
+ s.enable(s.SCISSOR_TEST), s.scissor(h, c, u, l);
3149
3186
  }
3150
3187
  /**
3151
3188
  * Disables scissor clipping, restoring full-canvas rendering.
@@ -3159,13 +3196,13 @@ class ce {
3159
3196
  this.matrix.invert(e);
3160
3197
  }
3161
3198
  logicToPhysics(t) {
3162
- return t.multiply(new m(
3199
+ return t.multiply(new p(
3163
3200
  this.physicsWidth / this.logicWidth,
3164
3201
  this.physicsHeight / this.logicHeight
3165
3202
  ));
3166
3203
  }
3167
3204
  physicsToLogic(t) {
3168
- return t.multiply(new m(
3205
+ return t.multiply(new p(
3169
3206
  this.logicWidth / this.physicsWidth,
3170
3207
  this.logicHeight / this.physicsHeight
3171
3208
  ));
@@ -3193,10 +3230,10 @@ class ce {
3193
3230
  return this.matrix.toCSSMatrix(t ?? this.matrixStack.curWorldM, e, r);
3194
3231
  }
3195
3232
  }
3196
- function ae(s) {
3197
- return !(s === null || typeof s != "object" || Array.isArray(s) || s instanceof m || s instanceof p);
3233
+ function he(n) {
3234
+ return !(n === null || typeof n != "object" || Array.isArray(n) || n instanceof p || n instanceof m);
3198
3235
  }
3199
- class C {
3236
+ class O {
3200
3237
  /** Random float in [min, max). */
3201
3238
  static float(t, e) {
3202
3239
  return Math.random() * (e - t) + t;
@@ -3211,20 +3248,20 @@ class C {
3211
3248
  }
3212
3249
  /** Random Vec2 with components in the supplied per-axis ranges. */
3213
3250
  static vector(t, e, r, i) {
3214
- return new m(C.float(t, e), C.float(r, i));
3251
+ return new p(O.float(t, e), O.float(r, i));
3215
3252
  }
3216
3253
  /** Random Color with each component interpolated between minColor and maxColor. */
3217
3254
  static randomColor(t, e) {
3218
- return new p(
3219
- C.float(t.r, e.r),
3220
- C.float(t.g, e.g),
3221
- C.float(t.b, e.b),
3222
- C.float(t.a, e.a)
3255
+ return new m(
3256
+ O.float(t.r, e.r),
3257
+ O.float(t.g, e.g),
3258
+ O.float(t.b, e.b),
3259
+ O.float(t.a, e.a)
3223
3260
  );
3224
3261
  }
3225
3262
  /** Pick a random element from an array with uniform probability. */
3226
3263
  static pick(t) {
3227
- return t[C.int(0, t.length - 1)];
3264
+ return t[O.int(0, t.length - 1)];
3228
3265
  }
3229
3266
  /**
3230
3267
  * Pick a random element using weighted probability.
@@ -3235,8 +3272,8 @@ class C {
3235
3272
  let e = 0;
3236
3273
  for (const [, i] of t) e += i;
3237
3274
  let r = Math.random() * e;
3238
- for (const [i, n] of t)
3239
- if (r -= n, r <= 0) return i;
3275
+ for (const [i, s] of t)
3276
+ if (r -= s, r <= 0) return i;
3240
3277
  return t[t.length - 1][0];
3241
3278
  }
3242
3279
  /**
@@ -3250,125 +3287,115 @@ class C {
3250
3287
  if (Array.isArray(t)) {
3251
3288
  const [r, i] = t;
3252
3289
  if (typeof r == "number")
3253
- return C.float(r, i);
3254
- if (r instanceof m)
3255
- return C.vector(r.x, i.x, r.y, i.y);
3290
+ return O.float(r, i);
3256
3291
  if (r instanceof p)
3257
- return C.randomColor(r, i);
3292
+ return O.vector(r.x, i.x, r.y, i.y);
3293
+ if (r instanceof m)
3294
+ return O.randomColor(r, i);
3258
3295
  }
3259
3296
  return typeof t == "number" ? t : t.clone();
3260
3297
  }
3261
3298
  }
3262
- var he = /* @__PURE__ */ ((s) => (s.POINT = "point", s.CIRCLE = "circle", s.RECT = "rect", s))(he || {});
3263
- const xt = 10, pt = 0, gt = !0;
3264
- class oe {
3265
- life = 0;
3266
- maxLife;
3267
- texture;
3268
- options;
3269
- position;
3270
- datas;
3271
- rapid;
3272
- constructor(t, e) {
3273
- this.rapid = t, this.options = e, e.texture instanceof P ? this.texture = e.texture : e.texture instanceof Array && e.texture[0] instanceof Array ? this.texture = C.pickWeight(e.texture) : e.texture instanceof Array && (this.texture = C.pick(e.texture)), this.maxLife = C.scalarOrRange(e.life, 1), this.datas = {
3274
- speed: this.processAttribute(e.animation.speed, 0),
3275
- rotation: this.processAttribute(e.animation.rotation, 0),
3276
- scale: this.processAttribute(e.animation.scale, 1),
3277
- color: this.processAttribute(e.animation.color, p.White.clone()),
3278
- velocity: this.processAttribute(e.animation.velocity, m.ZERO)
3279
- }, this.position = m.ZERO, this.initializePosition();
3280
- }
3281
- processAttribute(t, e) {
3282
- if (t == null)
3283
- return { value: e };
3284
- if (ae(t)) {
3285
- const r = t, i = C.scalarOrRange(r.start, e), n = r.end === void 0 ? i : C.scalarOrRange(r.end, e);
3286
- return {
3287
- delta: r.delta ?? this.getDelta(i, n, this.maxLife),
3288
- value: i,
3289
- damping: r.damping
3290
- };
3291
- } else
3292
- return this.processAttribute({ start: t }, e);
3293
- }
3294
- updateNumberAttribute(t, e) {
3295
- t.damping !== void 0 && (t.value *= Math.pow(t.damping, e)), t.delta !== void 0 && (t.value += t.delta * e);
3296
- }
3297
- updateVec2Attribute(t, e) {
3298
- t.damping !== void 0 && (t.value = t.value.multiply(Math.pow(t.damping, e))), t.delta !== void 0 && (t.value = t.value.add(t.delta.multiply(e)));
3299
- }
3300
- updateColorAttribute(t, e) {
3301
- t.damping !== void 0 && (t.value = t.value.multiply(Math.pow(t.damping, e))), t.delta !== void 0 && (t.value = t.value.add(t.delta.multiply(e))), t.value.clamp();
3302
- }
3303
- updateAttributes(t) {
3304
- const e = this.datas;
3305
- this.updateNumberAttribute(e.speed, t), this.updateNumberAttribute(e.rotation, t), this.updateNumberAttribute(e.scale, t), this.updateColorAttribute(e.color, t), this.updateVec2Attribute(e.velocity, t);
3306
- const i = m.fromAngle(e.rotation.value).multiply(e.speed.value * t);
3307
- this.position = this.position.add(i).add(e.velocity.value.multiply(t));
3308
- }
3309
- getDelta(t, e, r) {
3310
- return typeof t == "number" && typeof e == "number" ? (e - t) / r : t instanceof m && e instanceof m || t instanceof p && e instanceof p ? e.subtract(t).divide(r) : t;
3311
- }
3312
- /**
3313
- * Updates particle state.
3314
- * @param deltaTime - Seconds elapsed since last frame
3315
- * @returns `true` while the particle is alive, `false` when it should be removed
3316
- */
3317
- update(t) {
3318
- return this.life += t, this.life >= this.maxLife ? !1 : (this.updateAttributes(t), !0);
3319
- }
3320
- /**
3321
- * Renders the particle using the Rapid engine's matrixStack + drawSprite.
3322
- * The emitter is responsible for calling save/restore around a batch of particles.
3323
- */
3324
- render() {
3325
- const t = this.rapid.matrixStack, e = this.datas.scale.value, r = this.datas.rotation.value, i = this.datas.color.value;
3326
- t.save(), t.translate(this.position.x, this.position.y), r !== 0 && t.rotate(r), e !== 1 && t.scale(e, e);
3327
- const n = this.options.origin ? this.options.origin.x : 0.5, a = this.options.origin ? this.options.origin.y : 0.5;
3328
- (n !== 0 || a !== 0) && t.translate(-n * this.texture.rawWidth, -a * this.texture.rawHeight), Rt(this.rapid, { texture: this.texture, color: i }), t.restore();
3299
+ var oe = /* @__PURE__ */ ((n) => (n.POINT = "point", n.CIRCLE = "circle", n.RECT = "rect", n))(oe || {});
3300
+ const pt = 10, gt = 0, vt = !0;
3301
+ class K {
3302
+ components;
3303
+ constructor(t = 1) {
3304
+ if (!Number.isInteger(t) || t <= 0)
3305
+ throw new RangeError("ParticleAttributeStore size must be a positive integer");
3306
+ this.components = Array.from({ length: t }, () => ({
3307
+ value: new C(U.Float32),
3308
+ delta: new C(U.Float32),
3309
+ damping: new C(U.Float32)
3310
+ }));
3311
+ }
3312
+ getArrayBuffer() {
3313
+ return this.components.flatMap(({ value: t, delta: e, damping: r }) => [t, e, r]);
3329
3314
  }
3330
- initializePosition() {
3331
- switch (this.options.emitShape) {
3332
- case "circle": {
3333
- const t = Math.random() * Math.PI * 2, e = (this.options.emitRadius ?? 0) * Math.sqrt(Math.random());
3334
- this.position = new m(Math.cos(t) * e, Math.sin(t) * e);
3335
- break;
3336
- }
3337
- case "rect": {
3338
- this.position = new m(
3339
- (Math.random() - 0.5) * (this.options.emitRect?.width ?? 0),
3340
- (Math.random() - 0.5) * (this.options.emitRect?.height ?? 0)
3341
- );
3342
- break;
3343
- }
3315
+ update(t) {
3316
+ for (const { value: e, delta: r, damping: i } of this.components)
3317
+ for (let s = 0; s < e.usedElemNum; s++)
3318
+ e.typedArray[s] *= Math.pow(i.get(s), t), e.typedArray[s] += r.get(s) * t;
3319
+ }
3320
+ get(t, e = 0) {
3321
+ return this.components[e].value.get(t);
3322
+ }
3323
+ getComponent(t, e) {
3324
+ if (typeof t == "number")
3325
+ return t;
3326
+ if (t instanceof p)
3327
+ return e === 0 ? t.x : t.y;
3328
+ switch (e) {
3329
+ case 0:
3330
+ return t.r;
3331
+ case 1:
3332
+ return t.g;
3333
+ case 2:
3334
+ return t.b;
3335
+ case 3:
3336
+ return t.a;
3344
3337
  default:
3345
- this.position = m.ZERO;
3346
- break;
3338
+ return 0;
3339
+ }
3340
+ }
3341
+ resolveComponent(t, e, r) {
3342
+ return t === void 0 ? r : Array.isArray(t) ? O.float(
3343
+ this.getComponent(t[0], e),
3344
+ this.getComponent(t[1], e)
3345
+ ) : this.getComponent(t, e);
3346
+ }
3347
+ create(t, e, r = 1) {
3348
+ const i = he(t) ? t : void 0, s = i === void 0 ? t : void 0, a = r > 0 ? r : 1;
3349
+ let o = 0;
3350
+ for (let h = 0; h < this.components.length; h++) {
3351
+ const { value: c, delta: u, damping: l } = this.components[h], d = this.getComponent(e, h), f = s === void 0 ? this.resolveComponent(i?.start, h, d) : this.getComponent(s, h), x = i?.end === void 0 ? f : this.resolveComponent(i.end, h, d);
3352
+ c.push(f), u.push(i?.delta === void 0 ? (x - f) / a : this.getComponent(i.delta, h)), l.push(i?.damping ?? 1), h === 0 && (o = f);
3347
3353
  }
3348
- !this.options.localSpace && this.options.position && (this.position = this.position.add(this.options.position));
3354
+ return o;
3349
3355
  }
3350
3356
  }
3351
3357
  class wt {
3352
- particles = [];
3353
3358
  options;
3354
3359
  emitting = !1;
3355
3360
  emitTimer = 0;
3356
- emitRate = xt;
3357
- emitTime = pt;
3361
+ emitRate = pt;
3362
+ emitTime = gt;
3358
3363
  emitTimeCounter = 0;
3359
3364
  /** Whether spawned particles are positioned in local emitter space (default: true). */
3360
- localSpace = gt;
3361
- /** World position of the emitter. Used for both local-space transform and world-space spawn offset. */
3362
- position = m.ZERO;
3365
+ localSpace = vt;
3363
3366
  rapid;
3364
- gameObject;
3367
+ x = new C(U.Float32);
3368
+ y = new C(U.Float32);
3369
+ scaleX = new C(U.Float32);
3370
+ scaleY = new C(U.Float32);
3371
+ rotation = new C(U.Float32);
3372
+ color = new C(U.Uint32);
3373
+ animations = {
3374
+ speed: new K(),
3375
+ rotation: new K(),
3376
+ scale: new K(),
3377
+ color: new K(4),
3378
+ velocity: new K(2)
3379
+ };
3380
+ count = 0;
3365
3381
  /**
3366
3382
  * Creates a new particle emitter.
3367
3383
  * @param rapid - The Rapid renderer instance
3368
3384
  * @param options - Emitter configuration options
3369
3385
  */
3370
3386
  constructor(t, e) {
3371
- this.rapid = t, this.options = e, this.emitRate = e.emitRate !== void 0 ? e.emitRate : xt, this.emitTime = e.emitTime !== void 0 ? e.emitTime : pt, this.localSpace = e.localSpace !== void 0 ? e.localSpace : gt, this.position = e.position ?? m.ZERO;
3387
+ this.rapid = t, this.options = e, this.emitRate = e.emitRate ?? pt, this.emitTime = e.emitTime ?? gt, this.localSpace = e.localSpace ?? vt;
3388
+ }
3389
+ getAllArrayBuffer() {
3390
+ return [
3391
+ this.x,
3392
+ this.y,
3393
+ this.scaleX,
3394
+ this.scaleY,
3395
+ this.rotation,
3396
+ this.color,
3397
+ ...Object.values(this.animations).flatMap((t) => t.getArrayBuffer())
3398
+ ];
3372
3399
  }
3373
3400
  /** Replaces the emitter's texture at runtime. */
3374
3401
  setTexture(t) {
@@ -3399,16 +3426,48 @@ class wt {
3399
3426
  }
3400
3427
  /** Removes all particles and resets timers. */
3401
3428
  clear() {
3402
- this.particles = [], this.emitTimeCounter = 0;
3429
+ for (const t of this.getAllArrayBuffer())
3430
+ t.clear();
3431
+ this.count = 0, this.emitTimeCounter = 0;
3403
3432
  }
3404
3433
  /**
3405
3434
  * Spawns `count` particles immediately.
3406
3435
  * Respects `maxParticles` if set.
3407
3436
  */
3408
3437
  emit(t) {
3409
- const e = this.options.maxParticles ?? 1 / 0, r = Math.min(t, e - this.particles.length);
3438
+ const e = this.options.maxParticles ?? 1 / 0, r = Math.min(t, e - this.count);
3410
3439
  for (let i = 0; i < r; i++)
3411
- this.particles.push(new oe(this.rapid, { ...this.options, position: this.position }));
3440
+ this.createParticle();
3441
+ }
3442
+ createParticle() {
3443
+ const t = O.scalarOrRange(this.options.life, 1);
3444
+ let e = 0, r = 0;
3445
+ switch (this.options.emitShape) {
3446
+ case "circle": {
3447
+ const c = Math.random() * Math.PI * 2, u = (this.options.emitRadius ?? 0) * Math.sqrt(Math.random());
3448
+ e = Math.cos(c) * u, r = Math.sin(c) * u;
3449
+ break;
3450
+ }
3451
+ case "rect": {
3452
+ e = (Math.random() - 0.5) * (this.options.emitRect?.width ?? 0), r = (Math.random() - 0.5) * (this.options.emitRect?.height ?? 0);
3453
+ break;
3454
+ }
3455
+ }
3456
+ const i = this.rapid.matrixStack;
3457
+ if (this.localSpace)
3458
+ this.x.push(e), this.y.push(r);
3459
+ else {
3460
+ const { x: c, y: u } = i.localToWorld(e, r);
3461
+ this.x.push(c), this.y.push(u);
3462
+ }
3463
+ const s = this.options.animation, a = this.animations, o = a.scale.create(s.scale, 1, t), h = a.rotation.create(s.rotation, 0, t);
3464
+ a.speed.create(s.speed, 0, t), a.velocity.create(s.velocity, p.ZERO, t), a.color.create(s.color, m.White, t), this.rotation.push(h), this.scaleX.push(o), this.scaleY.push(o), this.color.pushUint32(m.packColor(
3465
+ a.color.get(this.count, 0),
3466
+ a.color.get(this.count, 1),
3467
+ a.color.get(this.count, 2),
3468
+ a.color.get(this.count, 3),
3469
+ this.rapid.premultipliedAlpha
3470
+ )), this.count += 1;
3412
3471
  }
3413
3472
  /**
3414
3473
  * Updates the emitter and all live particles.
@@ -3418,35 +3477,57 @@ class wt {
3418
3477
  if (this.emitting && this.emitRate > 0)
3419
3478
  if (this.emitTime > 0) {
3420
3479
  if (this.emitTimeCounter += t, this.emitTimeCounter >= this.emitTime) {
3421
- const e = Math.floor(this.emitTimeCounter / this.emitTime);
3422
- this.emit(this.emitRate * e), this.emitTimeCounter -= e * this.emitTime;
3480
+ const r = Math.floor(this.emitTimeCounter / this.emitTime);
3481
+ this.emit(this.emitRate * r), this.emitTimeCounter -= r * this.emitTime;
3423
3482
  }
3424
3483
  } else {
3425
3484
  this.emitTimer += t;
3426
- const e = Math.floor(this.emitTimer * this.emitRate);
3427
- e > 0 && (this.emit(e), this.emitTimer -= e / this.emitRate);
3485
+ const r = Math.floor(this.emitTimer * this.emitRate);
3486
+ r > 0 && (this.emit(r), this.emitTimer -= r / this.emitRate);
3428
3487
  }
3429
- for (let e = this.particles.length - 1; e >= 0; e--)
3430
- this.particles[e].update(t) || this.particles.splice(e, 1);
3488
+ const e = this.updateParticle(t);
3489
+ this.count -= e.length, C.removeAtIndices(e, this.getAllArrayBuffer());
3490
+ }
3491
+ updateParticle(t) {
3492
+ const e = [], r = this.animations;
3493
+ Object.values(r).forEach((i) => i.update(t));
3494
+ for (let i = 0; i < this.count; i++) {
3495
+ const s = r.rotation.get(i), a = r.scale.get(i), o = r.speed.get(i);
3496
+ this.rotation.typedArray[i] = s, this.scaleX.typedArray[i] = a, this.scaleY.typedArray[i] = a, this.color.uint32[i] = m.packColor(
3497
+ r.color.get(i, 0),
3498
+ r.color.get(i, 1),
3499
+ r.color.get(i, 2),
3500
+ r.color.get(i, 3),
3501
+ this.rapid.premultipliedAlpha
3502
+ ), this.x.typedArray[i] += (o * Math.cos(s) + r.velocity.get(i, 0)) * t, this.y.typedArray[i] += (o * Math.sin(s) + r.velocity.get(i, 1)) * t;
3503
+ }
3504
+ return e;
3431
3505
  }
3432
3506
  /**
3433
3507
  * Renders all live particles.
3434
3508
  * In local-space mode the emitter's own transform is applied around the batch.
3435
3509
  */
3436
3510
  render() {
3437
- const t = this.rapid.matrixStack;
3438
- this.localSpace && (t.save(), t.translate(this.position.x, this.position.y));
3439
- for (const e of this.particles)
3440
- e.render();
3441
- this.localSpace && t.restore();
3442
- }
3443
- /** Returns the current number of live particles. */
3444
- getParticleCount() {
3445
- return this.particles.length;
3511
+ const t = this.options, e = this.localSpace ? void 0 : this.rapid.matrix.alloc();
3512
+ this.rapid.drawParticles({
3513
+ texture: t.texture,
3514
+ shader: t.shader,
3515
+ x: this.x.typedArray,
3516
+ y: this.y.typedArray,
3517
+ scaleX: this.scaleX.typedArray,
3518
+ scaleY: this.scaleY.typedArray,
3519
+ rotation: this.rotation.typedArray,
3520
+ color: this.color.typedArray,
3521
+ count: this.count,
3522
+ reverseOrder: !0,
3523
+ originX: t.origin?.x ?? 0.5,
3524
+ originY: t.origin?.y ?? 0.5,
3525
+ customMatrix: e
3526
+ });
3446
3527
  }
3447
3528
  /** Returns `true` if the emitter is running or still has live particles. */
3448
3529
  isActive() {
3449
- return this.emitting || this.particles.length > 0;
3530
+ return this.emitting || this.count > 0;
3450
3531
  }
3451
3532
  /**
3452
3533
  * Convenience: emit `emitRate` particles in one shot (fire-and-forget burst).
@@ -3456,42 +3537,41 @@ class wt {
3456
3537
  }
3457
3538
  }
3458
3539
  export {
3459
- I as ArrayType,
3460
- k as BaseTexture,
3461
- se as BlendMode,
3462
- ne as CanvasScaleMode,
3463
- p as Color,
3464
- ot as CustomGlShader,
3465
- B as DynamicArrayBuffer,
3540
+ U as ArrayType,
3541
+ Y as BaseTexture,
3542
+ ne as BlendMode,
3543
+ ae as CanvasScaleMode,
3544
+ m as Color,
3545
+ ct as CustomGlShader,
3546
+ C as DynamicArrayBuffer,
3466
3547
  Tt as GLShader,
3467
3548
  Ht as GraphicRegion,
3468
- Yt as LineTextureMode,
3469
- ie as MaskType,
3470
- St as MatrixStack,
3549
+ Xt as LineTextureMode,
3550
+ se as MaskType,
3551
+ At as MatrixStack,
3471
3552
  Mt as MatrixStore,
3472
- oe as Particle,
3473
3553
  wt as ParticleEmitter,
3474
- he as ParticleShape,
3475
- Ft as QUAD_VERTICES,
3554
+ oe as ParticleShape,
3555
+ Wt as QUAD_VERTICES,
3476
3556
  ce as Rapid,
3477
- yt as Region,
3478
- At as RenderTexture,
3479
- it as SpriteRegion,
3480
- _t as TextTexture,
3481
- P as Texture,
3482
- rt as TextureFilterMode,
3483
- bt as TextureManager,
3484
- Y as TextureWrapMode,
3485
- m as Vec2,
3486
- Q as WebglBufferArray,
3557
+ Et as Region,
3558
+ bt as RenderTexture,
3559
+ at as SpriteRegion,
3560
+ Ct as TextTexture,
3561
+ F as Texture,
3562
+ nt as TextureFilterMode,
3563
+ St as TextureManager,
3564
+ q as TextureWrapMode,
3565
+ p as Vec2,
3566
+ et as WebglBufferArray,
3487
3567
  Vt as composeProjectionWithAffine,
3488
- te as drawCircle,
3489
- Et as drawGraphic,
3568
+ ee as drawCircle,
3569
+ Rt as drawGraphic,
3490
3570
  Zt as drawLine,
3491
- Qt as drawMaskImage,
3492
- qt as drawParticles,
3493
- Jt as drawRect,
3494
- Kt as drawSprite,
3495
- Rt as drawSpriteRaw,
3496
- zt as multiplyMat4
3571
+ Jt as drawMaskImage,
3572
+ Qt as drawParticles,
3573
+ te as drawRect,
3574
+ qt as drawSprite,
3575
+ $t as getColorUint32,
3576
+ Yt as multiplyMat4
3497
3577
  };