rapid-render 1.0.7 → 1.0.9

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 P {
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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 P {
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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 x {
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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 = x.clampByte(this._a), e = x.clampByte(this._r * t / 255), r = x.clampByte(this._g * t / 255), i = x.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 x(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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  }
335
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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 x(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 x(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(
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+ return new x(
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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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  );
370
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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 = x.clampColorByte(i), o = s ? a / 255 : 1, h = x.clampColorByte(t * o), c = x.clampColorByte(e * o), u = x.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 x(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 x(
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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 x(
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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(
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+ return t instanceof x ? new x(
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 x(
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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 x ? new x(
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 x(
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  this.r * t,
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  this.g * t,
430
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  this.b * t,
@@ -434,24 +462,24 @@ class p {
434
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  clamp() {
435
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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 x(255, 0, 0, 255);
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+ static Green = new x(0, 255, 0, 255);
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+ static Blue = new x(0, 0, 255, 255);
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+ static Yellow = new x(255, 255, 0, 255);
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+ static Purple = new x(128, 0, 128, 255);
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+ static Orange = new x(255, 165, 0, 255);
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+ static Pink = new x(255, 192, 203, 255);
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+ static Gray = new x(128, 128, 128, 255);
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+ static Brown = new x(139, 69, 19, 255);
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+ static Cyan = new x(0, 255, 255, 255);
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+ static Magenta = new x(255, 0, 255, 255);
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+ static Lime = new x(192, 255, 0, 255);
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+ static White = new x(255, 255, 255, 255);
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+ static Black = new x(0, 0, 0, 255);
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+ static Transparent = new x(0, 0, 0, 0);
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+ static TRANSPARENT = new x(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
494
  */
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 P(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
509
  */
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], m = o[a], g = o[a + 1], v = o[a + 2], y = o[a + 3], R = o[a + 4], A = o[a + 5];
600
+ o[i] = h * m + u * g, o[i + 1] = c * m + l * g, o[i + 2] = h * v + u * y, o[i + 3] = c * v + l * y, o[i + 4] = h * R + u * A + d, o[i + 5] = c * R + l * A + 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], m = 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 + m, 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], m = l[c + 2], g = l[c + 3], v = l[c + 4], y = l[c + 5];
729
+ l[u] = d * r + m * i, l[u + 1] = f * r + g * i, l[u + 2] = d * s + m * a, l[u + 3] = f * s + g * a, l[u + 4] = d * o + m * h + v, l[u + 5] = f * o + g * h + y;
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 P(U.Uint32);
711
739
  /** Records the world matrices generated at each step. */
712
- stepWorldM = new B(I.Uint32);
740
+ stepWorldM = new P(U.Uint32);
713
741
  /** Records actions (push/pop) taken during the traversal. */
714
- stepAction = new B(I.Uint32);
742
+ stepAction = new P(U.Uint32);
715
743
  /** Records the parent world matrix for each step (used by updateMatrix). */
716
- stepParentM = new B(I.Uint32);
744
+ stepParentM = new P(U.Uint32);
717
745
  /** Buffer used during hierarchy traversal updates. */
718
- parentStack = new B(I.Uint32);
746
+ parentStack = new P(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) {
@@ -882,51 +910,51 @@ 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 m = u ? Math.cos(u) : 1, g = u ? Math.sin(u) : 0, v = m * o, y = g * o, R = -g * h, A = m * h, C = s + v * l + R * d, S = a + y * l + A * d;
896
924
  if (i !== -1) {
897
925
  this.matrix.multiplyAffine(
898
926
  this.curWorldM,
899
927
  i,
900
928
  v,
901
- T,
929
+ y,
902
930
  R,
903
- E,
904
- b,
905
- N
931
+ A,
932
+ C,
933
+ S
906
934
  );
907
935
  return;
908
936
  }
909
937
  this.matrix.multiplyAffineInPlace(
910
938
  this.curLocalM,
911
939
  v,
912
- T,
940
+ y,
913
941
  R,
914
- E,
915
- b,
916
- N
942
+ A,
943
+ C,
944
+ S
917
945
  ), this.matrix.multiplyAffineInPlace(
918
946
  this.curWorldM,
919
947
  v,
920
- T,
948
+ y,
921
949
  R,
922
- E,
923
- b,
924
- N
950
+ A,
951
+ C,
952
+ S
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 B(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 = z.fromSource(this.render, i, e), r.uid = t, this.cache.set(t, r), new B(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 B(this.cache.get(e.key));
989
+ const r = z.fromSource(this.render, t, e);
990
+ return e?.key && (r.uid = e.key, this.cache.set(e.key, r)), new B(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 B ? (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 z {
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 z(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 B {
1058
1086
  base;
1059
1087
  uvX = 0;
1060
1088
  uvY = 0;
@@ -1100,7 +1128,7 @@ class P {
1100
1128
  * @returns The current Texture instance.
1101
1129
  */
1102
1130
  setRegion(t, e, r, i) {
1103
- return this.base ? (this._px = t, this._py = e, this._pw = r, this._ph = i, this.isAtlas = t !== 0 || e !== 0 || r !== this.base.width || i !== this.base.height, this.uvX = t / this.base.width, this.uvY = e / this.base.height, this.uvW = this.uvX + r / this.base.width, this.uvH = this.uvY + i / this.base.height, this.rawWidth = r, this.rawHeight = i, this) : this;
1131
+ return this.base ? (this._px = t, this._py = e, this._pw = r, this._ph = i, this.isAtlas = t !== 0 || e !== 0 || r !== this.base.width || i !== this.base.height, this.uvX = t / this.base.width, this.uvY = e / this.base.height, this.uvW = this.uvX + r / this.base.width, this.uvH = this.uvY + i / this.base.height, this.rawWidth = r * this.scale, this.rawHeight = i * this.scale, this) : this;
1104
1132
  }
1105
1133
  /**
1106
1134
  * Creates a new Texture representing a sub-region of this Texture.
@@ -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 B();
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 B(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
  /**
@@ -1133,12 +1161,12 @@ 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);
1139
- for (let x = 0; x < f; x++)
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);
1167
+ for (let m = 0; m < f; m++)
1140
1168
  for (let g = 0; g < d; g++)
1141
- a.push(this.getSubTexture(g * u, x * l, t, e));
1169
+ a.push(this.getSubTexture(g * u, m * l, t, e));
1142
1170
  return a;
1143
1171
  }
1144
1172
  /**
@@ -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 B(new z(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 B {
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 ?? x.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 z(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 m = new Uint8Array(c * u * 4);
1260
+ return d.readPixels(s, l, c, u, d.RGBA, d.UNSIGNED_BYTE, m), d.bindFramebuffer(d.FRAMEBUFFER, f), m;
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 x(0, 0, 0, 0) : new x(r[0], r[1], r[2], r[3]);
1242
1270
  }
1243
1271
  /**
1244
1272
  * Destroys the framebuffer, renderbuffer, and base texture.
@@ -1254,9 +1282,9 @@ const Ut = {
1254
1282
  fill: "#000000",
1255
1283
  strokeThickness: 1,
1256
1284
  align: "left",
1257
- baseline: "top"
1285
+ lineHeight: 1
1258
1286
  };
1259
- class _t extends P {
1287
+ class Ct extends B {
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 z(i, 1, 1)), this.update();
1274
1302
  }
1275
1303
  get text() {
1276
1304
  return this._text;
@@ -1293,122 +1321,108 @@ class _t extends P {
1293
1321
  updateOffset(t, e) {
1294
1322
  switch (this._style.align) {
1295
1323
  case "center":
1296
- this.offsetX = -t / 2;
1297
- break;
1324
+ return t / 2;
1298
1325
  case "right":
1299
- this.offsetX = -t;
1300
- break;
1301
- default:
1302
- this.offsetX = 0;
1303
- break;
1304
- }
1305
- switch (this._style.baseline) {
1306
- case "middle":
1307
- this.offsetY = -e / 2;
1308
- break;
1309
- case "bottom":
1310
- this.offsetY = -e;
1311
- break;
1326
+ return t;
1312
1327
  default:
1313
- this.offsetY = 0;
1314
- break;
1328
+ return e;
1315
1329
  }
1316
1330
  }
1317
1331
  /**
1318
1332
  * Updates the internal canvas and uploads it to WebGL
1319
1333
  */
1320
1334
  update() {
1321
- const t = this.ctx, e = this._style.fontSize, r = this._style.fontWeight, i = this._style.fontFamily, n = `${r} ${e}px ${i}`, a = this.render.dpr;
1322
- t.font = n;
1335
+ const t = this.ctx, e = this.style, r = e.fontSize, i = e.fontWeight, s = e.fontFamily, a = e.lineHeight, o = `${i} ${r}px ${s}`, h = this.render.dpr;
1336
+ t.font = o, t.textBaseline = "top";
1323
1337
  const c = this._text.split(`
1324
1338
  `);
1325
- let h = 0, o = 0;
1326
- 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;
1339
+ let u = 0, l = 0;
1340
+ const d = t.measureText(c[0]), f = d.fontBoundingBoxAscent + d.fontBoundingBoxDescent;
1341
+ for (const S of c) {
1342
+ const L = t.measureText(S);
1343
+ L.width > u && (u = L.width), l += f * a;
1331
1344
  }
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;
1345
+ l -= f * (a - 1);
1346
+ const m = this._style.strokeThickness || 0, g = Math.ceil(u + m * 2) || 1, v = Math.ceil(l + m * 2) || 1, y = g * h, R = v * h;
1347
+ (this.canvas.width !== y || this.canvas.height !== R) && (this.canvas.width = y, this.canvas.height = R), t.setTransform(h, 0, 0, h, 0, 0), t.clearRect(0, 0, g, v), t.font = o, t.textBaseline = "top", t.textAlign = this._style.align;
1348
+ const A = this.updateOffset(g, m);
1349
+ let C = m;
1350
+ for (const S of c) {
1351
+ let L = A;
1352
+ e.stroke && e.strokeThickness > 0 && (t.lineWidth = e.strokeThickness, t.strokeStyle = e.stroke, t.strokeText(S, L, C)), e.fill && (t.fillStyle = e.fill, t.fillText(S, L, C)), C += f * a;
1339
1353
  }
1340
- this.base?.updateSource(this.render.gl, this.canvas, this.options), this.setRegion(0, 0, this.canvas.width, this.canvas.height);
1354
+ this.base?.updateSource(this.render.gl, this.canvas, this.options), this.setRegion(0, 0, y, R);
1341
1355
  }
1342
1356
  }
1343
- const Ct = (s, t = !1, e = !0) => {
1344
- const r = s.getContext("webgl2", { stencil: !0, antialias: t, premultipliedAlpha: e });
1357
+ const _t = (n, t = !1, e = !0) => {
1358
+ const r = n.getContext("webgl2", { stencil: !0, antialias: t, premultipliedAlpha: e });
1345
1359
  if (!r)
1346
1360
  throw new Error("WebGL2 is not supported in this browser.");
1347
1361
  return r;
1348
- }, ht = (s, t, e) => {
1349
- const r = s.createShader(e);
1362
+ }, ot = (n, t, e) => {
1363
+ const r = n.createShader(e);
1350
1364
  if (!r)
1351
1365
  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);
1366
+ if (n.shaderSource(r, t), n.compileShader(r), !n.getShaderParameter(r, n.COMPILE_STATUS)) {
1367
+ const s = n.getShaderInfoLog(r);
1368
+ throw console.error("Shader compilation failed:", s), new Error("Unable to compile shader: " + s + t);
1355
1369
  }
1356
1370
  return r;
1357
- }, Pt = (s, t, e) => {
1358
- var r = s.createProgram(), i = ht(s, t, 35633), n = ht(s, e, 35632);
1371
+ }, Pt = (n, t, e) => {
1372
+ var r = n.createProgram(), i = ot(n, t, 35633), s = ot(n, e, 35632);
1359
1373
  if (!r)
1360
1374
  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);
1375
+ if (n.attachShader(r, i), n.attachShader(r, s), n.linkProgram(r), !n.getProgramParameter(r, n.LINK_STATUS)) {
1376
+ const o = n.getProgramInfoLog(r);
1377
+ throw new Error("Unable to link shader program: " + o);
1364
1378
  }
1365
1379
  return r;
1366
1380
  };
1367
- function J(s, t) {
1381
+ function rt(n, t) {
1368
1382
  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);
1383
+ [q.CLAMP]: n.CLAMP_TO_EDGE,
1384
+ [q.REPEAT]: n.REPEAT,
1385
+ [q.MIRRORED_REPEAT]: n.MIRRORED_REPEAT
1386
+ }[t] || n.CLAMP_TO_EDGE;
1387
+ n.texParameteri(n.TEXTURE_2D, n.TEXTURE_WRAP_S, e), n.texParameteri(n.TEXTURE_2D, n.TEXTURE_WRAP_T, e);
1374
1388
  }
1375
- function tt(s, t) {
1389
+ function it(n, t) {
1376
1390
  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);
1391
+ [nt.LINEAR]: n.LINEAR,
1392
+ [nt.NEAREST]: n.NEAREST
1393
+ }[t] ?? n.NEAREST;
1394
+ n.texParameteri(n.TEXTURE_2D, n.TEXTURE_MIN_FILTER, e), n.texParameteri(n.TEXTURE_2D, n.TEXTURE_MAG_FILTER, e);
1381
1395
  }
1382
- function K(s, t, e) {
1383
- const r = s.gl, i = r.createTexture();
1396
+ function J(n, t, e) {
1397
+ const r = n.gl, i = r.createTexture();
1384
1398
  if (!i)
1385
1399
  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);
1400
+ 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) {
1401
+ const s = t;
1402
+ r.texImage2D(r.TEXTURE_2D, 0, r.RGBA, s.width, s.height, 0, r.RGBA, r.UNSIGNED_BYTE, null);
1389
1403
  } 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);
1404
+ const s = e.premultipliedAlpha ?? n.premultipliedAlpha;
1405
+ 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
1406
  }
1393
1407
  return r.bindTexture(r.TEXTURE_2D, null), i;
1394
1408
  }
1395
- function F(s, t) {
1396
- if (s.includes("%TEXTURE_NUM%") && (s = s.replace("%TEXTURE_NUM%", t.toString())), s.includes("%GET_COLOR%")) {
1409
+ function H(n, t) {
1410
+ if (n.includes("%TEXTURE_NUM%") && (n = n.replace("%TEXTURE_NUM%", t.toString())), n.includes("%GET_COLOR%")) {
1397
1411
  let e = "";
1398
1412
  for (let r = 0; r < t; r++)
1399
1413
  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);
1414
+ n = n.replace("%GET_COLOR%", e);
1401
1415
  }
1402
- return s;
1416
+ return n;
1403
1417
  }
1404
- const Nt = 5126, et = 5121;
1405
- function Lt(s, t, e) {
1406
- s.vertexAttribDivisor(t, e);
1418
+ const Nt = 5126, st = 5121;
1419
+ function Lt(n, t, e) {
1420
+ n.vertexAttribDivisor(t, e);
1407
1421
  }
1408
- function vt(s, t, e, r, i) {
1409
- s.drawArraysInstanced(t, e, r, i);
1422
+ function yt(n, t, e, r, i) {
1423
+ n.drawArraysInstanced(t, e, r, i);
1410
1424
  }
1411
- let Ot = 0;
1425
+ let It = 0;
1412
1426
  class Tt {
1413
1427
  program;
1414
1428
  attributeLoc = {};
@@ -1421,7 +1435,7 @@ class Tt {
1421
1435
  /** Whether the uniform is an array (e.g. sampler2D uTextures[8]) */
1422
1436
  uniformIsArray = {};
1423
1437
  gl;
1424
- shaderId = Ot++;
1438
+ shaderId = It++;
1425
1439
  // for debug
1426
1440
  vao;
1427
1441
  constructor(t, e, r, i) {
@@ -1450,8 +1464,8 @@ class Tt {
1450
1464
  setUniform(t, e) {
1451
1465
  const r = this.uniformLoc[t];
1452
1466
  if (r === void 0) return;
1453
- const i = this.uniformType[t], n = this.uniformIsArray[t];
1454
- It(this.gl, r, i, e, n);
1467
+ const i = this.uniformType[t], s = this.uniformIsArray[t];
1468
+ Ot(this.gl, r, i, e, s);
1455
1469
  }
1456
1470
  /**
1457
1471
  * Batch-set uniforms via a plain value map.
@@ -1498,77 +1512,77 @@ class Tt {
1498
1512
  parseShader(t) {
1499
1513
  const e = this.gl, r = t.match(/(?:in|attribute)\s+\w+\s+\w+/g);
1500
1514
  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);
1515
+ for (const s of r) {
1516
+ const o = s.split(/\s+/)[2], h = e.getAttribLocation(this.program, o);
1517
+ h !== -1 && (this.attributeLoc[o] = h);
1504
1518
  }
1505
1519
  const i = t.match(/uniform\s+\w+\s+\w+(?:\[\d+\])?/g);
1506
1520
  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]));
1521
+ for (const s of i) {
1522
+ const a = s.split(/\s+/), o = a[1], h = a[2].replace(/\[\d+\]$/, ""), c = e.getUniformLocation(this.program, h);
1523
+ c !== null && (this.uniformLoc[h] = c, this.uniformType[h] = o, this.uniformIsArray[h] = /\[\d+\]$/.test(a[2]));
1510
1524
  }
1511
1525
  }
1512
1526
  }
1513
- function It(s, t, e, r, i = !1) {
1527
+ function Ot(n, t, e, r, i = !1) {
1514
1528
  switch (e) {
1515
1529
  // scalars
1516
1530
  case "float":
1517
- return s.uniform1f(t, r);
1531
+ return n.uniform1f(t, r);
1518
1532
  case "int":
1519
1533
  case "bool":
1520
1534
  case "sampler2D":
1521
1535
  case "samplerCube":
1522
- return i ? s.uniform1iv(t, r) : s.uniform1i(t, r);
1536
+ return i ? n.uniform1iv(t, r) : n.uniform1i(t, r);
1523
1537
  // float vectors
1524
1538
  case "vec2":
1525
- return s.uniform2fv(t, r);
1539
+ return n.uniform2fv(t, r);
1526
1540
  case "vec3":
1527
- return s.uniform3fv(t, r);
1541
+ return n.uniform3fv(t, r);
1528
1542
  case "vec4":
1529
- return s.uniform4fv(t, r);
1543
+ return n.uniform4fv(t, r);
1530
1544
  // int / bool vectors
1531
1545
  case "ivec2":
1532
1546
  case "bvec2":
1533
- return s.uniform2iv(t, r);
1547
+ return n.uniform2iv(t, r);
1534
1548
  case "ivec3":
1535
1549
  case "bvec3":
1536
- return s.uniform3iv(t, r);
1550
+ return n.uniform3iv(t, r);
1537
1551
  case "ivec4":
1538
1552
  case "bvec4":
1539
- return s.uniform4iv(t, r);
1553
+ return n.uniform4iv(t, r);
1540
1554
  // matrices (column-major, transpose = false)
1541
1555
  case "mat2":
1542
- return s.uniformMatrix2fv(t, !1, r);
1556
+ return n.uniformMatrix2fv(t, !1, r);
1543
1557
  case "mat3":
1544
- return s.uniformMatrix3fv(t, !1, r);
1558
+ return n.uniformMatrix3fv(t, !1, r);
1545
1559
  case "mat4":
1546
- return s.uniformMatrix4fv(t, !1, r);
1560
+ return n.uniformMatrix4fv(t, !1, r);
1547
1561
  // fallback: guess by value shape
1548
1562
  default:
1549
- return Wt(s, t, r);
1563
+ return Ft(n, t, r);
1550
1564
  }
1551
1565
  }
1552
- function Wt(s, t, e) {
1566
+ function Ft(n, t, e) {
1553
1567
  if (typeof e == "number")
1554
- return s.uniform1f(t, e);
1568
+ return n.uniform1f(t, e);
1555
1569
  const r = e;
1556
1570
  switch (r.length) {
1557
1571
  case 2:
1558
- return s.uniform2fv(t, r);
1572
+ return n.uniform2fv(t, r);
1559
1573
  case 3:
1560
- return s.uniform3fv(t, r);
1574
+ return n.uniform3fv(t, r);
1561
1575
  case 4:
1562
- return s.uniform4fv(t, r);
1576
+ return n.uniform4fv(t, r);
1563
1577
  case 9:
1564
- return s.uniformMatrix3fv(t, !1, r);
1578
+ return n.uniformMatrix3fv(t, !1, r);
1565
1579
  case 16:
1566
- return s.uniformMatrix4fv(t, !1, r);
1580
+ return n.uniformMatrix4fv(t, !1, r);
1567
1581
  default:
1568
- return s.uniform1fv(t, r);
1582
+ return n.uniform1fv(t, r);
1569
1583
  }
1570
1584
  }
1571
- class ot {
1585
+ class ct {
1572
1586
  /** Custom vertex shader code */
1573
1587
  vs;
1574
1588
  /** Custom fragment shader code */
@@ -1586,8 +1600,8 @@ class ot {
1586
1600
  /** Padding in pixels this shader needs beyond the sprite bounds (for outline/glow effects) */
1587
1601
  padding = 0;
1588
1602
  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;
1603
+ constructor(t, e, r, i = 0, s) {
1604
+ this.vs = e, this.fs = r, this.rapid = t, this.uniforms = s ?? {}, this.usedTextureUnitNum = i;
1591
1605
  }
1592
1606
  /**
1593
1607
  * Updates uniform values or textures for the custom shader.
@@ -1596,8 +1610,8 @@ class ot {
1596
1610
  setUniforms(t) {
1597
1611
  this.rapid.flush();
1598
1612
  const e = {}, r = {};
1599
- for (const [i, n] of Object.entries(t))
1600
- n instanceof WebGLTexture ? r[i] = n : e[i] = n;
1613
+ for (const [i, s] of Object.entries(t))
1614
+ s instanceof WebGLTexture ? r[i] = s : e[i] = s;
1601
1615
  Object.assign(this.uniforms, e), Object.assign(this.uniformTextures, r);
1602
1616
  for (const i of this.glshader.keys())
1603
1617
  this.uniformDirty.add(i);
@@ -1636,11 +1650,11 @@ class ot {
1636
1650
  if (i == null || r == null)
1637
1651
  return console.warn("CustomGlShader: missing base shader for " + e), null;
1638
1652
  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;
1653
+ const s = t.createShader(r, i);
1654
+ return s.isCustom = !0, s.padding = this.padding, this.glshader.set(e, s), this.uniformDirty.add(e), s;
1641
1655
  }
1642
1656
  }
1643
- class yt {
1657
+ class Et {
1644
1658
  constructor(t) {
1645
1659
  this.rapid = t, this.gl = t.gl, this.maxTextureUnits = t.maxTextureUnits, this.matrixStore = t.matrix;
1646
1660
  }
@@ -1672,8 +1686,8 @@ class yt {
1672
1686
  }
1673
1687
  findTextureUnit(t, e = 0, r = 0) {
1674
1688
  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)
1689
+ const s = i * 2;
1690
+ if (this.usedTextures[i] === t && this.usedTexturePadding[s] === e && this.usedTexturePadding[s + 1] === r)
1677
1691
  return i;
1678
1692
  }
1679
1693
  return -1;
@@ -1691,7 +1705,7 @@ class yt {
1691
1705
  getCustomShader(t) {
1692
1706
  if (!t)
1693
1707
  return this.defaultShader;
1694
- if (t instanceof ot) {
1708
+ if (t instanceof ct) {
1695
1709
  const e = this.createCustomShader(t);
1696
1710
  return e ?? this.defaultShader;
1697
1711
  }
@@ -1706,7 +1720,7 @@ class yt {
1706
1720
  return this.isDefaultShader && !t ? !0 : this.getCustomShader(t) == this.currentShader;
1707
1721
  }
1708
1722
  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);
1723
+ 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
1724
  }
1711
1725
  exit() {
1712
1726
  this.hasPendingContent() && this.flush(), this.gl.bindVertexArray(null);
@@ -1721,8 +1735,8 @@ class yt {
1721
1735
  const t = this.currentShader;
1722
1736
  if (t.use(), this.customShader) {
1723
1737
  const r = this.customShader, i = {};
1724
- for (const n in r.uniformTextures)
1725
- i[n] = this.useTexture(r.uniformTextures[n]);
1738
+ for (const s in r.uniformTextures)
1739
+ i[s] = this.useTexture(r.uniformTextures[s]);
1726
1740
  this.customShader.applyUniform(this.KEY, i);
1727
1741
  }
1728
1742
  const e = this.gl;
@@ -1743,7 +1757,7 @@ class yt {
1743
1757
  return !1;
1744
1758
  }
1745
1759
  }
1746
- const $ = `#version 300 es\r
1760
+ const Z = `#version 300 es\r
1747
1761
  precision highp float;\r
1748
1762
  \r
1749
1763
  // per-vertex\r
@@ -1791,7 +1805,7 @@ void main(void) {\r
1791
1805
  \r
1792
1806
  gl_Position = u_projection * position;\r
1793
1807
  }\r
1794
- `, ct = `#version 300 es\r
1808
+ `, ut = `#version 300 es\r
1795
1809
  precision mediump float;\r
1796
1810
  \r
1797
1811
  uniform sampler2D uTextures[%TEXTURE_NUM%];\r
@@ -1840,8 +1854,8 @@ void main(void) {\r
1840
1854
  \r
1841
1855
  // CUSTOM_CODE_CALL\r
1842
1856
  }\r
1843
- `, V = 48, Ft = new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]);
1844
- class it extends yt {
1857
+ `, j = 48, Wt = new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]);
1858
+ class at extends Et {
1845
1859
  instanceBuffer;
1846
1860
  quadBuffer;
1847
1861
  instanceCount = 0;
@@ -1853,28 +1867,28 @@ class it extends yt {
1853
1867
  }
1854
1868
  createBuffer() {
1855
1869
  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);
1870
+ this.quadBuffer = new et(t, U.Float32, t.ARRAY_BUFFER, t.STATIC_DRAW), this.quadBuffer.bindBuffer();
1871
+ for (const e of Wt) this.quadBuffer.pushFloat32(e);
1872
+ this.quadBuffer.makeDirty(), this.quadBuffer.bufferData(), this.instanceBuffer = new et(t, U.Uint32, t.ARRAY_BUFFER, t.DYNAMIC_DRAW);
1859
1873
  }
1860
1874
  createDefaultShader() {
1861
- const t = this.rapid, e = F(ct, t.maxTextureUnits), r = F($, t.maxTextureUnits);
1875
+ const t = this.rapid, e = H(ut, t.maxTextureUnits), r = H(Z, t.maxTextureUnits);
1862
1876
  return this.vs = r, this.fs = e, this.defaultShader = this.createShader(r, e), this.defaultShader;
1863
1877
  }
1864
1878
  createShader(t, e) {
1865
1879
  const r = super.createShader(t, e);
1866
1880
  return r.use(), r.bindVAO(), this.instanceBuffer.bindBuffer(), r.setAttributes([
1867
- { name: "aMatrixRow0", size: 3, stride: V, offset: 0, divisor: 1 },
1868
- { name: "aMatrixRow1", size: 3, stride: V, offset: 12, divisor: 1 },
1869
- { name: "aUVRect", size: 4, stride: V, offset: 24, divisor: 1 },
1870
- { name: "aColor", size: 4, type: et, normalized: !0, stride: V, offset: 40, divisor: 1 },
1871
- { name: "aTextureId", size: 1, type: et, stride: V, offset: 44, divisor: 1 }
1881
+ { name: "aMatrixRow0", size: 3, stride: j, offset: 0, divisor: 1 },
1882
+ { name: "aMatrixRow1", size: 3, stride: j, offset: 12, divisor: 1 },
1883
+ { name: "aUVRect", size: 4, stride: j, offset: 24, divisor: 1 },
1884
+ { name: "aColor", size: 4, type: st, normalized: !0, stride: j, offset: 40, divisor: 1 },
1885
+ { name: "aTextureId", size: 1, type: st, stride: j, offset: 44, divisor: 1 }
1872
1886
  ]), this.quadBuffer.bindBuffer(), r.setAttributes([
1873
1887
  { name: "aVertex", size: 2, stride: 8, offset: 0, divisor: 0 }
1874
1888
  ]), r.unbindVAO(), this.currentShader && this.currentShader.use(), r;
1875
1889
  }
1876
1890
  createCustomShader(t) {
1877
- const e = F(ct, this.rapid.maxTextureUnits - t.usedTextureUnitNum), r = F($, this.rapid.maxTextureUnits - t.usedTextureUnitNum);
1891
+ const e = H(ut, this.rapid.maxTextureUnits - t.usedTextureUnitNum), r = H(Z, this.rapid.maxTextureUnits - t.usedTextureUnitNum);
1878
1892
  return t.getGLShader(this, this.KEY, r, e);
1879
1893
  }
1880
1894
  /**
@@ -1889,45 +1903,45 @@ class it extends yt {
1889
1903
  * @param v1 Bottom UV mapped coordinate (default 1).
1890
1904
  * @param color The tint color as packed ABGR uniform uint32 (default 0xFFFFFFFF).
1891
1905
  */
1892
- drawSprite(t, e, r = 0, i = 0, n = 1, a = 1, c = 4294967295, h = 0, o = 0, u = !1, l = !1, d = !1) {
1893
- const f = e * 6, x = this.matrixStore.data;
1906
+ drawSprite(t, e, r = 0, i = 0, s = 1, a = 1, o = 4294967295, h = 0, c = 0, u = !1, l = !1, d = !1) {
1907
+ const f = e * 6, m = this.matrixStore.data;
1894
1908
  this.drawSpriteAffine(
1895
1909
  t,
1896
- x[f],
1897
- x[f + 1],
1898
- x[f + 2],
1899
- x[f + 3],
1900
- x[f + 4],
1901
- x[f + 5],
1910
+ m[f],
1911
+ m[f + 1],
1912
+ m[f + 2],
1913
+ m[f + 3],
1914
+ m[f + 4],
1915
+ m[f + 5],
1902
1916
  r,
1903
1917
  i,
1904
- n,
1918
+ s,
1905
1919
  a,
1906
- c,
1907
- h,
1908
1920
  o,
1921
+ h,
1922
+ c,
1909
1923
  u,
1910
1924
  l,
1911
1925
  d
1912
1926
  );
1913
1927
  }
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(
1928
+ drawSpriteAffine(t, e, r, i, s, a, o, h = 0, c = 0, u = 1, l = 1, d = 4294967295, f = 0, m = 0, g = !1, v = !1, y = !1) {
1929
+ const R = t.base, A = t.rawWidth, C = t.rawHeight, S = t.offsetX, L = t.offsetY, X = this.useTexture(
1916
1930
  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++;
1931
+ f / R.width,
1932
+ m / R.height
1933
+ ), I = this.instanceBuffer, w = I.usedElemNum;
1934
+ I.resize(12);
1935
+ const _ = I.float32, D = I.uint32, k = y ? C : A, G = y ? A : C, O = k + 2 * f, F = G + 2 * m, b = S - f, N = L - m, T = this.localSpriteMatrix;
1936
+ y ? (T[0] = 0, T[1] = v ? F : -F, T[2] = g ? -O : O, T[3] = 0, T[4] = b + (g ? O : 0), T[5] = N + (v ? 0 : F)) : (T[0] = g ? -O : O, T[1] = 0, T[2] = 0, T[3] = v ? -F : F, T[4] = b + (g ? O : 0), T[5] = N + (v ? F : 0));
1937
+ const M = this.worldSpriteMatrix;
1938
+ M[0] = e * T[0] + i * T[1], M[1] = r * T[0] + s * T[1], M[2] = e * T[2] + i * T[3], M[3] = r * T[2] + s * T[3], M[4] = a + e * T[4] + i * T[5], M[5] = o + r * T[4] + s * T[5], _[w + 6] = h, _[w + 7] = c, _[w + 8] = u, _[w + 9] = l, D[w + 10] = d, D[w + 11] = X, this.rapid.roundPixels && (M[4] = Math.round(M[4]), M[5] = Math.round(M[5])), _[w] = M[0], _[w + 1] = M[2], _[w + 2] = M[4], _[w + 3] = M[1], _[w + 4] = M[3], _[w + 5] = M[5], I.usedElemNum += 12, I.makeDirty(), this.instanceCount++;
1925
1939
  }
1926
1940
  render() {
1927
1941
  if (this.instanceCount === 0) return;
1928
1942
  this.prepareRender();
1929
1943
  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++;
1944
+ this.instanceBuffer.bindBuffer(), this.instanceBuffer.bufferData(), e.bindVAO(), yt(t, t.TRIANGLE_STRIP, 0, 4, this.instanceCount), this.rapid.drawcallCount++;
1931
1945
  }
1932
1946
  resetRender() {
1933
1947
  super.resetRender(), this.instanceBuffer.clear(), this.instanceCount = 0;
@@ -1936,7 +1950,7 @@ class it extends yt {
1936
1950
  return this.instanceCount > 0;
1937
1951
  }
1938
1952
  }
1939
- const Dt = `#version 300 es\r
1953
+ const Bt = `#version 300 es\r
1940
1954
  precision highp float;\r
1941
1955
  \r
1942
1956
  in vec2 aPosition;\r
@@ -1967,7 +1981,7 @@ void main(void) {\r
1967
1981
  // CUSTOM_CODE_CALL\r
1968
1982
  gl_Position = u_projection * position;\r
1969
1983
  }\r
1970
- `, Bt = `#version 300 es\r
1984
+ `, Dt = `#version 300 es\r
1971
1985
  precision mediump float;\r
1972
1986
  \r
1973
1987
  in vec4 vColor;\r
@@ -2056,8 +2070,8 @@ void main(void) {\r
2056
2070
  discard;\r
2057
2071
  }\r
2058
2072
  }\r
2059
- `, z = 20;
2060
- class Ht extends yt {
2073
+ `, $ = 20;
2074
+ class Ht extends Et {
2061
2075
  vertexBuffer;
2062
2076
  vertexCount = 0;
2063
2077
  matrixIndex = -1;
@@ -2070,24 +2084,24 @@ class Ht extends yt {
2070
2084
  }
2071
2085
  createBuffer() {
2072
2086
  const t = this.gl;
2073
- this.vertexBuffer = new Q(t, I.Float32, t.ARRAY_BUFFER, t.DYNAMIC_DRAW), this.maskShader = this.createMaskShader(kt, Gt);
2087
+ this.vertexBuffer = new et(t, U.Float32, t.ARRAY_BUFFER, t.DYNAMIC_DRAW), this.maskShader = this.createMaskShader(kt, Gt);
2074
2088
  }
2075
2089
  createDefaultShader() {
2076
- return this.vs = Dt, this.fs = Bt, this.defaultShader = this.createShader(this.vs, this.fs), this.defaultShader;
2090
+ return this.vs = Bt, this.fs = Dt, this.defaultShader = this.createShader(this.vs, this.fs), this.defaultShader;
2077
2091
  }
2078
2092
  createMaskShader(t, e) {
2079
2093
  const r = this.gl, i = new Tt(r, t, e);
2080
2094
  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 }
2095
+ { name: "aPosition", size: 2, type: r.FLOAT, stride: $ - 4, offset: 0, divisor: 0 },
2096
+ { name: "aUV", size: 2, type: r.FLOAT, stride: $ - 4, offset: 8, divisor: 0 }
2083
2097
  ]), i.unbindVAO(), this.currentShader && this.currentShader.use(), i;
2084
2098
  }
2085
2099
  createShader(t, e) {
2086
2100
  const r = this.gl, i = super.createShader(t, e);
2087
2101
  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 }
2102
+ { name: "aPosition", size: 2, type: r.FLOAT, stride: $, offset: 0, divisor: 0 },
2103
+ { name: "aColor", size: 4, type: r.UNSIGNED_BYTE, normalized: !0, stride: $, offset: 8, divisor: 0 },
2104
+ { name: "aUV", size: 2, type: r.FLOAT, stride: $, offset: 12, divisor: 0 }
2091
2105
  ]), i.unbindVAO(), this.currentShader && this.currentShader.use(), i;
2092
2106
  }
2093
2107
  /**
@@ -2107,22 +2121,22 @@ class Ht extends yt {
2107
2121
  * @param v UV mapped Y value (0-1, default 0).
2108
2122
  * @param color Pre-multiplied hex color combined using ABGR byte order (default 0xFFFFFFFF).
2109
2123
  */
2110
- addVertex(t, e, r = 0, i = 0, n = 4294967295) {
2124
+ addVertex(t, e, r = 0, i = 0, s = 4294967295) {
2111
2125
  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();
2126
+ 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
2127
  }
2114
2128
  /**
2115
2129
  * Finishes the graphic construction and dispatches the rendering call immediately.
2116
2130
  */
2117
2131
  endGraphic() {
2118
- this.render();
2132
+ this.flush();
2119
2133
  }
2120
2134
  render() {
2121
2135
  if (this.vertexCount === 0) return;
2122
2136
  this.prepareRender();
2123
2137
  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(
2138
+ let s = i[r + 4], a = i[r + 5];
2139
+ 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
2140
  "uUVRect",
2127
2141
  this.texture ? [this.texture.uvX, this.texture.uvY, this.texture.uvW, this.texture.uvH] : [0, 0, 1, 1]
2128
2142
  ), 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 +2145,15 @@ class Ht extends yt {
2131
2145
  return !1;
2132
2146
  }
2133
2147
  }
2134
- class m {
2148
+ class p {
2135
2149
  x;
2136
2150
  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);
2151
+ static ZERO = new p(0, 0);
2152
+ static ONE = new p(1, 1);
2153
+ static UP = new p(0, 1);
2154
+ static DOWN = new p(0, -1);
2155
+ static LEFT = new p(-1, 0);
2156
+ static RIGHT = new p(1, 0);
2143
2157
  constructor(t, e) {
2144
2158
  this.x = t !== void 0 ? t : 0, this.y = e !== void 0 ? e : 0;
2145
2159
  }
@@ -2147,22 +2161,22 @@ class m {
2147
2161
  return e === void 0 ? (this.x = t, this.y = t) : (this.x = t, this.y = e), this;
2148
2162
  }
2149
2163
  add(t) {
2150
- return new m(this.x + t.x, this.y + t.y);
2164
+ return new p(this.x + t.x, this.y + t.y);
2151
2165
  }
2152
2166
  subtract(t) {
2153
- return new m(this.x - t.x, this.y - t.y);
2167
+ return new p(this.x - t.x, this.y - t.y);
2154
2168
  }
2155
2169
  sub(t) {
2156
- return new m(this.x - t.x, this.y - t.y);
2170
+ return new p(this.x - t.x, this.y - t.y);
2157
2171
  }
2158
2172
  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);
2173
+ return t instanceof p ? new p(this.x * t.x, this.y * t.y) : new p(this.x * t, this.y * t);
2160
2174
  }
2161
2175
  mul(t) {
2162
2176
  return this.multiply(t);
2163
2177
  }
2164
2178
  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);
2179
+ return t instanceof p ? new p(this.x / t.x, this.y / t.y) : new p(this.x / t, this.y / t);
2166
2180
  }
2167
2181
  dot(t) {
2168
2182
  return this.x * t.x + this.y * t.y;
@@ -2175,13 +2189,13 @@ class m {
2175
2189
  return Math.sqrt(e * e + r * r);
2176
2190
  }
2177
2191
  clone() {
2178
- return new m(this.x, this.y);
2192
+ return new p(this.x, this.y);
2179
2193
  }
2180
2194
  to(t) {
2181
2195
  this.x = t.x, this.y = t.y;
2182
2196
  }
2183
2197
  copy() {
2184
- return new m(this.x, this.y);
2198
+ return new p(this.x, this.y);
2185
2199
  }
2186
2200
  equals(t) {
2187
2201
  return t.x == this.x && t.y == this.y;
@@ -2194,7 +2208,7 @@ class m {
2194
2208
  return this.x = -this.x, this.y = -this.y, this;
2195
2209
  }
2196
2210
  inverted() {
2197
- return new m(this.x * -1, this.y * -1);
2211
+ return new p(this.x * -1, this.y * -1);
2198
2212
  }
2199
2213
  length() {
2200
2214
  return Math.sqrt(this.x * this.x + this.y * this.y);
@@ -2208,13 +2222,13 @@ class m {
2208
2222
  }
2209
2223
  normalized() {
2210
2224
  const t = this.length();
2211
- return new m(this.x / t || 0, this.y / t || 0);
2225
+ return new p(this.x / t || 0, this.y / t || 0);
2212
2226
  }
2213
2227
  fix(t = 1e-13) {
2214
2228
  this.x = Math.abs(this.x) < t ? 0 : this.x, this.y = Math.abs(this.y) < t ? 0 : this.y;
2215
2229
  }
2216
2230
  fixed(t = 1e-13) {
2217
- return new m(
2231
+ return new p(
2218
2232
  Math.abs(this.x) < t ? 0 : this.x,
2219
2233
  Math.abs(this.y) < t ? 0 : this.y
2220
2234
  );
@@ -2223,13 +2237,13 @@ class m {
2223
2237
  return Math.atan2(this.y, this.x);
2224
2238
  }
2225
2239
  abs() {
2226
- return new m(Math.abs(this.x), Math.abs(this.y));
2240
+ return new p(Math.abs(this.x), Math.abs(this.y));
2227
2241
  }
2228
2242
  floor() {
2229
- return new m(Math.floor(this.x), Math.floor(this.y));
2243
+ return new p(Math.floor(this.x), Math.floor(this.y));
2230
2244
  }
2231
2245
  ceil() {
2232
- return new m(Math.ceil(this.x), Math.ceil(this.y));
2246
+ return new p(Math.ceil(this.x), Math.ceil(this.y));
2233
2247
  }
2234
2248
  stringify() {
2235
2249
  return `Vec2(${this.x}, ${this.y})`;
@@ -2250,174 +2264,165 @@ class m {
2250
2264
  return this.x = Math.cos(t) * e, this.y = Math.sin(t) * e, this;
2251
2265
  }
2252
2266
  static FromArray(t) {
2253
- return t.map((e) => new m(e[0], e[1]));
2267
+ return t.map((e) => new p(e[0], e[1]));
2254
2268
  }
2255
2269
  static fromAngle(t) {
2256
- return new m(Math.cos(t), Math.sin(t));
2270
+ return new p(Math.cos(t), Math.sin(t));
2257
2271
  }
2258
2272
  }
2259
- const Vt = (s, t) => {
2260
- const [e, r, i, n, a, c] = t, h = new Float32Array([
2273
+ const Vt = (n, t) => {
2274
+ const [e, r, i, s, a, o] = t, h = new Float32Array([
2261
2275
  e,
2262
- n,
2276
+ i,
2263
2277
  0,
2264
2278
  0,
2265
2279
  r,
2266
- a,
2280
+ s,
2267
2281
  0,
2268
2282
  0,
2269
- i,
2270
- c,
2271
- 1,
2272
2283
  0,
2273
2284
  0,
2285
+ 1,
2274
2286
  0,
2287
+ a,
2288
+ o,
2275
2289
  0,
2276
2290
  1
2277
2291
  ]);
2278
- return zt(s, h);
2279
- }, zt = (s, t) => {
2292
+ return Yt(h, n);
2293
+ }, Yt = (n, t) => {
2280
2294
  const e = new Float32Array(16);
2281
2295
  for (let r = 0; r < 4; r++)
2282
2296
  for (let i = 0; i < 4; i++) {
2283
- let n = 0;
2297
+ let s = 0;
2284
2298
  for (let a = 0; a < 4; a++)
2285
- n += s[i * 4 + a] * t[a * 4 + r];
2286
- e[i * 4 + r] = n;
2299
+ s += n[i * 4 + a] * t[a * 4 + r];
2300
+ e[i * 4 + r] = s;
2287
2301
  }
2288
2302
  return e;
2289
2303
  };
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) => {
2304
+ var zt = /* @__PURE__ */ ((n) => (n[n.STRETCH = 0] = "STRETCH", n[n.REPEAT = 1] = "REPEAT", n))(zt || {});
2305
+ const tt = 10, lt = (n, t, e, r, i, s) => {
2306
+ 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);
2307
+ for (let l = 0; l < tt; l++) {
2308
+ const d = l / tt, f = (l + 1) / tt, m = h + d * c, g = h + f * c, v = new p(Math.cos(m) * e, Math.sin(m) * e), y = new p(Math.cos(g) * e, Math.sin(g) * e);
2309
+ 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(y)), o.push(new p(i + y.dot(u) * s, 0.5 - 0.5 * y.dot(t) / e));
2310
+ }
2311
+ return { vertices: a, uv: o };
2312
+ }, Xt = (n, t = !1) => {
2299
2313
  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;
2314
+ if (n.length < 2 || t && n.length < 3) return { normals: e, length: 0 };
2315
+ const r = 4, i = 1e-3, s = n.length;
2302
2316
  let a = 0;
2303
2317
  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);
2318
+ for (let h = 0; h < s; h++) {
2319
+ const c = n[h], u = n[(h + 1) % s];
2320
+ a += c.distanceTo(u);
2307
2321
  }
2308
2322
  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);
2323
+ for (let h = 0; h < s - 1; h++)
2324
+ a += n[h].distanceTo(n[h + 1]);
2325
+ const o = (h, c, u) => {
2326
+ const l = c.subtract(h).normalize(), d = c.subtract(u).normalize(), f = d.dot(l);
2313
2327
  if (f < -1 + i)
2314
2328
  return { normal: l.perpendicular(), miters: 1 };
2315
2329
  {
2316
- let x = d.add(l).normalize();
2317
- l.cross(d) < 0 && (x = x.multiply(-1));
2330
+ let m = d.add(l).normalize();
2331
+ l.cross(d) < 0 && (m = m.multiply(-1));
2318
2332
  let g = 1 / Math.sqrt((1 - f) / 2);
2319
- return { normal: x, miters: Math.min(g, r) };
2333
+ return { normal: m, miters: Math.min(g, r) };
2320
2334
  }
2321
2335
  };
2322
2336
  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));
2337
+ for (let h = 0; h < s; h++) {
2338
+ const c = h === 0 ? n[s - 1] : n[h - 1], u = n[h], l = h === s - 1 ? n[0] : n[h + 1];
2339
+ e.push(o(c, u, l));
2326
2340
  }
2327
2341
  else
2328
- for (let h = 0; h < n; h++)
2342
+ for (let h = 0; h < s; h++)
2329
2343
  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 });
2344
+ const c = n[1].subtract(n[0]).normalize();
2345
+ e.push({ normal: c.perpendicular(), miters: 1 });
2346
+ } else if (h === s - 1) {
2347
+ const c = n[h].subtract(n[h - 1]).normalize();
2348
+ e.push({ normal: c.perpendicular(), miters: 1 });
2335
2349
  } else
2336
- e.push(c(s[h - 1], s[h], s[h + 1]));
2350
+ e.push(o(n[h - 1], n[h], n[h + 1]));
2337
2351
  return { normals: e, length: a };
2338
- }, jt = (s) => {
2339
- const t = s.points;
2352
+ }, jt = (n) => {
2353
+ const t = n.points;
2340
2354
  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;
2355
+ const { normals: e, length: r } = Xt(t, n.closed), i = (n.width || 1) / 2, s = [], a = [], o = n.roundCap || !1, h = n.textureMode || 0;
2356
+ let c = 0;
2357
+ const u = n.texture?.rawWidth || 1, l = n.closed ? t.length : t.length - 1;
2344
2358
  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) => {
2359
+ const f = t[d], m = e[d].normal, g = e[d].miters, v = (d + 1) % t.length, y = t[v], R = e[v].normal, A = e[v].miters, C = f.add(m.multiply(g * i)), S = f.subtract(m.multiply(g * i)), L = y.add(R.multiply(A * i)), X = y.subtract(R.multiply(A * i)), I = f.distanceTo(y);
2360
+ let w = 0, _ = 0;
2361
+ h === 0 ? (w = c / r, _ = (c + I) / r) : (w = c / u, _ = w + I / u);
2362
+ const D = new p(w, 0), k = new p(w, 1), G = new p(_, 0), O = new p(_, 1);
2363
+ s.push(C), a.push(D), s.push(S), a.push(k), s.push(L), a.push(G), s.push(L), a.push(G), s.push(X), a.push(O), s.push(S), a.push(k), c += I;
2364
+ }
2365
+ if (o && !n.closed) {
2366
+ const d = t[0], f = e[0].normal, m = h === 0 ? r > 0 ? 1 / r : 0 : 1 / u, g = lt(d, f, i, !0, 0, m);
2367
+ s.push(...g.vertices), a.push(...g.uv);
2368
+ const v = t[t.length - 1], y = e[t.length - 1].normal, R = h === 0 ? 1 : c / u, A = h === 0 ? r > 0 ? 1 / r : 0 : 1 / u, C = lt(v, y, i, !1, R, A);
2369
+ s.push(...C.vertices), a.push(...C.uv);
2370
+ }
2371
+ return { vertices: s, uv: a };
2372
+ }, Q = (n, t, e, r) => {
2359
2373
  if (t.customMatrix !== void 0)
2360
2374
  return t.customMatrix;
2361
2375
  if (t.modifyStack) {
2362
- s.matrixStack.applyTransform(
2376
+ n.matrixStack.applyTransform(
2363
2377
  t,
2364
2378
  e,
2365
2379
  r
2366
2380
  );
2367
2381
  return;
2368
2382
  } else {
2369
- const i = s.matrix.temporary;
2370
- return s.matrixStack.applyTransform(
2383
+ const i = n.matrix.temporary;
2384
+ return n.matrixStack.applyTransform(
2371
2385
  t,
2372
2386
  e,
2373
2387
  r,
2374
2388
  i
2375
2389
  ), i;
2376
2390
  }
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)
2391
+ }, $t = (n, t) => t ? n ? t.premultipliedUint32 : t.uint32 : 4294967295, Kt = 2, qt = (n, t) => {
2392
+ const e = Q(n, t, t.texture.rawWidth, t.texture.rawHeight), r = t.texture;
2393
+ if (!r?.base || n.inCreateMask)
2380
2394
  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;
2395
+ const i = r.isAtlas ? n.atlasSpriteRegion : n.spriteRegion;
2396
+ n.enterRegion(i, t.shader);
2397
+ let s = r.uvX, a = r.uvY, o = r.uvW, h = r.uvH;
2398
+ const c = !!t.flipX, u = !!t.flipY != !!r.flipY;
2385
2399
  let l = t.padding ?? i.currentShader.padding;
2386
- r.isAtlas && (l += $t);
2387
- const d = n <= c ? l : -l, f = a <= h ? l : -l;
2400
+ r.isAtlas && (l += Kt);
2401
+ const d = s <= o ? l : -l, f = a <= h ? l : -l;
2388
2402
  i.drawSprite(
2389
2403
  r,
2390
- e ?? t.customMatrix ?? s.matrixStack.curWorldM,
2391
- n,
2404
+ e ?? t.customMatrix ?? n.matrixStack.curWorldM,
2405
+ s,
2392
2406
  a,
2393
- c,
2407
+ o,
2394
2408
  h,
2395
- st(s, t.color),
2409
+ n.getColorUint32(t.color),
2396
2410
  d,
2397
2411
  f,
2398
- o,
2412
+ c,
2399
2413
  u,
2400
2414
  r.isRotated
2401
2415
  );
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;
2416
+ }, Qt = (n, t) => {
2417
+ const e = n.particleRegion;
2418
+ n.enterRegion(e, t.shader);
2419
+ const r = t.texture, i = t.count ?? t.x.length, s = t.color;
2415
2420
  e.drawParticles(
2416
2421
  r,
2417
2422
  t.x,
2418
2423
  t.y,
2419
2424
  t.rotation,
2420
- c,
2425
+ s,
2421
2426
  i,
2422
2427
  t.scaleX,
2423
2428
  t.scaleY,
@@ -2427,71 +2432,74 @@ const Z = 10, ut = (s, t, e, r, i, n) => {
2427
2432
  r.uvH,
2428
2433
  t.flipX,
2429
2434
  t.flipY,
2430
- t.isRotated,
2435
+ r.isRotated,
2431
2436
  t.originX,
2432
- t.originY
2437
+ t.originY,
2438
+ n.premultipliedAlpha,
2439
+ t.reverseOrder,
2440
+ t.customMatrix
2433
2441
  );
2434
- }, Et = (s, t) => {
2442
+ }, Rt = (n, t) => {
2435
2443
  if (t.points.length === 0) return;
2436
- const e = X(s, t, 0, 0);
2437
- s.startGraphic(
2438
- t.drawMode ?? s.gl.TRIANGLES,
2444
+ const e = Q(n, t, 0, 0);
2445
+ n.startGraphic(
2446
+ t.drawMode ?? n.gl.TRIANGLES,
2439
2447
  t.texture,
2440
2448
  t.shader,
2441
2449
  e ?? t.customMatrix
2442
2450
  );
2443
2451
  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(
2452
+ const i = t.points[r], s = t.uv?.[r], a = Array.isArray(t.color) ? t.color[r] : t.color;
2453
+ n.addGraphicVertex(
2446
2454
  i.x,
2447
2455
  i.y,
2448
- n?.x ?? 0,
2449
- n?.y ?? 0,
2450
- st(s, a)
2456
+ s?.x ?? 0,
2457
+ s?.y ?? 0,
2458
+ n.getColorUint32(a)
2451
2459
  );
2452
2460
  }
2453
- s.endGraphic();
2454
- }, Zt = (s, t) => {
2455
- if (s.inCreateMask)
2461
+ n.endGraphic();
2462
+ }, Zt = (n, t) => {
2463
+ if (n.inCreateMask)
2456
2464
  return;
2457
2465
  const { vertices: e, uv: r } = jt(t);
2458
- Et(s, {
2466
+ Rt(n, {
2459
2467
  ...t,
2460
2468
  points: e,
2461
2469
  uv: r,
2462
- drawMode: s.gl.TRIANGLES
2470
+ drawMode: n.gl.TRIANGLES
2463
2471
  });
2464
- }, Qt = (s, t) => {
2465
- const e = X(
2466
- s,
2472
+ }, Jt = (n, t) => {
2473
+ const e = Q(
2474
+ n,
2467
2475
  t,
2468
2476
  t.texture.rawWidth,
2469
2477
  t.texture.rawHeight
2470
2478
  );
2471
- s.startMaskGraphic(
2472
- s.gl.TRIANGLE_FAN,
2479
+ n.startMaskGraphic(
2480
+ n.gl.TRIANGLE_FAN,
2473
2481
  t.texture,
2474
2482
  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,
2483
+ ), n.addRectVertex(t.texture.rawWidth, t.texture.rawHeight), n.endGraphic();
2484
+ }, te = (n, t) => {
2485
+ const e = Q(n, t, t.width, t.height);
2486
+ n.startGraphic(
2487
+ n.gl.TRIANGLE_FAN,
2480
2488
  t.texture,
2481
2489
  t.shader,
2482
2490
  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,
2491
+ ), n.addRectVertex(t.width, t.height, t.color), n.endGraphic();
2492
+ }, ee = (n, t) => {
2493
+ const e = t.segments ?? 32, r = Q(n, t, 0, 0);
2494
+ n.startGraphic(
2495
+ n.gl.TRIANGLE_FAN,
2488
2496
  void 0,
2489
2497
  t.shader,
2490
2498
  r ?? t.customMatrix
2491
2499
  );
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
2500
+ const i = n.getColorUint32(t.color);
2501
+ 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();
2502
+ }, dt = `#version 300 es\r
2495
2503
  precision mediump float;\r
2496
2504
  \r
2497
2505
  uniform sampler2D uTextures[%TEXTURE_NUM%];\r
@@ -2541,21 +2549,21 @@ void main(void) {\r
2541
2549
  // CUSTOM_CODE_CALL\r
2542
2550
  }\r
2543
2551
  `;
2544
- class ee extends it {
2552
+ class re extends at {
2545
2553
  KEY = "AtlasSprite";
2546
2554
  constructor(t) {
2547
2555
  super(t);
2548
2556
  }
2549
2557
  createCustomShader(t) {
2550
- const e = F(lt, this.rapid.maxTextureUnits - t.usedTextureUnitNum), r = F($, this.rapid.maxTextureUnits - t.usedTextureUnitNum);
2558
+ const e = H(dt, this.rapid.maxTextureUnits - t.usedTextureUnitNum), r = H(Z, this.rapid.maxTextureUnits - t.usedTextureUnitNum);
2551
2559
  return t.getGLShader(this, this.KEY, r, e);
2552
2560
  }
2553
2561
  createDefaultShader() {
2554
- const t = this.rapid, e = F(lt, t.maxTextureUnits), r = F($, t.maxTextureUnits);
2562
+ const t = this.rapid, e = H(dt, t.maxTextureUnits), r = H(Z, t.maxTextureUnits);
2555
2563
  return this.vs = r, this.fs = e, this.defaultShader = this.createShader(r, e), this.defaultShader;
2556
2564
  }
2557
2565
  }
2558
- const dt = `#version 300 es\r
2566
+ const ft = `#version 300 es\r
2559
2567
  precision highp float;\r
2560
2568
  \r
2561
2569
  // per-vertex\r
@@ -2596,7 +2604,7 @@ void main(void) {\r
2596
2604
  \r
2597
2605
  gl_Position = u_projection * vec4(v, 0.0, 1.0);\r
2598
2606
  }\r
2599
- `, ft = `#version 300 es\r
2607
+ `, mt = `#version 300 es\r
2600
2608
  precision mediump float;\r
2601
2609
  \r
2602
2610
  uniform sampler2D uTexture;\r
@@ -2612,18 +2620,19 @@ void main(void) {\r
2612
2620
  \r
2613
2621
  // CUSTOM_CODE_CALL\r
2614
2622
  }\r
2615
- `, D = 48, mt = D / 4;
2616
- class re extends it {
2623
+ `, Y = 48, xt = Y / 4;
2624
+ class ie extends at {
2617
2625
  KEY = "ParticleSprite";
2618
2626
  texture;
2627
+ customMatrix;
2619
2628
  constructor(t) {
2620
2629
  super(t);
2621
2630
  }
2622
2631
  createCustomShader(t) {
2623
- return t.getGLShader(this, this.KEY, dt, ft);
2632
+ return t.getGLShader(this, this.KEY, ft, mt);
2624
2633
  }
2625
2634
  createDefaultShader() {
2626
- const t = ft, e = dt;
2635
+ const t = mt, e = ft;
2627
2636
  return this.vs = e, this.fs = t, this.defaultShader = this.createShader(e, t), this.defaultShader;
2628
2637
  }
2629
2638
  enter(t) {
@@ -2632,32 +2641,46 @@ class re extends it {
2632
2641
  createShader(t, e) {
2633
2642
  const r = super.createShader(t, e);
2634
2643
  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 }
2644
+ { name: "aPosition", size: 2, stride: Y, offset: 0, divisor: 1 },
2645
+ { name: "aScale", size: 2, stride: Y, offset: 8, divisor: 1 },
2646
+ { name: "aRotation", size: 1, stride: Y, offset: 16, divisor: 1 },
2647
+ { name: "aUVRect", size: 4, stride: Y, offset: 20, divisor: 1 },
2648
+ { name: "aColor", size: 4, type: st, normalized: !0, stride: Y, offset: 36, divisor: 1 },
2649
+ { name: "aOrigin", size: 2, stride: Y, offset: 40, divisor: 1 }
2641
2650
  ]), this.quadBuffer.bindBuffer(), r.setAttributes([
2642
2651
  { name: "aVertex", size: 2, stride: 8, offset: 0, divisor: 0 }
2643
2652
  ]), r.unbindVAO(), this.currentShader && this.currentShader.use(), r;
2644
2653
  }
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) {
2654
+ drawParticles(t, e, r, i = 0, s = 4294967295, a, o = 1, h = 1, c = 0, u = 0, l = 1, d = 1, f = !1, m = !1, g = !1, v = 0.5, y = 0.5, R, A = !1, C) {
2646
2655
  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; ) {
2656
+ let S = 0;
2657
+ const L = typeof o == "number", X = typeof h == "number", I = typeof i == "number", w = typeof s == "number", _ = !w && typeof s[0] == "number";
2658
+ let D = t.rawWidth * (f ? -1 : 1);
2659
+ L && (D *= o);
2660
+ let k = t.rawHeight * (m ? -1 : 1);
2661
+ X && (k *= h);
2662
+ let G = g ? Math.PI / 2 : 0;
2663
+ for (I && (G += i); S < a; ) {
2650
2664
  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;
2665
+ const O = a - S, F = this.instanceBuffer;
2666
+ let b = F.usedElemNum;
2667
+ F.resize(O * xt);
2668
+ const N = F.float32, T = F.uint32;
2669
+ for (let M = 0; M < O; M++) {
2670
+ const V = A ? a - 1 - S - M : S + M;
2671
+ if (N[b] = e[V], N[b + 1] = r[V], N[b + 2] = L ? D : D * o[V], N[b + 3] = X ? k : k * h[V], N[b + 4] = I ? G : i[V] + G, N[b + 5] = c, N[b + 6] = u, N[b + 7] = l, N[b + 8] = d, w)
2672
+ T[b + 9] = 4294967295;
2673
+ else if (_)
2674
+ T[b + 9] = s[V];
2675
+ else {
2676
+ const ht = s[V];
2677
+ T[b + 9] = R ? ht.premultipliedUint32 : ht.uint32;
2678
+ }
2679
+ N[b + 10] = v, N[b + 11] = y, b += xt;
2658
2680
  }
2659
- L.usedElemNum = S, L.makeDirty(), this.instanceCount += W, R += W;
2681
+ F.usedElemNum = b, F.makeDirty(), this.instanceCount += O, S += O;
2660
2682
  }
2683
+ this.customMatrix = C, this.flush();
2661
2684
  }
2662
2685
  render() {
2663
2686
  if (this.instanceCount === 0) return;
@@ -2666,11 +2689,11 @@ class re extends it {
2666
2689
  this.texture && (t.activeTexture(t.TEXTURE0), t.bindTexture(t.TEXTURE_2D, this.texture.glTexture));
2667
2690
  const e = this.currentShader;
2668
2691
  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;
2692
+ const r = this.rapid.matrixStack, s = this.rapid.matrix.getMatrix(this.customMatrix ?? r.curWorldM), a = Vt(this.rapid.projection, s);
2693
+ 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
2694
  }
2672
2695
  }
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 || {});
2696
+ 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
2697
  class ce {
2675
2698
  /** The active WebGL context. */
2676
2699
  gl;
@@ -2683,7 +2706,7 @@ class ce {
2683
2706
  /** The current device pixel ratio. */
2684
2707
  dpr;
2685
2708
  /** Background clear color [r, g, b, a], values range from 0 to 255. */
2686
- backgroundColor = p.Black;
2709
+ backgroundColor = x.Black;
2687
2710
  /** Logical width in CSS pixels, used for coordinate system and projection matrix. */
2688
2711
  logicWidth = 0;
2689
2712
  /** Logical height in CSS pixels, used for coordinate system and projection matrix. */
@@ -2697,7 +2720,7 @@ class ce {
2697
2720
  /** Maximum number of texture units supported by the device. */
2698
2721
  maxTextureUnits = 0;
2699
2722
  /** Matrix stack for hierarchical transformations. */
2700
- matrixStack = new St(this);
2723
+ matrixStack = new At(this);
2701
2724
  /** Direct access to the underlying matrix store. */
2702
2725
  matrix;
2703
2726
  /** Region dedicated to fast sprite rendering. */
@@ -2722,7 +2745,7 @@ class ce {
2722
2745
  scaleMode;
2723
2746
  /** Internal ping-pong RenderTextures for multi-filter chains. */
2724
2747
  _filterRT = [null, null];
2725
- _filterInput = new P();
2748
+ _filterInput = new B();
2726
2749
  get height() {
2727
2750
  return this.logicHeight;
2728
2751
  }
@@ -2735,10 +2758,10 @@ class ce {
2735
2758
  */
2736
2759
  constructor(t) {
2737
2760
  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);
2761
+ const e = _t(this.canvas, this.antialias, this.premultipliedAlpha);
2762
+ 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
2763
  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);
2764
+ 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
2765
  }
2743
2766
  setTextureFilter(t) {
2744
2767
  this.textureFilter = t;
@@ -2747,7 +2770,7 @@ class ce {
2747
2770
  this.antialias = t;
2748
2771
  }
2749
2772
  getColorUint32(t) {
2750
- return t ? this.premultipliedAlpha ? t.premultipliedUint32 : t.uint32 : 4294967295;
2773
+ return $t(this.premultipliedAlpha, t);
2751
2774
  }
2752
2775
  /**
2753
2776
  * Enters a specific rendering region, flushing the previous one if necessary.
@@ -2758,22 +2781,22 @@ class ce {
2758
2781
  this.currentRegion === t && this.currentRegion.isSameShader(e) || (this.flush(), this.currentRegion = t, t.enter(e));
2759
2782
  }
2760
2783
  drawParticles(t) {
2761
- qt(this, t), this.flush();
2784
+ Qt(this, t);
2762
2785
  }
2763
2786
  drawSprite(t) {
2764
- Kt(this, t);
2787
+ qt(this, t);
2765
2788
  }
2766
2789
  drawLine(t) {
2767
2790
  Zt(this, t);
2768
2791
  }
2769
2792
  drawGraphic(t) {
2770
- Et(this, t);
2793
+ Rt(this, t);
2771
2794
  }
2772
2795
  drawRect(t) {
2773
- Jt(this, t);
2796
+ te(this, t);
2774
2797
  }
2775
2798
  drawCircle(t) {
2776
- te(this, t);
2799
+ ee(this, t);
2777
2800
  }
2778
2801
  /**
2779
2802
  * Starts rendering arbitrary graphics geometries.
@@ -2797,7 +2820,7 @@ class ce {
2797
2820
  * @param texture The texture to be used as a mask.
2798
2821
  */
2799
2822
  drawMaskImage(t) {
2800
- Qt(this, t);
2823
+ Jt(this, t);
2801
2824
  }
2802
2825
  /**
2803
2826
  * Pushes vertices for a rectangle geometry. Should be enclosed by startGraphic and endGraphic.
@@ -2816,10 +2839,10 @@ class ce {
2816
2839
  * @param segments The number of segments (polygons) used to approximate the circle.
2817
2840
  */
2818
2841
  addCircleVertex(t, e, r = 32) {
2819
- const i = Math.PI * 2 / r, n = this.getColorUint32(e);
2842
+ const i = Math.PI * 2 / r, s = this.getColorUint32(e);
2820
2843
  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);
2844
+ 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;
2845
+ this.addGraphicVertex(h, c, u, l, s);
2823
2846
  }
2824
2847
  }
2825
2848
  /**
@@ -2830,8 +2853,8 @@ class ce {
2830
2853
  * @param v The V texture coordinate (0 to 1).
2831
2854
  * @param color The vertex color as a 32-bit unsigned integer.
2832
2855
  */
2833
- addGraphicVertex(t, e, r = 0, i = 0, n = 4294967295) {
2834
- this.graphicRegion.addVertex(t, e, r, i, n);
2856
+ addGraphicVertex(t, e, r = 0, i = 0, s) {
2857
+ this.graphicRegion.addVertex(t, e, r, i, typeof s == "number" ? s : this.getColorUint32(s));
2835
2858
  }
2836
2859
  /**
2837
2860
  * Ends the current graphics geometry definition, readying it for rendering.
@@ -2848,8 +2871,8 @@ class ce {
2848
2871
  */
2849
2872
  resize(t, e, r, i) {
2850
2873
  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) {
2874
+ const s = r ?? this.canvas.clientWidth ?? this.canvas.width, a = i ?? this.canvas.clientHeight ?? this.canvas.height;
2875
+ 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
2876
  case 1:
2854
2877
  this.canvas.width = t, this.canvas.height = e, this.canvas.style.imageRendering = "pixelated", this.gl.viewport(0, 0, t, e);
2855
2878
  break;
@@ -2879,8 +2902,8 @@ class ce {
2879
2902
  * Populates an orthographic projection matrix in place.
2880
2903
  * Avoids continuous Float32Array allocations for performance reasons.
2881
2904
  */
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;
2905
+ updateOrthMatrix(t, e, r, i, s) {
2906
+ 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
2907
  }
2885
2908
  /**
2886
2909
  * Flushes currently buffered rendering operations across all active regions.
@@ -2905,23 +2928,23 @@ class ce {
2905
2928
  applyFilters(t, e) {
2906
2929
  if (e.length === 0)
2907
2930
  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;
2931
+ const r = Math.max(...e.map((c) => c.padding)), i = r, s = t.rawWidth + r * 2, a = t.rawHeight + r * 2;
2932
+ for (let c = 0; c < 2; c++)
2933
+ this._filterRT[c] ? this._filterRT[c].resize(s, a) : this._filterRT[c] = this.texture.createRenderTexture({ width: s, height: a });
2934
+ let o = t.clone(this._filterInput), h = 0;
2912
2935
  this.matrixStack.save(), this.matrixStack.identity();
2913
- for (let o = 0; o < e.length; o++) {
2936
+ for (let c = 0; c < e.length; c++) {
2914
2937
  const u = this._filterRT[h % 2];
2915
2938
  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,
2939
+ texture: o,
2940
+ shader: e[c],
2941
+ offsetX: c == 0 ? i : 0,
2919
2942
  // padding back
2920
- offsetY: o == 0 ? i : 0,
2943
+ offsetY: c == 0 ? i : 0,
2921
2944
  padding: r
2922
- }), this.leaveRenderTexture(), c = u, h++;
2945
+ }), this.leaveRenderTexture(), o = u, h++;
2923
2946
  }
2924
- return this.matrixStack.restore(), c.offsetX = -i, c.offsetY = -i, c;
2947
+ return this.matrixStack.restore(), o.offsetX = -i, o.offsetY = -i, o;
2925
2948
  }
2926
2949
  enterRenderTexture(t) {
2927
2950
  this.flush(), t.activate(), this.gl.viewport(0, 0, t.rawWidth, t.rawHeight), this.updateProjection(0, t.rawWidth, t.rawHeight, 0);
@@ -2933,7 +2956,7 @@ class ce {
2933
2956
  * @param rt The render texture to clear.
2934
2957
  * @param color Clear color. Defaults to transparent black (0, 0, 0, 0).
2935
2958
  */
2936
- clearRenderTexture(t = new p(0, 0, 0, 0)) {
2959
+ clearRenderTexture(t = new x(0, 0, 0, 0)) {
2937
2960
  this.flush();
2938
2961
  const e = this.gl;
2939
2962
  t.setClearColor(e), e.clear(e.COLOR_BUFFER_BIT);
@@ -2955,7 +2978,7 @@ class ce {
2955
2978
  * rapid.drawSprite({ texture: mySprite });
2956
2979
  * });
2957
2980
  */
2958
- drawToRenderTexture(t, e, r = new p(0, 0, 0, 0)) {
2981
+ drawToRenderTexture(t, e, r = new x(0, 0, 0, 0)) {
2959
2982
  this.enterRenderTexture(t);
2960
2983
  try {
2961
2984
  r !== null && this.clearRenderTexture(r), e();
@@ -3033,10 +3056,10 @@ class ce {
3033
3056
  * rapid.drawSprite({ texture: myTexture });
3034
3057
  * });
3035
3058
  */
3036
- withScissor(t, e, r, i, n) {
3059
+ withScissor(t, e, r, i, s) {
3037
3060
  this.startScissor(t, e, r, i);
3038
3061
  try {
3039
- n();
3062
+ s();
3040
3063
  } finally {
3041
3064
  this.endScissor();
3042
3065
  }
@@ -3144,8 +3167,8 @@ class ce {
3144
3167
  */
3145
3168
  startScissor(t, e, r, i) {
3146
3169
  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);
3170
+ 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);
3171
+ s.enable(s.SCISSOR_TEST), s.scissor(h, c, u, l);
3149
3172
  }
3150
3173
  /**
3151
3174
  * Disables scissor clipping, restoring full-canvas rendering.
@@ -3159,13 +3182,13 @@ class ce {
3159
3182
  this.matrix.invert(e);
3160
3183
  }
3161
3184
  logicToPhysics(t) {
3162
- return t.multiply(new m(
3185
+ return t.multiply(new p(
3163
3186
  this.physicsWidth / this.logicWidth,
3164
3187
  this.physicsHeight / this.logicHeight
3165
3188
  ));
3166
3189
  }
3167
3190
  physicsToLogic(t) {
3168
- return t.multiply(new m(
3191
+ return t.multiply(new p(
3169
3192
  this.logicWidth / this.physicsWidth,
3170
3193
  this.logicHeight / this.physicsHeight
3171
3194
  ));
@@ -3193,10 +3216,10 @@ class ce {
3193
3216
  return this.matrix.toCSSMatrix(t ?? this.matrixStack.curWorldM, e, r);
3194
3217
  }
3195
3218
  }
3196
- function ae(s) {
3197
- return !(s === null || typeof s != "object" || Array.isArray(s) || s instanceof m || s instanceof p);
3219
+ function he(n) {
3220
+ return !(n === null || typeof n != "object" || Array.isArray(n) || n instanceof p || n instanceof x);
3198
3221
  }
3199
- class C {
3222
+ class W {
3200
3223
  /** Random float in [min, max). */
3201
3224
  static float(t, e) {
3202
3225
  return Math.random() * (e - t) + t;
@@ -3211,20 +3234,20 @@ class C {
3211
3234
  }
3212
3235
  /** Random Vec2 with components in the supplied per-axis ranges. */
3213
3236
  static vector(t, e, r, i) {
3214
- return new m(C.float(t, e), C.float(r, i));
3237
+ return new p(W.float(t, e), W.float(r, i));
3215
3238
  }
3216
3239
  /** Random Color with each component interpolated between minColor and maxColor. */
3217
3240
  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)
3241
+ return new x(
3242
+ W.float(t.r, e.r),
3243
+ W.float(t.g, e.g),
3244
+ W.float(t.b, e.b),
3245
+ W.float(t.a, e.a)
3223
3246
  );
3224
3247
  }
3225
3248
  /** Pick a random element from an array with uniform probability. */
3226
3249
  static pick(t) {
3227
- return t[C.int(0, t.length - 1)];
3250
+ return t[W.int(0, t.length - 1)];
3228
3251
  }
3229
3252
  /**
3230
3253
  * Pick a random element using weighted probability.
@@ -3235,8 +3258,8 @@ class C {
3235
3258
  let e = 0;
3236
3259
  for (const [, i] of t) e += i;
3237
3260
  let r = Math.random() * e;
3238
- for (const [i, n] of t)
3239
- if (r -= n, r <= 0) return i;
3261
+ for (const [i, s] of t)
3262
+ if (r -= s, r <= 0) return i;
3240
3263
  return t[t.length - 1][0];
3241
3264
  }
3242
3265
  /**
@@ -3250,125 +3273,115 @@ class C {
3250
3273
  if (Array.isArray(t)) {
3251
3274
  const [r, i] = t;
3252
3275
  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);
3276
+ return W.float(r, i);
3256
3277
  if (r instanceof p)
3257
- return C.randomColor(r, i);
3278
+ return W.vector(r.x, i.x, r.y, i.y);
3279
+ if (r instanceof x)
3280
+ return W.randomColor(r, i);
3258
3281
  }
3259
3282
  return typeof t == "number" ? t : t.clone();
3260
3283
  }
3261
3284
  }
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();
3285
+ var oe = /* @__PURE__ */ ((n) => (n.POINT = "point", n.CIRCLE = "circle", n.RECT = "rect", n))(oe || {});
3286
+ const pt = 10, gt = 0, vt = !0;
3287
+ class K {
3288
+ components;
3289
+ constructor(t = 1) {
3290
+ if (!Number.isInteger(t) || t <= 0)
3291
+ throw new RangeError("ParticleAttributeStore size must be a positive integer");
3292
+ this.components = Array.from({ length: t }, () => ({
3293
+ value: new P(U.Float32),
3294
+ delta: new P(U.Float32),
3295
+ damping: new P(U.Float32)
3296
+ }));
3297
+ }
3298
+ getArrayBuffer() {
3299
+ return this.components.flatMap(({ value: t, delta: e, damping: r }) => [t, e, r]);
3329
3300
  }
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
- }
3301
+ update(t) {
3302
+ for (const { value: e, delta: r, damping: i } of this.components)
3303
+ for (let s = 0; s < e.usedElemNum; s++)
3304
+ e.typedArray[s] *= Math.pow(i.get(s), t), e.typedArray[s] += r.get(s) * t;
3305
+ }
3306
+ get(t, e = 0) {
3307
+ return this.components[e].value.get(t);
3308
+ }
3309
+ getComponent(t, e) {
3310
+ if (typeof t == "number")
3311
+ return t;
3312
+ if (t instanceof p)
3313
+ return e === 0 ? t.x : t.y;
3314
+ switch (e) {
3315
+ case 0:
3316
+ return t.r;
3317
+ case 1:
3318
+ return t.g;
3319
+ case 2:
3320
+ return t.b;
3321
+ case 3:
3322
+ return t.a;
3344
3323
  default:
3345
- this.position = m.ZERO;
3346
- break;
3324
+ return 0;
3325
+ }
3326
+ }
3327
+ resolveComponent(t, e, r) {
3328
+ return t === void 0 ? r : Array.isArray(t) ? W.float(
3329
+ this.getComponent(t[0], e),
3330
+ this.getComponent(t[1], e)
3331
+ ) : this.getComponent(t, e);
3332
+ }
3333
+ create(t, e, r = 1) {
3334
+ const i = he(t) ? t : void 0, s = i === void 0 ? t : void 0, a = r > 0 ? r : 1;
3335
+ let o = 0;
3336
+ for (let h = 0; h < this.components.length; h++) {
3337
+ 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), m = i?.end === void 0 ? f : this.resolveComponent(i.end, h, d);
3338
+ c.push(f), u.push(i?.delta === void 0 ? (m - f) / a : this.getComponent(i.delta, h)), l.push(i?.damping ?? 1), h === 0 && (o = f);
3347
3339
  }
3348
- !this.options.localSpace && this.options.position && (this.position = this.position.add(this.options.position));
3340
+ return o;
3349
3341
  }
3350
3342
  }
3351
3343
  class wt {
3352
- particles = [];
3353
3344
  options;
3354
3345
  emitting = !1;
3355
3346
  emitTimer = 0;
3356
- emitRate = xt;
3357
- emitTime = pt;
3347
+ emitRate = pt;
3348
+ emitTime = gt;
3358
3349
  emitTimeCounter = 0;
3359
3350
  /** 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;
3351
+ localSpace = vt;
3363
3352
  rapid;
3364
- gameObject;
3353
+ x = new P(U.Float32);
3354
+ y = new P(U.Float32);
3355
+ scaleX = new P(U.Float32);
3356
+ scaleY = new P(U.Float32);
3357
+ rotation = new P(U.Float32);
3358
+ color = new P(U.Uint32);
3359
+ animations = {
3360
+ speed: new K(),
3361
+ rotation: new K(),
3362
+ scale: new K(),
3363
+ color: new K(4),
3364
+ velocity: new K(2)
3365
+ };
3366
+ count = 0;
3365
3367
  /**
3366
3368
  * Creates a new particle emitter.
3367
3369
  * @param rapid - The Rapid renderer instance
3368
3370
  * @param options - Emitter configuration options
3369
3371
  */
3370
3372
  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;
3373
+ this.rapid = t, this.options = e, this.emitRate = e.emitRate ?? pt, this.emitTime = e.emitTime ?? gt, this.localSpace = e.localSpace ?? vt;
3374
+ }
3375
+ getAllArrayBuffer() {
3376
+ return [
3377
+ this.x,
3378
+ this.y,
3379
+ this.scaleX,
3380
+ this.scaleY,
3381
+ this.rotation,
3382
+ this.color,
3383
+ ...Object.values(this.animations).flatMap((t) => t.getArrayBuffer())
3384
+ ];
3372
3385
  }
3373
3386
  /** Replaces the emitter's texture at runtime. */
3374
3387
  setTexture(t) {
@@ -3399,16 +3412,48 @@ class wt {
3399
3412
  }
3400
3413
  /** Removes all particles and resets timers. */
3401
3414
  clear() {
3402
- this.particles = [], this.emitTimeCounter = 0;
3415
+ for (const t of this.getAllArrayBuffer())
3416
+ t.clear();
3417
+ this.count = 0, this.emitTimeCounter = 0;
3403
3418
  }
3404
3419
  /**
3405
3420
  * Spawns `count` particles immediately.
3406
3421
  * Respects `maxParticles` if set.
3407
3422
  */
3408
3423
  emit(t) {
3409
- const e = this.options.maxParticles ?? 1 / 0, r = Math.min(t, e - this.particles.length);
3424
+ const e = this.options.maxParticles ?? 1 / 0, r = Math.min(t, e - this.count);
3410
3425
  for (let i = 0; i < r; i++)
3411
- this.particles.push(new oe(this.rapid, { ...this.options, position: this.position }));
3426
+ this.createParticle();
3427
+ }
3428
+ createParticle() {
3429
+ const t = W.scalarOrRange(this.options.life, 1);
3430
+ let e = 0, r = 0;
3431
+ switch (this.options.emitShape) {
3432
+ case "circle": {
3433
+ const c = Math.random() * Math.PI * 2, u = (this.options.emitRadius ?? 0) * Math.sqrt(Math.random());
3434
+ e = Math.cos(c) * u, r = Math.sin(c) * u;
3435
+ break;
3436
+ }
3437
+ case "rect": {
3438
+ e = (Math.random() - 0.5) * (this.options.emitRect?.width ?? 0), r = (Math.random() - 0.5) * (this.options.emitRect?.height ?? 0);
3439
+ break;
3440
+ }
3441
+ }
3442
+ const i = this.rapid.matrixStack;
3443
+ if (this.localSpace)
3444
+ this.x.push(e), this.y.push(r);
3445
+ else {
3446
+ const { x: c, y: u } = i.localToWorld(e, r);
3447
+ this.x.push(c), this.y.push(u);
3448
+ }
3449
+ const s = this.options.animation, a = this.animations, o = a.scale.create(s.scale, 1, t), h = a.rotation.create(s.rotation, 0, t);
3450
+ a.speed.create(s.speed, 0, t), a.velocity.create(s.velocity, p.ZERO, t), a.color.create(s.color, x.White, t), this.rotation.push(h), this.scaleX.push(o), this.scaleY.push(o), this.color.pushUint32(x.packColor(
3451
+ a.color.get(this.count, 0),
3452
+ a.color.get(this.count, 1),
3453
+ a.color.get(this.count, 2),
3454
+ a.color.get(this.count, 3),
3455
+ this.rapid.premultipliedAlpha
3456
+ )), this.count += 1;
3412
3457
  }
3413
3458
  /**
3414
3459
  * Updates the emitter and all live particles.
@@ -3418,35 +3463,57 @@ class wt {
3418
3463
  if (this.emitting && this.emitRate > 0)
3419
3464
  if (this.emitTime > 0) {
3420
3465
  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;
3466
+ const r = Math.floor(this.emitTimeCounter / this.emitTime);
3467
+ this.emit(this.emitRate * r), this.emitTimeCounter -= r * this.emitTime;
3423
3468
  }
3424
3469
  } else {
3425
3470
  this.emitTimer += t;
3426
- const e = Math.floor(this.emitTimer * this.emitRate);
3427
- e > 0 && (this.emit(e), this.emitTimer -= e / this.emitRate);
3471
+ const r = Math.floor(this.emitTimer * this.emitRate);
3472
+ r > 0 && (this.emit(r), this.emitTimer -= r / this.emitRate);
3428
3473
  }
3429
- for (let e = this.particles.length - 1; e >= 0; e--)
3430
- this.particles[e].update(t) || this.particles.splice(e, 1);
3474
+ const e = this.updateParticle(t);
3475
+ this.count -= e.length, P.removeAtIndices(e, this.getAllArrayBuffer());
3476
+ }
3477
+ updateParticle(t) {
3478
+ const e = [], r = this.animations;
3479
+ Object.values(r).forEach((i) => i.update(t));
3480
+ for (let i = 0; i < this.count; i++) {
3481
+ const s = r.rotation.get(i), a = r.scale.get(i), o = r.speed.get(i);
3482
+ this.rotation.typedArray[i] = s, this.scaleX.typedArray[i] = a, this.scaleY.typedArray[i] = a, this.color.uint32[i] = x.packColor(
3483
+ r.color.get(i, 0),
3484
+ r.color.get(i, 1),
3485
+ r.color.get(i, 2),
3486
+ r.color.get(i, 3),
3487
+ this.rapid.premultipliedAlpha
3488
+ ), 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;
3489
+ }
3490
+ return e;
3431
3491
  }
3432
3492
  /**
3433
3493
  * Renders all live particles.
3434
3494
  * In local-space mode the emitter's own transform is applied around the batch.
3435
3495
  */
3436
3496
  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;
3497
+ const t = this.options, e = this.localSpace ? void 0 : this.rapid.matrix.alloc();
3498
+ this.rapid.drawParticles({
3499
+ texture: t.texture,
3500
+ shader: t.shader,
3501
+ x: this.x.typedArray,
3502
+ y: this.y.typedArray,
3503
+ scaleX: this.scaleX.typedArray,
3504
+ scaleY: this.scaleY.typedArray,
3505
+ rotation: this.rotation.typedArray,
3506
+ color: this.color.typedArray,
3507
+ count: this.count,
3508
+ reverseOrder: !0,
3509
+ originX: t.origin?.x ?? 0.5,
3510
+ originY: t.origin?.y ?? 0.5,
3511
+ customMatrix: e
3512
+ });
3446
3513
  }
3447
3514
  /** Returns `true` if the emitter is running or still has live particles. */
3448
3515
  isActive() {
3449
- return this.emitting || this.particles.length > 0;
3516
+ return this.emitting || this.count > 0;
3450
3517
  }
3451
3518
  /**
3452
3519
  * Convenience: emit `emitRate` particles in one shot (fire-and-forget burst).
@@ -3456,42 +3523,41 @@ class wt {
3456
3523
  }
3457
3524
  }
3458
3525
  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,
3526
+ U as ArrayType,
3527
+ z as BaseTexture,
3528
+ ne as BlendMode,
3529
+ ae as CanvasScaleMode,
3530
+ x as Color,
3531
+ ct as CustomGlShader,
3532
+ P as DynamicArrayBuffer,
3466
3533
  Tt as GLShader,
3467
3534
  Ht as GraphicRegion,
3468
- Yt as LineTextureMode,
3469
- ie as MaskType,
3470
- St as MatrixStack,
3535
+ zt as LineTextureMode,
3536
+ se as MaskType,
3537
+ At as MatrixStack,
3471
3538
  Mt as MatrixStore,
3472
- oe as Particle,
3473
3539
  wt as ParticleEmitter,
3474
- he as ParticleShape,
3475
- Ft as QUAD_VERTICES,
3540
+ oe as ParticleShape,
3541
+ Wt as QUAD_VERTICES,
3476
3542
  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,
3543
+ Et as Region,
3544
+ bt as RenderTexture,
3545
+ at as SpriteRegion,
3546
+ Ct as TextTexture,
3547
+ B as Texture,
3548
+ nt as TextureFilterMode,
3549
+ St as TextureManager,
3550
+ q as TextureWrapMode,
3551
+ p as Vec2,
3552
+ et as WebglBufferArray,
3487
3553
  Vt as composeProjectionWithAffine,
3488
- te as drawCircle,
3489
- Et as drawGraphic,
3554
+ ee as drawCircle,
3555
+ Rt as drawGraphic,
3490
3556
  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
3557
+ Jt as drawMaskImage,
3558
+ Qt as drawParticles,
3559
+ te as drawRect,
3560
+ qt as drawSprite,
3561
+ $t as getColorUint32,
3562
+ Yt as multiplyMat4
3497
3563
  };