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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
-[JAVASCRIPT][MESHES] Fixed missing 'this' keywords in updateUVs functions + added support for typed arrays.
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@ -1335,21 +1335,20 @@ spine.MeshAttachment.prototype = {
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edges: null,
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width: 0, height: 0,
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updateUVs: function () {
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var width = regionU2 - regionU, height = regionV2 - regionV;
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var n = regionUVs.length;
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if (!uvs || uvs.length != n) {
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uvs = [];
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uvs.length = n;
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var width = this.regionU2 - this.regionU, height = this.regionV2 - this.regionV;
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var n = this.regionUVs.length;
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if (!this.uvs || this.uvs.length != n) {
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this.uvs = new spine.Float32Array(n);
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}
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if (regionRotate) {
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if (this.regionRotate) {
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for (var i = 0; i < n; i += 2) {
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uvs[i] = regionU + regionUVs[i + 1] * width;
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uvs[i + 1] = regionV + height - regionUVs[i] * height;
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this.uvs[i] = this.regionU + this.regionUVs[i + 1] * width;
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this.uvs[i + 1] = this.regionV + height - this.regionUVs[i] * height;
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}
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} else {
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for (var i = 0; i < n; i += 2) {
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uvs[i] = regionU + regionUVs[i] * width;
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uvs[i + 1] = regionV + regionUVs[i + 1] * height;
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this.uvs[i] = this.regionU + this.regionUVs[i] * width;
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this.uvs[i + 1] = this.regionV + this.regionUVs[i + 1] * height;
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}
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}
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},
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@ -1391,21 +1390,20 @@ spine.SkinnedMeshAttachment.prototype = {
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edges: null,
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width: 0, height: 0,
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updateUVs: function (u, v, u2, v2, rotate) {
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var width = regionU2 - regionU, height = regionV2 - regionV;
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var n = regionUVs.length;
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if (!uvs || uvs.length != n) {
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uvs = [];
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uvs.length = n;
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var width = this.regionU2 - this.regionU, height = this.regionV2 - this.regionV;
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var n = this.regionUVs.length;
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if (!this.uvs || this.uvs.length != n) {
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this.uvs = new spine.Float32Array(n);
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}
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if (regionRotate) {
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if (this.regionRotate) {
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for (var i = 0; i < n; i += 2) {
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uvs[i] = regionU + regionUVs[i + 1] * width;
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uvs[i + 1] = regionV + height - regionUVs[i] * height;
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this.uvs[i] = this.regionU + this.regionUVs[i + 1] * width;
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this.uvs[i + 1] = this.regionV + height - this.regionUVs[i] * height;
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}
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} else {
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for (var i = 0; i < n; i += 2) {
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uvs[i] = regionU + regionUVs[i] * width;
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uvs[i + 1] = regionV + regionUVs[i + 1] * height;
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this.uvs[i] = this.regionU + this.regionUVs[i] * width;
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this.uvs[i + 1] = this.regionV + this.regionUVs[i + 1] * height;
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}
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}
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},
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@ -1869,7 +1867,7 @@ spine.SkeletonJson.prototype = {
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mesh.path = path;
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var uvs = this.getFloatArray(map, "uvs", 1);
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vertices = this.getFloatArray(map, "vertices", 1);
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var vertices = this.getFloatArray(map, "vertices", 1);
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var weights = [];
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var bones = [];
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for (var i = 0, n = vertices.length; i < n; ) {
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