Internal_transformIDThe transform ID.
Internal_transformThe transform ID.
The indices of the geometry.
Protected_anchorThe anchor point defines the normalized coordinates in the texture that map to the position of this sprite.
By default, this is (0,0) (or texture.defaultAnchor
if you have modified that), which means the position
(x,y) of this Sprite will be the top-left corner.
Note: Updating texture.defaultAnchor after
constructing a Sprite does not update its anchor.
https://docs.cocos2d-x.org/cocos2d-x/en/sprites/manipulation.html
Protected_batchSnapshot of some parameters of this display object to render in batched mode.
Protected_cachedCached tint value so we can tell when the tint is changed.
Protected_heightThe height of the sprite (this is initially set by the texture)
Protected_paddingXProtected_paddingYProtected_shaderThe shader bound to this mesh.
Protected_textureThe texture that the sprite is using.
Protected_textureIDThe texture ID.
Protected_textureThe texture trimmed ID.
Protected_textureAn instance of a texture uvs used for padded SpriteMesh. Instanced only when padding becomes non-zero.
Protected_tintUsed to track a tint or alpha change to execute a recomputation of _cachedTint.
Protected_tintThe tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
Protected_tintRGBThe tint applied to the sprite. This is a RGB value. A value of 0xFFFFFF will remove any tint effect.
Protected_widthThe width of the sprite (this is initially set by the texture).
ProtecteduvsThis is used to store the uvs data of the sprite, assigned at the same time as the vertexData in calculateVertices().
ProtectedvertexThis is used to store the vertex data of the sprite (basically a quad).
ProtectedvertexThis is used to calculate the bounds of the object IF it is a trimmed sprite.
Used to force an alpha mode on this sprite mesh. If this property is non null, this value will replace the texture alphaMode when computing color channels. Affects how tint, worldAlpha and alpha are computed each others.
The anchor sets the origin point of the sprite. The default value is taken from the texture and passed to the constructor.
The default is (0,0), this means the sprite's origin is the top left.
Setting the anchor to (0.5,0.5) means the sprite's origin is centered.
Setting the anchor to (1,1) would mean the sprite's origin point will be the bottom right corner.
If you pass only single parameter, it will set both x and y to the same value as shown in the example below.
The height of the Container, setting this will actually modify the scale to achieve the value set.
Is this SpriteMesh rendering a video texture?
The maximum x/y padding in pixels (must be a non-negative value.)
The x padding in pixels (must be a non-negative value.)
They y padding in pixels (must be a non-negative value.)
Returns the SpriteMesh associated batch plugin. By default the returned plugin is that of the associated shader. If a plugin is forced, it will returns the forced plugin. A null value means that this SpriteMesh has no associated plugin.
If true PixiJS will Math.round() x/y values when rendering, stopping pixel interpolation. Advantages can include sharper image quality (like text) and faster rendering on canvas. The main disadvantage is movement of objects may appear less smooth. To set the global default, change PIXI.settings.ROUND_PIXELS
The shader bound to this mesh.
The HTML source element for this SpriteMesh texture.
The texture that the sprite is using.
The width of the Container, setting this will actually modify the scale to achieve the value set.
Calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData.
This is used to ensure that the true width and height of a trimmed texture is respected.
Calculates worldTransform * vertices, store it in vertexData.
Check to see if a point is contained within this SpriteMesh Quad.
Point to check if it's contained.
true if the point is contained within geometry.
Initialize shader based on the shader class type.
The shader class
Update uvs and push vertices and uv buffers on GPU if necessary.
Protected_onProtectedCalled when the anchor position updates.
Protected_onProtectedWhen the texture is updated, this event will fire to update the scale and frame.
Protected_updateProtectedUpdate the batch data object.
StaticfromCreate a SpriteMesh from another source. You can specify texture options and a specific shader class derived from BaseSamplerShader.
Source to create texture from.
OptionaltextureOptions: objectSee PIXI.BaseTexture's constructor for options.
OptionalshaderClass: BaseSamplerShaderThe shader class to use. BaseSamplerShader by default.
An extension of PIXI.Mesh which emulate a PIXI.Sprite with a specific shader.
Param: texture
Texture bound to this sprite mesh.
Param: shaderClass
Shader class used by this sprite mesh.