mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-25 22:23:42 +08:00
Merge remote-tracking branch 'EsotericSoftware/3.6' into 3.6
This commit is contained in:
commit
2228c98508
@ -250,6 +250,7 @@
|
|||||||
* Fixed renderer to work with 3.6 changes. Two color tinting is not supported.
|
* Fixed renderer to work with 3.6 changes. Two color tinting is not supported.
|
||||||
* Added clipping support
|
* Added clipping support
|
||||||
* Added `VertexEffect` interface, instances of which can be set on `SkeletonMesh`. Allows to modify vertices before submitting them to GPU. See `SwirlEffect`, `JitterEffect`.
|
* Added `VertexEffect` interface, instances of which can be set on `SkeletonMesh`. Allows to modify vertices before submitting them to GPU. See `SwirlEffect`, `JitterEffect`.
|
||||||
|
* Added support for multi-page atlases
|
||||||
|
|
||||||
### Widget backend
|
### Widget backend
|
||||||
* Fixed WebGL context loss (see WebGL backend changes). Enabled automatically.
|
* Fixed WebGL context loss (see WebGL backend changes). Enabled automatically.
|
||||||
|
|||||||
Binary file not shown.
@ -218,6 +218,7 @@ package spine {
|
|||||||
}
|
}
|
||||||
|
|
||||||
private function sortPathConstraintAttachment(skin : Skin, slotIndex : int, slotBone : Bone) : void {
|
private function sortPathConstraintAttachment(skin : Skin, slotIndex : int, slotBone : Bone) : void {
|
||||||
|
if (!skin.attachments.hasOwnProperty(slotIndex)) return;
|
||||||
var dict : Dictionary = skin.attachments[slotIndex];
|
var dict : Dictionary = skin.attachments[slotIndex];
|
||||||
if (!dict) return;
|
if (!dict) return;
|
||||||
|
|
||||||
|
|||||||
@ -10,7 +10,7 @@
|
|||||||
<groupId>com.esotericsoftware.spine</groupId>
|
<groupId>com.esotericsoftware.spine</groupId>
|
||||||
<artifactId>spine-libgdx</artifactId>
|
<artifactId>spine-libgdx</artifactId>
|
||||||
<packaging>jar</packaging>
|
<packaging>jar</packaging>
|
||||||
<version>3.7.0.1-SNAPSHOT</version>
|
<version>3.6.51.2-SNAPSHOT</version>
|
||||||
|
|
||||||
<name>spine-libgdx</name>
|
<name>spine-libgdx</name>
|
||||||
<description>Spine Runtime for libGDX</description>
|
<description>Spine Runtime for libGDX</description>
|
||||||
|
|||||||
Binary file not shown.
Binary file not shown.
@ -24,7 +24,7 @@ spine-ts WebGL & Widget backends supports all Spine features.
|
|||||||
|
|
||||||
spine-ts Canvas does not support color tinting, mesh attachments and clipping. Only the alpha channel from tint colors is applied. Experimental support for mesh attachments can be enabled by setting `spine.canvas.SkeletonRenderer.useTriangleRendering` to true. Note that this method is slow and may lead to artifacts on some browsers.
|
spine-ts Canvas does not support color tinting, mesh attachments and clipping. Only the alpha channel from tint colors is applied. Experimental support for mesh attachments can be enabled by setting `spine.canvas.SkeletonRenderer.useTriangleRendering` to true. Note that this method is slow and may lead to artifacts on some browsers.
|
||||||
|
|
||||||
spine-ts THREE.JS does not support color tinting, blend modes and clipping. The THREE.JS backend provides `SkeletonMesh.zOffset` to avoid z-fighting. Adjust to your near/far plane settings.
|
spine-ts THREE.JS does not support two color tinting & blend modes. The THREE.JS backend provides `SkeletonMesh.zOffset` to avoid z-fighting. Adjust to your near/far plane settings.
|
||||||
|
|
||||||
spine-ts does not yet support loading the binary format.
|
spine-ts does not yet support loading the binary format.
|
||||||
|
|
||||||
|
|||||||
17
spine-ts/build/spine-all.d.ts
vendored
17
spine-ts/build/spine-all.d.ts
vendored
@ -1701,22 +1701,26 @@ declare module spine.threejs {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
declare module spine.threejs {
|
declare module spine.threejs {
|
||||||
class MeshBatcher {
|
class MeshBatcher extends THREE.Mesh {
|
||||||
mesh: THREE.Mesh;
|
|
||||||
private static VERTEX_SIZE;
|
private static VERTEX_SIZE;
|
||||||
private vertexBuffer;
|
private vertexBuffer;
|
||||||
private vertices;
|
private vertices;
|
||||||
private verticesLength;
|
private verticesLength;
|
||||||
private indices;
|
private indices;
|
||||||
private indicesLength;
|
private indicesLength;
|
||||||
constructor(mesh: THREE.Mesh, maxVertices?: number);
|
constructor(maxVertices?: number);
|
||||||
|
clear(): void;
|
||||||
begin(): void;
|
begin(): void;
|
||||||
|
canBatch(verticesLength: number, indicesLength: number): boolean;
|
||||||
batch(vertices: ArrayLike<number>, verticesLength: number, indices: ArrayLike<number>, indicesLength: number, z?: number): void;
|
batch(vertices: ArrayLike<number>, verticesLength: number, indices: ArrayLike<number>, indicesLength: number, z?: number): void;
|
||||||
end(): void;
|
end(): void;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
declare module spine.threejs {
|
declare module spine.threejs {
|
||||||
class SkeletonMesh extends THREE.Mesh {
|
class SkeletonMeshMaterial extends THREE.ShaderMaterial {
|
||||||
|
constructor();
|
||||||
|
}
|
||||||
|
class SkeletonMesh extends THREE.Object3D {
|
||||||
tempPos: Vector2;
|
tempPos: Vector2;
|
||||||
tempUv: Vector2;
|
tempUv: Vector2;
|
||||||
tempLight: Color;
|
tempLight: Color;
|
||||||
@ -1725,7 +1729,8 @@ declare module spine.threejs {
|
|||||||
state: AnimationState;
|
state: AnimationState;
|
||||||
zOffset: number;
|
zOffset: number;
|
||||||
vertexEffect: VertexEffect;
|
vertexEffect: VertexEffect;
|
||||||
private batcher;
|
private batches;
|
||||||
|
private nextBatchIndex;
|
||||||
private clipper;
|
private clipper;
|
||||||
static QUAD_TRIANGLES: number[];
|
static QUAD_TRIANGLES: number[];
|
||||||
static VERTEX_SIZE: number;
|
static VERTEX_SIZE: number;
|
||||||
@ -1733,6 +1738,8 @@ declare module spine.threejs {
|
|||||||
private tempColor;
|
private tempColor;
|
||||||
constructor(skeletonData: SkeletonData);
|
constructor(skeletonData: SkeletonData);
|
||||||
update(deltaTime: number): void;
|
update(deltaTime: number): void;
|
||||||
|
private clearBatches();
|
||||||
|
private nextBatch();
|
||||||
private updateGeometry();
|
private updateGeometry();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -2001,6 +2001,7 @@ var spine;
|
|||||||
path = this.pathPrefix + path;
|
path = this.pathPrefix + path;
|
||||||
this.toLoad++;
|
this.toLoad++;
|
||||||
AssetManager.downloadText(path, function (atlasData) {
|
AssetManager.downloadText(path, function (atlasData) {
|
||||||
|
var pagesLoaded = { count: 0 };
|
||||||
var atlasPages = new Array();
|
var atlasPages = new Array();
|
||||||
try {
|
try {
|
||||||
var atlas = new spine.TextureAtlas(atlasData, function (path) {
|
var atlas = new spine.TextureAtlas(atlasData, function (path) {
|
||||||
@ -2021,11 +2022,10 @@ var spine;
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
var _loop_1 = function (atlasPage) {
|
var _loop_1 = function (atlasPage) {
|
||||||
var pagesLoaded = 0;
|
|
||||||
var pageLoadError = false;
|
var pageLoadError = false;
|
||||||
_this.loadTexture(atlasPage, function (imagePath, image) {
|
_this.loadTexture(atlasPage, function (imagePath, image) {
|
||||||
pagesLoaded++;
|
pagesLoaded.count++;
|
||||||
if (pagesLoaded == atlasPages.length) {
|
if (pagesLoaded.count == atlasPages.length) {
|
||||||
if (!pageLoadError) {
|
if (!pageLoadError) {
|
||||||
try {
|
try {
|
||||||
var atlas = new spine.TextureAtlas(atlasData, function (path) {
|
var atlas = new spine.TextureAtlas(atlasData, function (path) {
|
||||||
@ -2056,8 +2056,8 @@ var spine;
|
|||||||
}
|
}
|
||||||
}, function (imagePath, errorMessage) {
|
}, function (imagePath, errorMessage) {
|
||||||
pageLoadError = true;
|
pageLoadError = true;
|
||||||
pagesLoaded++;
|
pagesLoaded.count++;
|
||||||
if (pagesLoaded == atlasPages.length) {
|
if (pagesLoaded.count == atlasPages.length) {
|
||||||
_this.errors[path] = "Couldn't load texture atlas page " + imagePath + "} of atlas " + path;
|
_this.errors[path] = "Couldn't load texture atlas page " + imagePath + "} of atlas " + path;
|
||||||
if (error)
|
if (error)
|
||||||
error(path, "Couldn't load texture atlas page " + imagePath + " of atlas " + path);
|
error(path, "Couldn't load texture atlas page " + imagePath + " of atlas " + path);
|
||||||
@ -9433,18 +9433,19 @@ var spine;
|
|||||||
(function (spine) {
|
(function (spine) {
|
||||||
var threejs;
|
var threejs;
|
||||||
(function (threejs) {
|
(function (threejs) {
|
||||||
var MeshBatcher = (function () {
|
var MeshBatcher = (function (_super) {
|
||||||
function MeshBatcher(mesh, maxVertices) {
|
__extends(MeshBatcher, _super);
|
||||||
|
function MeshBatcher(maxVertices) {
|
||||||
if (maxVertices === void 0) { maxVertices = 10920; }
|
if (maxVertices === void 0) { maxVertices = 10920; }
|
||||||
this.verticesLength = 0;
|
var _this = _super.call(this) || this;
|
||||||
this.indicesLength = 0;
|
_this.verticesLength = 0;
|
||||||
|
_this.indicesLength = 0;
|
||||||
if (maxVertices > 10920)
|
if (maxVertices > 10920)
|
||||||
throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices);
|
throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices);
|
||||||
var vertices = this.vertices = new Float32Array(maxVertices * MeshBatcher.VERTEX_SIZE);
|
var vertices = _this.vertices = new Float32Array(maxVertices * MeshBatcher.VERTEX_SIZE);
|
||||||
var indices = this.indices = new Uint16Array(maxVertices * 3);
|
var indices = _this.indices = new Uint16Array(maxVertices * 3);
|
||||||
this.mesh = mesh;
|
|
||||||
var geo = new THREE.BufferGeometry();
|
var geo = new THREE.BufferGeometry();
|
||||||
var vertexBuffer = this.vertexBuffer = new THREE.InterleavedBuffer(vertices, MeshBatcher.VERTEX_SIZE);
|
var vertexBuffer = _this.vertexBuffer = new THREE.InterleavedBuffer(vertices, MeshBatcher.VERTEX_SIZE);
|
||||||
vertexBuffer.dynamic = true;
|
vertexBuffer.dynamic = true;
|
||||||
geo.addAttribute("position", new THREE.InterleavedBufferAttribute(vertexBuffer, 3, 0, false));
|
geo.addAttribute("position", new THREE.InterleavedBufferAttribute(vertexBuffer, 3, 0, false));
|
||||||
geo.addAttribute("color", new THREE.InterleavedBufferAttribute(vertexBuffer, 4, 3, false));
|
geo.addAttribute("color", new THREE.InterleavedBufferAttribute(vertexBuffer, 4, 3, false));
|
||||||
@ -9453,12 +9454,27 @@ var spine;
|
|||||||
geo.getIndex().dynamic = true;
|
geo.getIndex().dynamic = true;
|
||||||
geo.drawRange.start = 0;
|
geo.drawRange.start = 0;
|
||||||
geo.drawRange.count = 0;
|
geo.drawRange.count = 0;
|
||||||
mesh.geometry = geo;
|
_this.geometry = geo;
|
||||||
|
_this.material = new threejs.SkeletonMeshMaterial();
|
||||||
|
return _this;
|
||||||
}
|
}
|
||||||
|
MeshBatcher.prototype.clear = function () {
|
||||||
|
var geo = this.geometry;
|
||||||
|
geo.drawRange.start = 0;
|
||||||
|
geo.drawRange.count = 0;
|
||||||
|
this.material.uniforms.map.value = null;
|
||||||
|
};
|
||||||
MeshBatcher.prototype.begin = function () {
|
MeshBatcher.prototype.begin = function () {
|
||||||
this.verticesLength = 0;
|
this.verticesLength = 0;
|
||||||
this.indicesLength = 0;
|
this.indicesLength = 0;
|
||||||
};
|
};
|
||||||
|
MeshBatcher.prototype.canBatch = function (verticesLength, indicesLength) {
|
||||||
|
if (this.indicesLength + indicesLength >= this.indices.byteLength / 2)
|
||||||
|
return false;
|
||||||
|
if (this.verticesLength + verticesLength >= this.vertices.byteLength / 2)
|
||||||
|
return false;
|
||||||
|
return true;
|
||||||
|
};
|
||||||
MeshBatcher.prototype.batch = function (vertices, verticesLength, indices, indicesLength, z) {
|
MeshBatcher.prototype.batch = function (vertices, verticesLength, indices, indicesLength, z) {
|
||||||
if (z === void 0) { z = 0; }
|
if (z === void 0) { z = 0; }
|
||||||
var indexStart = this.verticesLength / MeshBatcher.VERTEX_SIZE;
|
var indexStart = this.verticesLength / MeshBatcher.VERTEX_SIZE;
|
||||||
@ -9486,7 +9502,7 @@ var spine;
|
|||||||
this.vertexBuffer.needsUpdate = true;
|
this.vertexBuffer.needsUpdate = true;
|
||||||
this.vertexBuffer.updateRange.offset = 0;
|
this.vertexBuffer.updateRange.offset = 0;
|
||||||
this.vertexBuffer.updateRange.count = this.verticesLength;
|
this.vertexBuffer.updateRange.count = this.verticesLength;
|
||||||
var geo = this.mesh.geometry;
|
var geo = this.geometry;
|
||||||
geo.getIndex().needsUpdate = true;
|
geo.getIndex().needsUpdate = true;
|
||||||
geo.getIndex().updateRange.offset = 0;
|
geo.getIndex().updateRange.offset = 0;
|
||||||
geo.getIndex().updateRange.count = this.indicesLength;
|
geo.getIndex().updateRange.count = this.indicesLength;
|
||||||
@ -9494,7 +9510,7 @@ var spine;
|
|||||||
geo.drawRange.count = this.indicesLength;
|
geo.drawRange.count = this.indicesLength;
|
||||||
};
|
};
|
||||||
return MeshBatcher;
|
return MeshBatcher;
|
||||||
}());
|
}(THREE.Mesh));
|
||||||
MeshBatcher.VERTEX_SIZE = 9;
|
MeshBatcher.VERTEX_SIZE = 9;
|
||||||
threejs.MeshBatcher = MeshBatcher;
|
threejs.MeshBatcher = MeshBatcher;
|
||||||
})(threejs = spine.threejs || (spine.threejs = {}));
|
})(threejs = spine.threejs || (spine.threejs = {}));
|
||||||
@ -9503,6 +9519,29 @@ var spine;
|
|||||||
(function (spine) {
|
(function (spine) {
|
||||||
var threejs;
|
var threejs;
|
||||||
(function (threejs) {
|
(function (threejs) {
|
||||||
|
var SkeletonMeshMaterial = (function (_super) {
|
||||||
|
__extends(SkeletonMeshMaterial, _super);
|
||||||
|
function SkeletonMeshMaterial() {
|
||||||
|
var _this = this;
|
||||||
|
var vertexShader = "\n\t\t\t\tattribute vec4 color;\n\t\t\t\tvarying vec2 vUv;\n\t\t\t\tvarying vec4 vColor;\n\t\t\t\tvoid main() {\n\t\t\t\t\tvUv = uv;\n\t\t\t\t\tvColor = color;\n\t\t\t\t\tgl_Position = projectionMatrix*modelViewMatrix*vec4(position,1.0);\n\t\t\t\t}\n\t\t\t";
|
||||||
|
var fragmentShader = "\n\t\t\t\tuniform sampler2D map;\n\t\t\t\tvarying vec2 vUv;\n\t\t\t\tvarying vec4 vColor;\n\t\t\t\tvoid main(void) {\n\t\t\t\t\tgl_FragColor = texture2D(map, vUv)*vColor;\n\t\t\t\t}\n\t\t\t";
|
||||||
|
var parameters = {
|
||||||
|
uniforms: {
|
||||||
|
map: { type: "t", value: null }
|
||||||
|
},
|
||||||
|
vertexShader: vertexShader,
|
||||||
|
fragmentShader: fragmentShader,
|
||||||
|
side: THREE.DoubleSide,
|
||||||
|
transparent: true,
|
||||||
|
alphaTest: 0.5
|
||||||
|
};
|
||||||
|
_this = _super.call(this, parameters) || this;
|
||||||
|
return _this;
|
||||||
|
}
|
||||||
|
;
|
||||||
|
return SkeletonMeshMaterial;
|
||||||
|
}(THREE.ShaderMaterial));
|
||||||
|
threejs.SkeletonMeshMaterial = SkeletonMeshMaterial;
|
||||||
var SkeletonMesh = (function (_super) {
|
var SkeletonMesh = (function (_super) {
|
||||||
__extends(SkeletonMesh, _super);
|
__extends(SkeletonMesh, _super);
|
||||||
function SkeletonMesh(skeletonData) {
|
function SkeletonMesh(skeletonData) {
|
||||||
@ -9512,17 +9551,14 @@ var spine;
|
|||||||
_this.tempLight = new spine.Color();
|
_this.tempLight = new spine.Color();
|
||||||
_this.tempDark = new spine.Color();
|
_this.tempDark = new spine.Color();
|
||||||
_this.zOffset = 0.1;
|
_this.zOffset = 0.1;
|
||||||
|
_this.batches = new Array();
|
||||||
|
_this.nextBatchIndex = 0;
|
||||||
_this.clipper = new spine.SkeletonClipping();
|
_this.clipper = new spine.SkeletonClipping();
|
||||||
_this.vertices = spine.Utils.newFloatArray(1024);
|
_this.vertices = spine.Utils.newFloatArray(1024);
|
||||||
_this.tempColor = new spine.Color();
|
_this.tempColor = new spine.Color();
|
||||||
_this.skeleton = new spine.Skeleton(skeletonData);
|
_this.skeleton = new spine.Skeleton(skeletonData);
|
||||||
var animData = new spine.AnimationStateData(skeletonData);
|
var animData = new spine.AnimationStateData(skeletonData);
|
||||||
_this.state = new spine.AnimationState(animData);
|
_this.state = new spine.AnimationState(animData);
|
||||||
var material = _this.material = new THREE.MeshBasicMaterial();
|
|
||||||
material.side = THREE.DoubleSide;
|
|
||||||
material.transparent = true;
|
|
||||||
material.alphaTest = 0.5;
|
|
||||||
_this.batcher = new threejs.MeshBatcher(_this);
|
|
||||||
return _this;
|
return _this;
|
||||||
}
|
}
|
||||||
SkeletonMesh.prototype.update = function (deltaTime) {
|
SkeletonMesh.prototype.update = function (deltaTime) {
|
||||||
@ -9533,12 +9569,29 @@ var spine;
|
|||||||
skeleton.updateWorldTransform();
|
skeleton.updateWorldTransform();
|
||||||
this.updateGeometry();
|
this.updateGeometry();
|
||||||
};
|
};
|
||||||
|
SkeletonMesh.prototype.clearBatches = function () {
|
||||||
|
for (var i = 0; i < this.batches.length; i++) {
|
||||||
|
this.batches[i].clear();
|
||||||
|
this.batches[i].visible = false;
|
||||||
|
}
|
||||||
|
this.nextBatchIndex = 0;
|
||||||
|
};
|
||||||
|
SkeletonMesh.prototype.nextBatch = function () {
|
||||||
|
if (this.batches.length == this.nextBatchIndex) {
|
||||||
|
var batch_1 = new threejs.MeshBatcher();
|
||||||
|
this.add(batch_1);
|
||||||
|
this.batches.push(batch_1);
|
||||||
|
}
|
||||||
|
var batch = this.batches[this.nextBatchIndex++];
|
||||||
|
batch.visible = true;
|
||||||
|
return batch;
|
||||||
|
};
|
||||||
SkeletonMesh.prototype.updateGeometry = function () {
|
SkeletonMesh.prototype.updateGeometry = function () {
|
||||||
|
this.clearBatches();
|
||||||
var tempPos = this.tempPos;
|
var tempPos = this.tempPos;
|
||||||
var tempUv = this.tempUv;
|
var tempUv = this.tempUv;
|
||||||
var tempLight = this.tempLight;
|
var tempLight = this.tempLight;
|
||||||
var tempDark = this.tempDark;
|
var tempDark = this.tempDark;
|
||||||
var geometry = this.geometry;
|
|
||||||
var numVertices = 0;
|
var numVertices = 0;
|
||||||
var verticesLength = 0;
|
var verticesLength = 0;
|
||||||
var indicesLength = 0;
|
var indicesLength = 0;
|
||||||
@ -9548,8 +9601,8 @@ var spine;
|
|||||||
var triangles = null;
|
var triangles = null;
|
||||||
var uvs = null;
|
var uvs = null;
|
||||||
var drawOrder = this.skeleton.drawOrder;
|
var drawOrder = this.skeleton.drawOrder;
|
||||||
var batcher = this.batcher;
|
var batch = this.nextBatch();
|
||||||
batcher.begin();
|
batch.begin();
|
||||||
var z = 0;
|
var z = 0;
|
||||||
var zOffset = this.zOffset;
|
var zOffset = this.zOffset;
|
||||||
for (var i = 0, n = drawOrder.length; i < n; i++) {
|
for (var i = 0, n = drawOrder.length; i < n; i++) {
|
||||||
@ -9590,17 +9643,16 @@ var spine;
|
|||||||
else
|
else
|
||||||
continue;
|
continue;
|
||||||
if (texture != null) {
|
if (texture != null) {
|
||||||
if (!this.material.map) {
|
|
||||||
var mat = this.material;
|
|
||||||
mat.map = texture.texture;
|
|
||||||
mat.needsUpdate = true;
|
|
||||||
}
|
|
||||||
var skeleton = slot.bone.skeleton;
|
var skeleton = slot.bone.skeleton;
|
||||||
var skeletonColor = skeleton.color;
|
var skeletonColor = skeleton.color;
|
||||||
var slotColor = slot.color;
|
var slotColor = slot.color;
|
||||||
var alpha = skeletonColor.a * slotColor.a * attachmentColor.a;
|
var alpha = skeletonColor.a * slotColor.a * attachmentColor.a;
|
||||||
var color = this.tempColor;
|
var color = this.tempColor;
|
||||||
color.set(skeletonColor.r * slotColor.r * attachmentColor.r, skeletonColor.g * slotColor.g * attachmentColor.g, skeletonColor.b * slotColor.b * attachmentColor.b, alpha);
|
color.set(skeletonColor.r * slotColor.r * attachmentColor.r, skeletonColor.g * slotColor.g * attachmentColor.g, skeletonColor.b * slotColor.b * attachmentColor.b, alpha);
|
||||||
|
var finalVertices = void 0;
|
||||||
|
var finalVerticesLength = void 0;
|
||||||
|
var finalIndices = void 0;
|
||||||
|
var finalIndicesLength = void 0;
|
||||||
if (clipper.isClipping()) {
|
if (clipper.isClipping()) {
|
||||||
clipper.clipTriangles(vertices, numFloats, triangles, triangles.length, uvs, color, null, false);
|
clipper.clipTriangles(vertices, numFloats, triangles, triangles.length, uvs, color, null, false);
|
||||||
var clippedVertices = clipper.clippedVertices;
|
var clippedVertices = clipper.clippedVertices;
|
||||||
@ -9626,7 +9678,10 @@ var spine;
|
|||||||
verts[v + 7] = tempUv.y;
|
verts[v + 7] = tempUv.y;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
batcher.batch(clippedVertices, clippedVertices.length, clippedTriangles, clippedTriangles.length, z);
|
finalVertices = clippedVertices;
|
||||||
|
finalVerticesLength = clippedVertices.length;
|
||||||
|
finalIndices = clippedTriangles;
|
||||||
|
finalIndicesLength = clippedTriangles.length;
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
var verts = vertices;
|
var verts = vertices;
|
||||||
@ -9660,15 +9715,40 @@ var spine;
|
|||||||
verts[v + 5] = uvs[u + 1];
|
verts[v + 5] = uvs[u + 1];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
batcher.batch(vertices, numFloats, triangles, triangles.length, z);
|
finalVertices = vertices;
|
||||||
|
finalVerticesLength = numFloats;
|
||||||
|
finalIndices = triangles;
|
||||||
|
finalIndicesLength = triangles.length;
|
||||||
}
|
}
|
||||||
|
if (finalVerticesLength == 0 || finalIndicesLength == 0)
|
||||||
|
continue;
|
||||||
|
if (!batch.canBatch(finalVerticesLength, finalIndicesLength)) {
|
||||||
|
batch.end();
|
||||||
|
batch = this.nextBatch();
|
||||||
|
batch.begin();
|
||||||
|
}
|
||||||
|
var batchMaterial = batch.material;
|
||||||
|
if (batchMaterial.uniforms.map.value == null) {
|
||||||
|
batchMaterial.uniforms.map.value = texture.texture;
|
||||||
|
}
|
||||||
|
if (batchMaterial.uniforms.map.value != texture.texture) {
|
||||||
|
batch.end();
|
||||||
|
batch = this.nextBatch();
|
||||||
|
batch.begin();
|
||||||
|
batchMaterial = batch.material;
|
||||||
|
batchMaterial.uniforms.map.value = texture.texture;
|
||||||
|
}
|
||||||
|
batchMaterial.needsUpdate = true;
|
||||||
|
batch.batch(finalVertices, finalVerticesLength, finalIndices, finalIndicesLength, z);
|
||||||
z += zOffset;
|
z += zOffset;
|
||||||
}
|
}
|
||||||
|
clipper.clipEndWithSlot(slot);
|
||||||
}
|
}
|
||||||
batcher.end();
|
clipper.clipEnd();
|
||||||
|
batch.end();
|
||||||
};
|
};
|
||||||
return SkeletonMesh;
|
return SkeletonMesh;
|
||||||
}(THREE.Mesh));
|
}(THREE.Object3D));
|
||||||
SkeletonMesh.QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
|
SkeletonMesh.QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
|
||||||
SkeletonMesh.VERTEX_SIZE = 2 + 2 + 4;
|
SkeletonMesh.VERTEX_SIZE = 2 + 2 + 4;
|
||||||
threejs.SkeletonMesh = SkeletonMesh;
|
threejs.SkeletonMesh = SkeletonMesh;
|
||||||
|
|||||||
File diff suppressed because one or more lines are too long
@ -2001,6 +2001,7 @@ var spine;
|
|||||||
path = this.pathPrefix + path;
|
path = this.pathPrefix + path;
|
||||||
this.toLoad++;
|
this.toLoad++;
|
||||||
AssetManager.downloadText(path, function (atlasData) {
|
AssetManager.downloadText(path, function (atlasData) {
|
||||||
|
var pagesLoaded = { count: 0 };
|
||||||
var atlasPages = new Array();
|
var atlasPages = new Array();
|
||||||
try {
|
try {
|
||||||
var atlas = new spine.TextureAtlas(atlasData, function (path) {
|
var atlas = new spine.TextureAtlas(atlasData, function (path) {
|
||||||
@ -2021,11 +2022,10 @@ var spine;
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
var _loop_1 = function (atlasPage) {
|
var _loop_1 = function (atlasPage) {
|
||||||
var pagesLoaded = 0;
|
|
||||||
var pageLoadError = false;
|
var pageLoadError = false;
|
||||||
_this.loadTexture(atlasPage, function (imagePath, image) {
|
_this.loadTexture(atlasPage, function (imagePath, image) {
|
||||||
pagesLoaded++;
|
pagesLoaded.count++;
|
||||||
if (pagesLoaded == atlasPages.length) {
|
if (pagesLoaded.count == atlasPages.length) {
|
||||||
if (!pageLoadError) {
|
if (!pageLoadError) {
|
||||||
try {
|
try {
|
||||||
var atlas = new spine.TextureAtlas(atlasData, function (path) {
|
var atlas = new spine.TextureAtlas(atlasData, function (path) {
|
||||||
@ -2056,8 +2056,8 @@ var spine;
|
|||||||
}
|
}
|
||||||
}, function (imagePath, errorMessage) {
|
}, function (imagePath, errorMessage) {
|
||||||
pageLoadError = true;
|
pageLoadError = true;
|
||||||
pagesLoaded++;
|
pagesLoaded.count++;
|
||||||
if (pagesLoaded == atlasPages.length) {
|
if (pagesLoaded.count == atlasPages.length) {
|
||||||
_this.errors[path] = "Couldn't load texture atlas page " + imagePath + "} of atlas " + path;
|
_this.errors[path] = "Couldn't load texture atlas page " + imagePath + "} of atlas " + path;
|
||||||
if (error)
|
if (error)
|
||||||
error(path, "Couldn't load texture atlas page " + imagePath + " of atlas " + path);
|
error(path, "Couldn't load texture atlas page " + imagePath + " of atlas " + path);
|
||||||
|
|||||||
File diff suppressed because one or more lines are too long
@ -2001,6 +2001,7 @@ var spine;
|
|||||||
path = this.pathPrefix + path;
|
path = this.pathPrefix + path;
|
||||||
this.toLoad++;
|
this.toLoad++;
|
||||||
AssetManager.downloadText(path, function (atlasData) {
|
AssetManager.downloadText(path, function (atlasData) {
|
||||||
|
var pagesLoaded = { count: 0 };
|
||||||
var atlasPages = new Array();
|
var atlasPages = new Array();
|
||||||
try {
|
try {
|
||||||
var atlas = new spine.TextureAtlas(atlasData, function (path) {
|
var atlas = new spine.TextureAtlas(atlasData, function (path) {
|
||||||
@ -2021,11 +2022,10 @@ var spine;
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
var _loop_1 = function (atlasPage) {
|
var _loop_1 = function (atlasPage) {
|
||||||
var pagesLoaded = 0;
|
|
||||||
var pageLoadError = false;
|
var pageLoadError = false;
|
||||||
_this.loadTexture(atlasPage, function (imagePath, image) {
|
_this.loadTexture(atlasPage, function (imagePath, image) {
|
||||||
pagesLoaded++;
|
pagesLoaded.count++;
|
||||||
if (pagesLoaded == atlasPages.length) {
|
if (pagesLoaded.count == atlasPages.length) {
|
||||||
if (!pageLoadError) {
|
if (!pageLoadError) {
|
||||||
try {
|
try {
|
||||||
var atlas = new spine.TextureAtlas(atlasData, function (path) {
|
var atlas = new spine.TextureAtlas(atlasData, function (path) {
|
||||||
@ -2056,8 +2056,8 @@ var spine;
|
|||||||
}
|
}
|
||||||
}, function (imagePath, errorMessage) {
|
}, function (imagePath, errorMessage) {
|
||||||
pageLoadError = true;
|
pageLoadError = true;
|
||||||
pagesLoaded++;
|
pagesLoaded.count++;
|
||||||
if (pagesLoaded == atlasPages.length) {
|
if (pagesLoaded.count == atlasPages.length) {
|
||||||
_this.errors[path] = "Couldn't load texture atlas page " + imagePath + "} of atlas " + path;
|
_this.errors[path] = "Couldn't load texture atlas page " + imagePath + "} of atlas " + path;
|
||||||
if (error)
|
if (error)
|
||||||
error(path, "Couldn't load texture atlas page " + imagePath + " of atlas " + path);
|
error(path, "Couldn't load texture atlas page " + imagePath + " of atlas " + path);
|
||||||
|
|||||||
File diff suppressed because one or more lines are too long
17
spine-ts/build/spine-threejs.d.ts
vendored
17
spine-ts/build/spine-threejs.d.ts
vendored
@ -1235,22 +1235,26 @@ declare module spine.threejs {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
declare module spine.threejs {
|
declare module spine.threejs {
|
||||||
class MeshBatcher {
|
class MeshBatcher extends THREE.Mesh {
|
||||||
mesh: THREE.Mesh;
|
|
||||||
private static VERTEX_SIZE;
|
private static VERTEX_SIZE;
|
||||||
private vertexBuffer;
|
private vertexBuffer;
|
||||||
private vertices;
|
private vertices;
|
||||||
private verticesLength;
|
private verticesLength;
|
||||||
private indices;
|
private indices;
|
||||||
private indicesLength;
|
private indicesLength;
|
||||||
constructor(mesh: THREE.Mesh, maxVertices?: number);
|
constructor(maxVertices?: number);
|
||||||
|
clear(): void;
|
||||||
begin(): void;
|
begin(): void;
|
||||||
|
canBatch(verticesLength: number, indicesLength: number): boolean;
|
||||||
batch(vertices: ArrayLike<number>, verticesLength: number, indices: ArrayLike<number>, indicesLength: number, z?: number): void;
|
batch(vertices: ArrayLike<number>, verticesLength: number, indices: ArrayLike<number>, indicesLength: number, z?: number): void;
|
||||||
end(): void;
|
end(): void;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
declare module spine.threejs {
|
declare module spine.threejs {
|
||||||
class SkeletonMesh extends THREE.Mesh {
|
class SkeletonMeshMaterial extends THREE.ShaderMaterial {
|
||||||
|
constructor();
|
||||||
|
}
|
||||||
|
class SkeletonMesh extends THREE.Object3D {
|
||||||
tempPos: Vector2;
|
tempPos: Vector2;
|
||||||
tempUv: Vector2;
|
tempUv: Vector2;
|
||||||
tempLight: Color;
|
tempLight: Color;
|
||||||
@ -1259,7 +1263,8 @@ declare module spine.threejs {
|
|||||||
state: AnimationState;
|
state: AnimationState;
|
||||||
zOffset: number;
|
zOffset: number;
|
||||||
vertexEffect: VertexEffect;
|
vertexEffect: VertexEffect;
|
||||||
private batcher;
|
private batches;
|
||||||
|
private nextBatchIndex;
|
||||||
private clipper;
|
private clipper;
|
||||||
static QUAD_TRIANGLES: number[];
|
static QUAD_TRIANGLES: number[];
|
||||||
static VERTEX_SIZE: number;
|
static VERTEX_SIZE: number;
|
||||||
@ -1267,6 +1272,8 @@ declare module spine.threejs {
|
|||||||
private tempColor;
|
private tempColor;
|
||||||
constructor(skeletonData: SkeletonData);
|
constructor(skeletonData: SkeletonData);
|
||||||
update(deltaTime: number): void;
|
update(deltaTime: number): void;
|
||||||
|
private clearBatches();
|
||||||
|
private nextBatch();
|
||||||
private updateGeometry();
|
private updateGeometry();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -2001,6 +2001,7 @@ var spine;
|
|||||||
path = this.pathPrefix + path;
|
path = this.pathPrefix + path;
|
||||||
this.toLoad++;
|
this.toLoad++;
|
||||||
AssetManager.downloadText(path, function (atlasData) {
|
AssetManager.downloadText(path, function (atlasData) {
|
||||||
|
var pagesLoaded = { count: 0 };
|
||||||
var atlasPages = new Array();
|
var atlasPages = new Array();
|
||||||
try {
|
try {
|
||||||
var atlas = new spine.TextureAtlas(atlasData, function (path) {
|
var atlas = new spine.TextureAtlas(atlasData, function (path) {
|
||||||
@ -2021,11 +2022,10 @@ var spine;
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
var _loop_1 = function (atlasPage) {
|
var _loop_1 = function (atlasPage) {
|
||||||
var pagesLoaded = 0;
|
|
||||||
var pageLoadError = false;
|
var pageLoadError = false;
|
||||||
_this.loadTexture(atlasPage, function (imagePath, image) {
|
_this.loadTexture(atlasPage, function (imagePath, image) {
|
||||||
pagesLoaded++;
|
pagesLoaded.count++;
|
||||||
if (pagesLoaded == atlasPages.length) {
|
if (pagesLoaded.count == atlasPages.length) {
|
||||||
if (!pageLoadError) {
|
if (!pageLoadError) {
|
||||||
try {
|
try {
|
||||||
var atlas = new spine.TextureAtlas(atlasData, function (path) {
|
var atlas = new spine.TextureAtlas(atlasData, function (path) {
|
||||||
@ -2056,8 +2056,8 @@ var spine;
|
|||||||
}
|
}
|
||||||
}, function (imagePath, errorMessage) {
|
}, function (imagePath, errorMessage) {
|
||||||
pageLoadError = true;
|
pageLoadError = true;
|
||||||
pagesLoaded++;
|
pagesLoaded.count++;
|
||||||
if (pagesLoaded == atlasPages.length) {
|
if (pagesLoaded.count == atlasPages.length) {
|
||||||
_this.errors[path] = "Couldn't load texture atlas page " + imagePath + "} of atlas " + path;
|
_this.errors[path] = "Couldn't load texture atlas page " + imagePath + "} of atlas " + path;
|
||||||
if (error)
|
if (error)
|
||||||
error(path, "Couldn't load texture atlas page " + imagePath + " of atlas " + path);
|
error(path, "Couldn't load texture atlas page " + imagePath + " of atlas " + path);
|
||||||
@ -6604,18 +6604,19 @@ var spine;
|
|||||||
(function (spine) {
|
(function (spine) {
|
||||||
var threejs;
|
var threejs;
|
||||||
(function (threejs) {
|
(function (threejs) {
|
||||||
var MeshBatcher = (function () {
|
var MeshBatcher = (function (_super) {
|
||||||
function MeshBatcher(mesh, maxVertices) {
|
__extends(MeshBatcher, _super);
|
||||||
|
function MeshBatcher(maxVertices) {
|
||||||
if (maxVertices === void 0) { maxVertices = 10920; }
|
if (maxVertices === void 0) { maxVertices = 10920; }
|
||||||
this.verticesLength = 0;
|
var _this = _super.call(this) || this;
|
||||||
this.indicesLength = 0;
|
_this.verticesLength = 0;
|
||||||
|
_this.indicesLength = 0;
|
||||||
if (maxVertices > 10920)
|
if (maxVertices > 10920)
|
||||||
throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices);
|
throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices);
|
||||||
var vertices = this.vertices = new Float32Array(maxVertices * MeshBatcher.VERTEX_SIZE);
|
var vertices = _this.vertices = new Float32Array(maxVertices * MeshBatcher.VERTEX_SIZE);
|
||||||
var indices = this.indices = new Uint16Array(maxVertices * 3);
|
var indices = _this.indices = new Uint16Array(maxVertices * 3);
|
||||||
this.mesh = mesh;
|
|
||||||
var geo = new THREE.BufferGeometry();
|
var geo = new THREE.BufferGeometry();
|
||||||
var vertexBuffer = this.vertexBuffer = new THREE.InterleavedBuffer(vertices, MeshBatcher.VERTEX_SIZE);
|
var vertexBuffer = _this.vertexBuffer = new THREE.InterleavedBuffer(vertices, MeshBatcher.VERTEX_SIZE);
|
||||||
vertexBuffer.dynamic = true;
|
vertexBuffer.dynamic = true;
|
||||||
geo.addAttribute("position", new THREE.InterleavedBufferAttribute(vertexBuffer, 3, 0, false));
|
geo.addAttribute("position", new THREE.InterleavedBufferAttribute(vertexBuffer, 3, 0, false));
|
||||||
geo.addAttribute("color", new THREE.InterleavedBufferAttribute(vertexBuffer, 4, 3, false));
|
geo.addAttribute("color", new THREE.InterleavedBufferAttribute(vertexBuffer, 4, 3, false));
|
||||||
@ -6624,12 +6625,27 @@ var spine;
|
|||||||
geo.getIndex().dynamic = true;
|
geo.getIndex().dynamic = true;
|
||||||
geo.drawRange.start = 0;
|
geo.drawRange.start = 0;
|
||||||
geo.drawRange.count = 0;
|
geo.drawRange.count = 0;
|
||||||
mesh.geometry = geo;
|
_this.geometry = geo;
|
||||||
|
_this.material = new threejs.SkeletonMeshMaterial();
|
||||||
|
return _this;
|
||||||
}
|
}
|
||||||
|
MeshBatcher.prototype.clear = function () {
|
||||||
|
var geo = this.geometry;
|
||||||
|
geo.drawRange.start = 0;
|
||||||
|
geo.drawRange.count = 0;
|
||||||
|
this.material.uniforms.map.value = null;
|
||||||
|
};
|
||||||
MeshBatcher.prototype.begin = function () {
|
MeshBatcher.prototype.begin = function () {
|
||||||
this.verticesLength = 0;
|
this.verticesLength = 0;
|
||||||
this.indicesLength = 0;
|
this.indicesLength = 0;
|
||||||
};
|
};
|
||||||
|
MeshBatcher.prototype.canBatch = function (verticesLength, indicesLength) {
|
||||||
|
if (this.indicesLength + indicesLength >= this.indices.byteLength / 2)
|
||||||
|
return false;
|
||||||
|
if (this.verticesLength + verticesLength >= this.vertices.byteLength / 2)
|
||||||
|
return false;
|
||||||
|
return true;
|
||||||
|
};
|
||||||
MeshBatcher.prototype.batch = function (vertices, verticesLength, indices, indicesLength, z) {
|
MeshBatcher.prototype.batch = function (vertices, verticesLength, indices, indicesLength, z) {
|
||||||
if (z === void 0) { z = 0; }
|
if (z === void 0) { z = 0; }
|
||||||
var indexStart = this.verticesLength / MeshBatcher.VERTEX_SIZE;
|
var indexStart = this.verticesLength / MeshBatcher.VERTEX_SIZE;
|
||||||
@ -6657,7 +6673,7 @@ var spine;
|
|||||||
this.vertexBuffer.needsUpdate = true;
|
this.vertexBuffer.needsUpdate = true;
|
||||||
this.vertexBuffer.updateRange.offset = 0;
|
this.vertexBuffer.updateRange.offset = 0;
|
||||||
this.vertexBuffer.updateRange.count = this.verticesLength;
|
this.vertexBuffer.updateRange.count = this.verticesLength;
|
||||||
var geo = this.mesh.geometry;
|
var geo = this.geometry;
|
||||||
geo.getIndex().needsUpdate = true;
|
geo.getIndex().needsUpdate = true;
|
||||||
geo.getIndex().updateRange.offset = 0;
|
geo.getIndex().updateRange.offset = 0;
|
||||||
geo.getIndex().updateRange.count = this.indicesLength;
|
geo.getIndex().updateRange.count = this.indicesLength;
|
||||||
@ -6665,7 +6681,7 @@ var spine;
|
|||||||
geo.drawRange.count = this.indicesLength;
|
geo.drawRange.count = this.indicesLength;
|
||||||
};
|
};
|
||||||
return MeshBatcher;
|
return MeshBatcher;
|
||||||
}());
|
}(THREE.Mesh));
|
||||||
MeshBatcher.VERTEX_SIZE = 9;
|
MeshBatcher.VERTEX_SIZE = 9;
|
||||||
threejs.MeshBatcher = MeshBatcher;
|
threejs.MeshBatcher = MeshBatcher;
|
||||||
})(threejs = spine.threejs || (spine.threejs = {}));
|
})(threejs = spine.threejs || (spine.threejs = {}));
|
||||||
@ -6674,6 +6690,29 @@ var spine;
|
|||||||
(function (spine) {
|
(function (spine) {
|
||||||
var threejs;
|
var threejs;
|
||||||
(function (threejs) {
|
(function (threejs) {
|
||||||
|
var SkeletonMeshMaterial = (function (_super) {
|
||||||
|
__extends(SkeletonMeshMaterial, _super);
|
||||||
|
function SkeletonMeshMaterial() {
|
||||||
|
var _this = this;
|
||||||
|
var vertexShader = "\n\t\t\t\tattribute vec4 color;\n\t\t\t\tvarying vec2 vUv;\n\t\t\t\tvarying vec4 vColor;\n\t\t\t\tvoid main() {\n\t\t\t\t\tvUv = uv;\n\t\t\t\t\tvColor = color;\n\t\t\t\t\tgl_Position = projectionMatrix*modelViewMatrix*vec4(position,1.0);\n\t\t\t\t}\n\t\t\t";
|
||||||
|
var fragmentShader = "\n\t\t\t\tuniform sampler2D map;\n\t\t\t\tvarying vec2 vUv;\n\t\t\t\tvarying vec4 vColor;\n\t\t\t\tvoid main(void) {\n\t\t\t\t\tgl_FragColor = texture2D(map, vUv)*vColor;\n\t\t\t\t}\n\t\t\t";
|
||||||
|
var parameters = {
|
||||||
|
uniforms: {
|
||||||
|
map: { type: "t", value: null }
|
||||||
|
},
|
||||||
|
vertexShader: vertexShader,
|
||||||
|
fragmentShader: fragmentShader,
|
||||||
|
side: THREE.DoubleSide,
|
||||||
|
transparent: true,
|
||||||
|
alphaTest: 0.5
|
||||||
|
};
|
||||||
|
_this = _super.call(this, parameters) || this;
|
||||||
|
return _this;
|
||||||
|
}
|
||||||
|
;
|
||||||
|
return SkeletonMeshMaterial;
|
||||||
|
}(THREE.ShaderMaterial));
|
||||||
|
threejs.SkeletonMeshMaterial = SkeletonMeshMaterial;
|
||||||
var SkeletonMesh = (function (_super) {
|
var SkeletonMesh = (function (_super) {
|
||||||
__extends(SkeletonMesh, _super);
|
__extends(SkeletonMesh, _super);
|
||||||
function SkeletonMesh(skeletonData) {
|
function SkeletonMesh(skeletonData) {
|
||||||
@ -6683,17 +6722,14 @@ var spine;
|
|||||||
_this.tempLight = new spine.Color();
|
_this.tempLight = new spine.Color();
|
||||||
_this.tempDark = new spine.Color();
|
_this.tempDark = new spine.Color();
|
||||||
_this.zOffset = 0.1;
|
_this.zOffset = 0.1;
|
||||||
|
_this.batches = new Array();
|
||||||
|
_this.nextBatchIndex = 0;
|
||||||
_this.clipper = new spine.SkeletonClipping();
|
_this.clipper = new spine.SkeletonClipping();
|
||||||
_this.vertices = spine.Utils.newFloatArray(1024);
|
_this.vertices = spine.Utils.newFloatArray(1024);
|
||||||
_this.tempColor = new spine.Color();
|
_this.tempColor = new spine.Color();
|
||||||
_this.skeleton = new spine.Skeleton(skeletonData);
|
_this.skeleton = new spine.Skeleton(skeletonData);
|
||||||
var animData = new spine.AnimationStateData(skeletonData);
|
var animData = new spine.AnimationStateData(skeletonData);
|
||||||
_this.state = new spine.AnimationState(animData);
|
_this.state = new spine.AnimationState(animData);
|
||||||
var material = _this.material = new THREE.MeshBasicMaterial();
|
|
||||||
material.side = THREE.DoubleSide;
|
|
||||||
material.transparent = true;
|
|
||||||
material.alphaTest = 0.5;
|
|
||||||
_this.batcher = new threejs.MeshBatcher(_this);
|
|
||||||
return _this;
|
return _this;
|
||||||
}
|
}
|
||||||
SkeletonMesh.prototype.update = function (deltaTime) {
|
SkeletonMesh.prototype.update = function (deltaTime) {
|
||||||
@ -6704,12 +6740,29 @@ var spine;
|
|||||||
skeleton.updateWorldTransform();
|
skeleton.updateWorldTransform();
|
||||||
this.updateGeometry();
|
this.updateGeometry();
|
||||||
};
|
};
|
||||||
|
SkeletonMesh.prototype.clearBatches = function () {
|
||||||
|
for (var i = 0; i < this.batches.length; i++) {
|
||||||
|
this.batches[i].clear();
|
||||||
|
this.batches[i].visible = false;
|
||||||
|
}
|
||||||
|
this.nextBatchIndex = 0;
|
||||||
|
};
|
||||||
|
SkeletonMesh.prototype.nextBatch = function () {
|
||||||
|
if (this.batches.length == this.nextBatchIndex) {
|
||||||
|
var batch_1 = new threejs.MeshBatcher();
|
||||||
|
this.add(batch_1);
|
||||||
|
this.batches.push(batch_1);
|
||||||
|
}
|
||||||
|
var batch = this.batches[this.nextBatchIndex++];
|
||||||
|
batch.visible = true;
|
||||||
|
return batch;
|
||||||
|
};
|
||||||
SkeletonMesh.prototype.updateGeometry = function () {
|
SkeletonMesh.prototype.updateGeometry = function () {
|
||||||
|
this.clearBatches();
|
||||||
var tempPos = this.tempPos;
|
var tempPos = this.tempPos;
|
||||||
var tempUv = this.tempUv;
|
var tempUv = this.tempUv;
|
||||||
var tempLight = this.tempLight;
|
var tempLight = this.tempLight;
|
||||||
var tempDark = this.tempDark;
|
var tempDark = this.tempDark;
|
||||||
var geometry = this.geometry;
|
|
||||||
var numVertices = 0;
|
var numVertices = 0;
|
||||||
var verticesLength = 0;
|
var verticesLength = 0;
|
||||||
var indicesLength = 0;
|
var indicesLength = 0;
|
||||||
@ -6719,8 +6772,8 @@ var spine;
|
|||||||
var triangles = null;
|
var triangles = null;
|
||||||
var uvs = null;
|
var uvs = null;
|
||||||
var drawOrder = this.skeleton.drawOrder;
|
var drawOrder = this.skeleton.drawOrder;
|
||||||
var batcher = this.batcher;
|
var batch = this.nextBatch();
|
||||||
batcher.begin();
|
batch.begin();
|
||||||
var z = 0;
|
var z = 0;
|
||||||
var zOffset = this.zOffset;
|
var zOffset = this.zOffset;
|
||||||
for (var i = 0, n = drawOrder.length; i < n; i++) {
|
for (var i = 0, n = drawOrder.length; i < n; i++) {
|
||||||
@ -6761,17 +6814,16 @@ var spine;
|
|||||||
else
|
else
|
||||||
continue;
|
continue;
|
||||||
if (texture != null) {
|
if (texture != null) {
|
||||||
if (!this.material.map) {
|
|
||||||
var mat = this.material;
|
|
||||||
mat.map = texture.texture;
|
|
||||||
mat.needsUpdate = true;
|
|
||||||
}
|
|
||||||
var skeleton = slot.bone.skeleton;
|
var skeleton = slot.bone.skeleton;
|
||||||
var skeletonColor = skeleton.color;
|
var skeletonColor = skeleton.color;
|
||||||
var slotColor = slot.color;
|
var slotColor = slot.color;
|
||||||
var alpha = skeletonColor.a * slotColor.a * attachmentColor.a;
|
var alpha = skeletonColor.a * slotColor.a * attachmentColor.a;
|
||||||
var color = this.tempColor;
|
var color = this.tempColor;
|
||||||
color.set(skeletonColor.r * slotColor.r * attachmentColor.r, skeletonColor.g * slotColor.g * attachmentColor.g, skeletonColor.b * slotColor.b * attachmentColor.b, alpha);
|
color.set(skeletonColor.r * slotColor.r * attachmentColor.r, skeletonColor.g * slotColor.g * attachmentColor.g, skeletonColor.b * slotColor.b * attachmentColor.b, alpha);
|
||||||
|
var finalVertices = void 0;
|
||||||
|
var finalVerticesLength = void 0;
|
||||||
|
var finalIndices = void 0;
|
||||||
|
var finalIndicesLength = void 0;
|
||||||
if (clipper.isClipping()) {
|
if (clipper.isClipping()) {
|
||||||
clipper.clipTriangles(vertices, numFloats, triangles, triangles.length, uvs, color, null, false);
|
clipper.clipTriangles(vertices, numFloats, triangles, triangles.length, uvs, color, null, false);
|
||||||
var clippedVertices = clipper.clippedVertices;
|
var clippedVertices = clipper.clippedVertices;
|
||||||
@ -6797,7 +6849,10 @@ var spine;
|
|||||||
verts[v + 7] = tempUv.y;
|
verts[v + 7] = tempUv.y;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
batcher.batch(clippedVertices, clippedVertices.length, clippedTriangles, clippedTriangles.length, z);
|
finalVertices = clippedVertices;
|
||||||
|
finalVerticesLength = clippedVertices.length;
|
||||||
|
finalIndices = clippedTriangles;
|
||||||
|
finalIndicesLength = clippedTriangles.length;
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
var verts = vertices;
|
var verts = vertices;
|
||||||
@ -6831,15 +6886,40 @@ var spine;
|
|||||||
verts[v + 5] = uvs[u + 1];
|
verts[v + 5] = uvs[u + 1];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
batcher.batch(vertices, numFloats, triangles, triangles.length, z);
|
finalVertices = vertices;
|
||||||
|
finalVerticesLength = numFloats;
|
||||||
|
finalIndices = triangles;
|
||||||
|
finalIndicesLength = triangles.length;
|
||||||
}
|
}
|
||||||
|
if (finalVerticesLength == 0 || finalIndicesLength == 0)
|
||||||
|
continue;
|
||||||
|
if (!batch.canBatch(finalVerticesLength, finalIndicesLength)) {
|
||||||
|
batch.end();
|
||||||
|
batch = this.nextBatch();
|
||||||
|
batch.begin();
|
||||||
|
}
|
||||||
|
var batchMaterial = batch.material;
|
||||||
|
if (batchMaterial.uniforms.map.value == null) {
|
||||||
|
batchMaterial.uniforms.map.value = texture.texture;
|
||||||
|
}
|
||||||
|
if (batchMaterial.uniforms.map.value != texture.texture) {
|
||||||
|
batch.end();
|
||||||
|
batch = this.nextBatch();
|
||||||
|
batch.begin();
|
||||||
|
batchMaterial = batch.material;
|
||||||
|
batchMaterial.uniforms.map.value = texture.texture;
|
||||||
|
}
|
||||||
|
batchMaterial.needsUpdate = true;
|
||||||
|
batch.batch(finalVertices, finalVerticesLength, finalIndices, finalIndicesLength, z);
|
||||||
z += zOffset;
|
z += zOffset;
|
||||||
}
|
}
|
||||||
|
clipper.clipEndWithSlot(slot);
|
||||||
}
|
}
|
||||||
batcher.end();
|
clipper.clipEnd();
|
||||||
|
batch.end();
|
||||||
};
|
};
|
||||||
return SkeletonMesh;
|
return SkeletonMesh;
|
||||||
}(THREE.Mesh));
|
}(THREE.Object3D));
|
||||||
SkeletonMesh.QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
|
SkeletonMesh.QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
|
||||||
SkeletonMesh.VERTEX_SIZE = 2 + 2 + 4;
|
SkeletonMesh.VERTEX_SIZE = 2 + 2 + 4;
|
||||||
threejs.SkeletonMesh = SkeletonMesh;
|
threejs.SkeletonMesh = SkeletonMesh;
|
||||||
|
|||||||
File diff suppressed because one or more lines are too long
@ -2001,6 +2001,7 @@ var spine;
|
|||||||
path = this.pathPrefix + path;
|
path = this.pathPrefix + path;
|
||||||
this.toLoad++;
|
this.toLoad++;
|
||||||
AssetManager.downloadText(path, function (atlasData) {
|
AssetManager.downloadText(path, function (atlasData) {
|
||||||
|
var pagesLoaded = { count: 0 };
|
||||||
var atlasPages = new Array();
|
var atlasPages = new Array();
|
||||||
try {
|
try {
|
||||||
var atlas = new spine.TextureAtlas(atlasData, function (path) {
|
var atlas = new spine.TextureAtlas(atlasData, function (path) {
|
||||||
@ -2021,11 +2022,10 @@ var spine;
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
var _loop_1 = function (atlasPage) {
|
var _loop_1 = function (atlasPage) {
|
||||||
var pagesLoaded = 0;
|
|
||||||
var pageLoadError = false;
|
var pageLoadError = false;
|
||||||
_this.loadTexture(atlasPage, function (imagePath, image) {
|
_this.loadTexture(atlasPage, function (imagePath, image) {
|
||||||
pagesLoaded++;
|
pagesLoaded.count++;
|
||||||
if (pagesLoaded == atlasPages.length) {
|
if (pagesLoaded.count == atlasPages.length) {
|
||||||
if (!pageLoadError) {
|
if (!pageLoadError) {
|
||||||
try {
|
try {
|
||||||
var atlas = new spine.TextureAtlas(atlasData, function (path) {
|
var atlas = new spine.TextureAtlas(atlasData, function (path) {
|
||||||
@ -2056,8 +2056,8 @@ var spine;
|
|||||||
}
|
}
|
||||||
}, function (imagePath, errorMessage) {
|
}, function (imagePath, errorMessage) {
|
||||||
pageLoadError = true;
|
pageLoadError = true;
|
||||||
pagesLoaded++;
|
pagesLoaded.count++;
|
||||||
if (pagesLoaded == atlasPages.length) {
|
if (pagesLoaded.count == atlasPages.length) {
|
||||||
_this.errors[path] = "Couldn't load texture atlas page " + imagePath + "} of atlas " + path;
|
_this.errors[path] = "Couldn't load texture atlas page " + imagePath + "} of atlas " + path;
|
||||||
if (error)
|
if (error)
|
||||||
error(path, "Couldn't load texture atlas page " + imagePath + " of atlas " + path);
|
error(path, "Couldn't load texture atlas page " + imagePath + " of atlas " + path);
|
||||||
|
|||||||
File diff suppressed because one or more lines are too long
@ -2001,6 +2001,7 @@ var spine;
|
|||||||
path = this.pathPrefix + path;
|
path = this.pathPrefix + path;
|
||||||
this.toLoad++;
|
this.toLoad++;
|
||||||
AssetManager.downloadText(path, function (atlasData) {
|
AssetManager.downloadText(path, function (atlasData) {
|
||||||
|
var pagesLoaded = { count: 0 };
|
||||||
var atlasPages = new Array();
|
var atlasPages = new Array();
|
||||||
try {
|
try {
|
||||||
var atlas = new spine.TextureAtlas(atlasData, function (path) {
|
var atlas = new spine.TextureAtlas(atlasData, function (path) {
|
||||||
@ -2021,11 +2022,10 @@ var spine;
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
var _loop_1 = function (atlasPage) {
|
var _loop_1 = function (atlasPage) {
|
||||||
var pagesLoaded = 0;
|
|
||||||
var pageLoadError = false;
|
var pageLoadError = false;
|
||||||
_this.loadTexture(atlasPage, function (imagePath, image) {
|
_this.loadTexture(atlasPage, function (imagePath, image) {
|
||||||
pagesLoaded++;
|
pagesLoaded.count++;
|
||||||
if (pagesLoaded == atlasPages.length) {
|
if (pagesLoaded.count == atlasPages.length) {
|
||||||
if (!pageLoadError) {
|
if (!pageLoadError) {
|
||||||
try {
|
try {
|
||||||
var atlas = new spine.TextureAtlas(atlasData, function (path) {
|
var atlas = new spine.TextureAtlas(atlasData, function (path) {
|
||||||
@ -2056,8 +2056,8 @@ var spine;
|
|||||||
}
|
}
|
||||||
}, function (imagePath, errorMessage) {
|
}, function (imagePath, errorMessage) {
|
||||||
pageLoadError = true;
|
pageLoadError = true;
|
||||||
pagesLoaded++;
|
pagesLoaded.count++;
|
||||||
if (pagesLoaded == atlasPages.length) {
|
if (pagesLoaded.count == atlasPages.length) {
|
||||||
_this.errors[path] = "Couldn't load texture atlas page " + imagePath + "} of atlas " + path;
|
_this.errors[path] = "Couldn't load texture atlas page " + imagePath + "} of atlas " + path;
|
||||||
if (error)
|
if (error)
|
||||||
error(path, "Couldn't load texture atlas page " + imagePath + " of atlas " + path);
|
error(path, "Couldn't load texture atlas page " + imagePath + " of atlas " + path);
|
||||||
|
|||||||
File diff suppressed because one or more lines are too long
@ -147,6 +147,7 @@ module spine {
|
|||||||
this.toLoad++;
|
this.toLoad++;
|
||||||
|
|
||||||
AssetManager.downloadText(path, (atlasData: string): void => {
|
AssetManager.downloadText(path, (atlasData: string): void => {
|
||||||
|
var pagesLoaded: any = { count: 0 };
|
||||||
var atlasPages = new Array<string>();
|
var atlasPages = new Array<string>();
|
||||||
try {
|
try {
|
||||||
let atlas = new spine.TextureAtlas(atlasData, (path: string) => {
|
let atlas = new spine.TextureAtlas(atlasData, (path: string) => {
|
||||||
@ -166,12 +167,11 @@ module spine {
|
|||||||
}
|
}
|
||||||
|
|
||||||
for (let atlasPage of atlasPages) {
|
for (let atlasPage of atlasPages) {
|
||||||
let pagesLoaded = 0;
|
|
||||||
let pageLoadError = false;
|
let pageLoadError = false;
|
||||||
this.loadTexture(atlasPage, (imagePath: string, image: HTMLImageElement) => {
|
this.loadTexture(atlasPage, (imagePath: string, image: HTMLImageElement) => {
|
||||||
pagesLoaded++;
|
pagesLoaded.count++;
|
||||||
|
|
||||||
if (pagesLoaded == atlasPages.length) {
|
if (pagesLoaded.count == atlasPages.length) {
|
||||||
if (!pageLoadError) {
|
if (!pageLoadError) {
|
||||||
try {
|
try {
|
||||||
let atlas = new spine.TextureAtlas(atlasData, (path: string) => {
|
let atlas = new spine.TextureAtlas(atlasData, (path: string) => {
|
||||||
@ -197,9 +197,9 @@ module spine {
|
|||||||
}
|
}
|
||||||
}, (imagePath: string, errorMessage: string) => {
|
}, (imagePath: string, errorMessage: string) => {
|
||||||
pageLoadError = true;
|
pageLoadError = true;
|
||||||
pagesLoaded++;
|
pagesLoaded.count++;
|
||||||
|
|
||||||
if (pagesLoaded == atlasPages.length) {
|
if (pagesLoaded.count == atlasPages.length) {
|
||||||
this.errors[path] = `Couldn't load texture atlas page ${imagePath}} of atlas ${path}`;
|
this.errors[path] = `Couldn't load texture atlas page ${imagePath}} of atlas ${path}`;
|
||||||
if (error) error(path, `Couldn't load texture atlas page ${imagePath} of atlas ${path}`);
|
if (error) error(path, `Couldn't load texture atlas page ${imagePath} of atlas ${path}`);
|
||||||
this.toLoad--;
|
this.toLoad--;
|
||||||
|
|||||||
@ -19,6 +19,11 @@ var assetManager;
|
|||||||
var canvas;
|
var canvas;
|
||||||
var lastFrameTime = Date.now() / 1000;
|
var lastFrameTime = Date.now() / 1000;
|
||||||
|
|
||||||
|
var baseUrl = "assets/";
|
||||||
|
var skeletonFile = "raptor-pro.json";
|
||||||
|
var atlasFile = skeletonFile.replace("-pro", "").replace("-ess", "").replace(".json", ".atlas");
|
||||||
|
var animation = "walk";
|
||||||
|
|
||||||
function init () {
|
function init () {
|
||||||
// create the THREE.JS camera, scene and renderer (WebGL)
|
// create the THREE.JS camera, scene and renderer (WebGL)
|
||||||
var width = window.innerWidth, height = window.innerHeight;
|
var width = window.innerWidth, height = window.innerHeight;
|
||||||
@ -32,10 +37,9 @@ function init () {
|
|||||||
canvas = renderer.domElement;
|
canvas = renderer.domElement;
|
||||||
|
|
||||||
// load the assets required to display the Raptor model
|
// load the assets required to display the Raptor model
|
||||||
assetManager = new spine.threejs.AssetManager();
|
assetManager = new spine.threejs.AssetManager(baseUrl);
|
||||||
assetManager.loadText("assets/raptor-pro.json");
|
assetManager.loadText(skeletonFile);
|
||||||
assetManager.loadText("assets/raptor.atlas");
|
assetManager.loadTextureAtlas(atlasFile);
|
||||||
assetManager.loadTexture("assets/raptor.png");
|
|
||||||
|
|
||||||
requestAnimationFrame(load);
|
requestAnimationFrame(load);
|
||||||
}
|
}
|
||||||
@ -50,39 +54,27 @@ function load (name, scale) {
|
|||||||
|
|
||||||
// Load the texture atlas using name.atlas and name.png from the AssetManager.
|
// Load the texture atlas using name.atlas and name.png from the AssetManager.
|
||||||
// The function passed to TextureAtlas is used to resolve relative paths.
|
// The function passed to TextureAtlas is used to resolve relative paths.
|
||||||
atlas = new spine.TextureAtlas(assetManager.get("assets/raptor.atlas"), function(path) {
|
atlas = assetManager.get(atlasFile);
|
||||||
return assetManager.get("assets/" + path);
|
|
||||||
});
|
// Create a AtlasAttachmentLoader that resolves region, mesh, boundingbox and path attachments
|
||||||
var skeletonData = loadSkeleton("raptor-pro", 0.4);
|
atlasLoader = new spine.AtlasAttachmentLoader(atlas);
|
||||||
|
|
||||||
|
// Create a SkeletonJson instance for parsing the .json file.
|
||||||
|
var skeletonJson = new spine.SkeletonJson(atlasLoader);
|
||||||
|
|
||||||
|
// Set the scale to apply during parsing, parse the file, and create a new skeleton.
|
||||||
|
skeletonJson.scale = 0.4;
|
||||||
|
var skeletonData = skeletonJson.readSkeletonData(assetManager.get(skeletonFile));
|
||||||
|
|
||||||
// Create a SkeletonMesh from the data and attach it to the scene
|
// Create a SkeletonMesh from the data and attach it to the scene
|
||||||
skeletonMesh = new spine.threejs.SkeletonMesh(skeletonData);
|
skeletonMesh = new spine.threejs.SkeletonMesh(skeletonData);
|
||||||
skeletonMesh.state.setAnimation(0, "walk", true);
|
skeletonMesh.state.setAnimation(0, animation, true);
|
||||||
mesh.add(skeletonMesh);
|
mesh.add(skeletonMesh);
|
||||||
|
|
||||||
requestAnimationFrame(render);
|
requestAnimationFrame(render);
|
||||||
} else requestAnimationFrame(load);
|
} else requestAnimationFrame(load);
|
||||||
}
|
}
|
||||||
|
|
||||||
function loadSkeleton (name, scale) {
|
|
||||||
// Load the texture atlas using name.atlas and name.png from the AssetManager.
|
|
||||||
// The function passed to TextureAtlas is used to resolve relative paths.
|
|
||||||
atlas = new spine.TextureAtlas(assetManager.get("assets/" + name.replace("-pro", "") + ".atlas"), function(path) {
|
|
||||||
return assetManager.get("assets/" + path);
|
|
||||||
});
|
|
||||||
|
|
||||||
// Create a AtlasAttachmentLoader that resolves region, mesh, boundingbox and path attachments
|
|
||||||
atlasLoader = new spine.AtlasAttachmentLoader(atlas);
|
|
||||||
|
|
||||||
// Create a SkeletonJson instance for parsing the .json file.
|
|
||||||
var skeletonJson = new spine.SkeletonJson(atlasLoader);
|
|
||||||
|
|
||||||
// Set the scale to apply during parsing, parse the file, and create a new skeleton.
|
|
||||||
skeletonJson.scale = scale;
|
|
||||||
var skeletonData = skeletonJson.readSkeletonData(assetManager.get("assets/" + name + ".json"));
|
|
||||||
return skeletonData;
|
|
||||||
}
|
|
||||||
|
|
||||||
var lastTime = Date.now();
|
var lastTime = Date.now();
|
||||||
function render() {
|
function render() {
|
||||||
// calculate delta time for animation purposes
|
// calculate delta time for animation purposes
|
||||||
|
|||||||
@ -29,9 +29,7 @@
|
|||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
module spine.threejs {
|
module spine.threejs {
|
||||||
export class MeshBatcher {
|
export class MeshBatcher extends THREE.Mesh {
|
||||||
mesh: THREE.Mesh;
|
|
||||||
|
|
||||||
private static VERTEX_SIZE = 9;
|
private static VERTEX_SIZE = 9;
|
||||||
private vertexBuffer: THREE.InterleavedBuffer;
|
private vertexBuffer: THREE.InterleavedBuffer;
|
||||||
private vertices: Float32Array;
|
private vertices: Float32Array;
|
||||||
@ -39,12 +37,11 @@ module spine.threejs {
|
|||||||
private indices: Uint16Array;
|
private indices: Uint16Array;
|
||||||
private indicesLength = 0;
|
private indicesLength = 0;
|
||||||
|
|
||||||
constructor (mesh: THREE.Mesh, maxVertices: number = 10920) {
|
constructor (maxVertices: number = 10920) {
|
||||||
|
super();
|
||||||
if (maxVertices > 10920) throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices);
|
if (maxVertices > 10920) throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices);
|
||||||
|
|
||||||
let vertices = this.vertices = new Float32Array(maxVertices * MeshBatcher.VERTEX_SIZE);
|
let vertices = this.vertices = new Float32Array(maxVertices * MeshBatcher.VERTEX_SIZE);
|
||||||
let indices = this.indices = new Uint16Array(maxVertices * 3);
|
let indices = this.indices = new Uint16Array(maxVertices * 3);
|
||||||
this.mesh = mesh;
|
|
||||||
let geo = new THREE.BufferGeometry();
|
let geo = new THREE.BufferGeometry();
|
||||||
let vertexBuffer = this.vertexBuffer = new THREE.InterleavedBuffer(vertices, MeshBatcher.VERTEX_SIZE);
|
let vertexBuffer = this.vertexBuffer = new THREE.InterleavedBuffer(vertices, MeshBatcher.VERTEX_SIZE);
|
||||||
vertexBuffer.dynamic = true;
|
vertexBuffer.dynamic = true;
|
||||||
@ -55,7 +52,15 @@ module spine.threejs {
|
|||||||
geo.getIndex().dynamic = true;
|
geo.getIndex().dynamic = true;
|
||||||
geo.drawRange.start = 0;
|
geo.drawRange.start = 0;
|
||||||
geo.drawRange.count = 0;
|
geo.drawRange.count = 0;
|
||||||
mesh.geometry = geo;
|
this.geometry = geo;
|
||||||
|
this.material = new SkeletonMeshMaterial();
|
||||||
|
}
|
||||||
|
|
||||||
|
clear () {
|
||||||
|
let geo = (<THREE.BufferGeometry>this.geometry);
|
||||||
|
geo.drawRange.start = 0;
|
||||||
|
geo.drawRange.count = 0;
|
||||||
|
(<SkeletonMeshMaterial>this.material).uniforms.map.value = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
begin () {
|
begin () {
|
||||||
@ -63,6 +68,12 @@ module spine.threejs {
|
|||||||
this.indicesLength = 0;
|
this.indicesLength = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
canBatch(verticesLength: number, indicesLength: number) {
|
||||||
|
if (this.indicesLength + indicesLength >= this.indices.byteLength / 2) return false;
|
||||||
|
if (this.verticesLength + verticesLength >= this.vertices.byteLength / 2) return false;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
batch (vertices: ArrayLike<number>, verticesLength: number, indices: ArrayLike<number>, indicesLength: number, z: number = 0) {
|
batch (vertices: ArrayLike<number>, verticesLength: number, indices: ArrayLike<number>, indicesLength: number, z: number = 0) {
|
||||||
let indexStart = this.verticesLength / MeshBatcher.VERTEX_SIZE;
|
let indexStart = this.verticesLength / MeshBatcher.VERTEX_SIZE;
|
||||||
let vertexBuffer = this.vertices;
|
let vertexBuffer = this.vertices;
|
||||||
@ -91,7 +102,7 @@ module spine.threejs {
|
|||||||
this.vertexBuffer.needsUpdate = true;
|
this.vertexBuffer.needsUpdate = true;
|
||||||
this.vertexBuffer.updateRange.offset = 0;
|
this.vertexBuffer.updateRange.offset = 0;
|
||||||
this.vertexBuffer.updateRange.count = this.verticesLength;
|
this.vertexBuffer.updateRange.count = this.verticesLength;
|
||||||
let geo = (<THREE.BufferGeometry>this.mesh.geometry);
|
let geo = (<THREE.BufferGeometry>this.geometry);
|
||||||
geo.getIndex().needsUpdate = true;
|
geo.getIndex().needsUpdate = true;
|
||||||
geo.getIndex().updateRange.offset = 0;
|
geo.getIndex().updateRange.offset = 0;
|
||||||
geo.getIndex().updateRange.count = this.indicesLength;
|
geo.getIndex().updateRange.count = this.indicesLength;
|
||||||
|
|||||||
@ -29,7 +29,42 @@
|
|||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
module spine.threejs {
|
module spine.threejs {
|
||||||
export class SkeletonMesh extends THREE.Mesh {
|
export class SkeletonMeshMaterial extends THREE.ShaderMaterial {
|
||||||
|
constructor () {
|
||||||
|
let vertexShader = `
|
||||||
|
attribute vec4 color;
|
||||||
|
varying vec2 vUv;
|
||||||
|
varying vec4 vColor;
|
||||||
|
void main() {
|
||||||
|
vUv = uv;
|
||||||
|
vColor = color;
|
||||||
|
gl_Position = projectionMatrix*modelViewMatrix*vec4(position,1.0);
|
||||||
|
}
|
||||||
|
`;
|
||||||
|
let fragmentShader = `
|
||||||
|
uniform sampler2D map;
|
||||||
|
varying vec2 vUv;
|
||||||
|
varying vec4 vColor;
|
||||||
|
void main(void) {
|
||||||
|
gl_FragColor = texture2D(map, vUv)*vColor;
|
||||||
|
}
|
||||||
|
`;
|
||||||
|
|
||||||
|
let parameters: THREE.ShaderMaterialParameters = {
|
||||||
|
uniforms: {
|
||||||
|
map: { type: "t", value: null }
|
||||||
|
},
|
||||||
|
vertexShader: vertexShader,
|
||||||
|
fragmentShader: fragmentShader,
|
||||||
|
side: THREE.DoubleSide,
|
||||||
|
transparent: true,
|
||||||
|
alphaTest: 0.5
|
||||||
|
};
|
||||||
|
super(parameters);
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
export class SkeletonMesh extends THREE.Object3D {
|
||||||
tempPos: Vector2 = new Vector2();
|
tempPos: Vector2 = new Vector2();
|
||||||
tempUv: Vector2 = new Vector2();
|
tempUv: Vector2 = new Vector2();
|
||||||
tempLight = new Color();
|
tempLight = new Color();
|
||||||
@ -39,7 +74,8 @@ module spine.threejs {
|
|||||||
zOffset: number = 0.1;
|
zOffset: number = 0.1;
|
||||||
vertexEffect: VertexEffect;
|
vertexEffect: VertexEffect;
|
||||||
|
|
||||||
private batcher: MeshBatcher;
|
private batches = new Array<MeshBatcher>();
|
||||||
|
private nextBatchIndex = 0;
|
||||||
private clipper: SkeletonClipping = new SkeletonClipping();
|
private clipper: SkeletonClipping = new SkeletonClipping();
|
||||||
|
|
||||||
static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
|
static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
|
||||||
@ -54,12 +90,6 @@ module spine.threejs {
|
|||||||
this.skeleton = new Skeleton(skeletonData);
|
this.skeleton = new Skeleton(skeletonData);
|
||||||
let animData = new AnimationStateData(skeletonData);
|
let animData = new AnimationStateData(skeletonData);
|
||||||
this.state = new AnimationState(animData);
|
this.state = new AnimationState(animData);
|
||||||
|
|
||||||
let material = this.material = new THREE.MeshBasicMaterial();
|
|
||||||
material.side = THREE.DoubleSide;
|
|
||||||
material.transparent = true;
|
|
||||||
material.alphaTest = 0.5;
|
|
||||||
this.batcher = new MeshBatcher(this);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
update(deltaTime: number) {
|
update(deltaTime: number) {
|
||||||
@ -73,13 +103,33 @@ module spine.threejs {
|
|||||||
this.updateGeometry();
|
this.updateGeometry();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private clearBatches () {
|
||||||
|
for (var i = 0; i < this.batches.length; i++) {
|
||||||
|
this.batches[i].clear();
|
||||||
|
this.batches[i].visible = false;
|
||||||
|
}
|
||||||
|
this.nextBatchIndex = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
private nextBatch () {
|
||||||
|
if (this.batches.length == this.nextBatchIndex) {
|
||||||
|
let batch = new MeshBatcher();
|
||||||
|
this.add(batch);
|
||||||
|
this.batches.push(batch);
|
||||||
|
}
|
||||||
|
let batch = this.batches[this.nextBatchIndex++];
|
||||||
|
batch.visible = true;
|
||||||
|
return batch;
|
||||||
|
}
|
||||||
|
|
||||||
private updateGeometry() {
|
private updateGeometry() {
|
||||||
|
this.clearBatches();
|
||||||
|
|
||||||
let tempPos = this.tempPos;
|
let tempPos = this.tempPos;
|
||||||
let tempUv = this.tempUv;
|
let tempUv = this.tempUv;
|
||||||
let tempLight = this.tempLight;
|
let tempLight = this.tempLight;
|
||||||
let tempDark = this.tempDark;
|
let tempDark = this.tempDark;
|
||||||
|
|
||||||
let geometry = <THREE.BufferGeometry>this.geometry;
|
|
||||||
var numVertices = 0;
|
var numVertices = 0;
|
||||||
var verticesLength = 0;
|
var verticesLength = 0;
|
||||||
var indicesLength = 0;
|
var indicesLength = 0;
|
||||||
@ -91,8 +141,8 @@ module spine.threejs {
|
|||||||
let triangles: Array<number> = null;
|
let triangles: Array<number> = null;
|
||||||
let uvs: ArrayLike<number> = null;
|
let uvs: ArrayLike<number> = null;
|
||||||
let drawOrder = this.skeleton.drawOrder;
|
let drawOrder = this.skeleton.drawOrder;
|
||||||
let batcher = this.batcher;
|
let batch = this.nextBatch();
|
||||||
batcher.begin();
|
batch.begin();
|
||||||
let z = 0;
|
let z = 0;
|
||||||
let zOffset = this.zOffset;
|
let zOffset = this.zOffset;
|
||||||
for (let i = 0, n = drawOrder.length; i < n; i++) {
|
for (let i = 0, n = drawOrder.length; i < n; i++) {
|
||||||
@ -130,12 +180,6 @@ module spine.threejs {
|
|||||||
} else continue;
|
} else continue;
|
||||||
|
|
||||||
if (texture != null) {
|
if (texture != null) {
|
||||||
if (!(<THREE.MeshBasicMaterial>this.material).map) {
|
|
||||||
let mat = <THREE.MeshBasicMaterial>this.material;
|
|
||||||
mat.map = texture.texture;
|
|
||||||
mat.needsUpdate = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
let skeleton = slot.bone.skeleton;
|
let skeleton = slot.bone.skeleton;
|
||||||
let skeletonColor = skeleton.color;
|
let skeletonColor = skeleton.color;
|
||||||
let slotColor = slot.color;
|
let slotColor = slot.color;
|
||||||
@ -145,12 +189,11 @@ module spine.threejs {
|
|||||||
skeletonColor.g * slotColor.g * attachmentColor.g,
|
skeletonColor.g * slotColor.g * attachmentColor.g,
|
||||||
skeletonColor.b * slotColor.b * attachmentColor.b,
|
skeletonColor.b * slotColor.b * attachmentColor.b,
|
||||||
alpha);
|
alpha);
|
||||||
// FIXME per slot blending would require multiple material support
|
|
||||||
//let slotBlendMode = slot.data.blendMode;
|
let finalVertices: ArrayLike<number>;
|
||||||
//if (slotBlendMode != blendMode) {
|
let finalVerticesLength: number;
|
||||||
// blendMode = slotBlendMode;
|
let finalIndices: ArrayLike<number>;
|
||||||
// batcher.setBlendMode(getSourceGLBlendMode(this._gl, blendMode, premultipliedAlpha), getDestGLBlendMode(this._gl, blendMode));
|
let finalIndicesLength: number;
|
||||||
//}
|
|
||||||
|
|
||||||
if (clipper.isClipping()) {
|
if (clipper.isClipping()) {
|
||||||
clipper.clipTriangles(vertices, numFloats, triangles, triangles.length, uvs, color, null, false);
|
clipper.clipTriangles(vertices, numFloats, triangles, triangles.length, uvs, color, null, false);
|
||||||
@ -177,7 +220,10 @@ module spine.threejs {
|
|||||||
verts[v + 7] = tempUv.y;
|
verts[v + 7] = tempUv.y;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
batcher.batch(clippedVertices, clippedVertices.length, clippedTriangles, clippedTriangles.length, z);
|
finalVertices = clippedVertices;
|
||||||
|
finalVerticesLength = clippedVertices.length;
|
||||||
|
finalIndices = clippedTriangles;
|
||||||
|
finalIndicesLength = clippedTriangles.length;
|
||||||
} else {
|
} else {
|
||||||
let verts = vertices;
|
let verts = vertices;
|
||||||
if (this.vertexEffect != null) {
|
if (this.vertexEffect != null) {
|
||||||
@ -209,13 +255,50 @@ module spine.threejs {
|
|||||||
verts[v + 5] = uvs[u + 1];
|
verts[v + 5] = uvs[u + 1];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
batcher.batch(vertices, numFloats, triangles, triangles.length, z);
|
finalVertices = vertices;
|
||||||
|
finalVerticesLength = numFloats;
|
||||||
|
finalIndices = triangles;
|
||||||
|
finalIndicesLength = triangles.length;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (finalVerticesLength == 0 || finalIndicesLength == 0)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
// Start new batch if this one can't hold vertices/indices
|
||||||
|
if (!batch.canBatch(finalVerticesLength, finalIndicesLength)) {
|
||||||
|
batch.end();
|
||||||
|
batch = this.nextBatch();
|
||||||
|
batch.begin();
|
||||||
|
}
|
||||||
|
|
||||||
|
// FIXME per slot blending would require multiple material support
|
||||||
|
//let slotBlendMode = slot.data.blendMode;
|
||||||
|
//if (slotBlendMode != blendMode) {
|
||||||
|
// blendMode = slotBlendMode;
|
||||||
|
// batcher.setBlendMode(getSourceGLBlendMode(this._gl, blendMode, premultipliedAlpha), getDestGLBlendMode(this._gl, blendMode));
|
||||||
|
//}
|
||||||
|
|
||||||
|
let batchMaterial = <SkeletonMeshMaterial>batch.material;
|
||||||
|
if (batchMaterial.uniforms.map.value == null) {
|
||||||
|
batchMaterial.uniforms.map.value = texture.texture;
|
||||||
|
}
|
||||||
|
if (batchMaterial.uniforms.map.value != texture.texture) {
|
||||||
|
batch.end();
|
||||||
|
batch = this.nextBatch();
|
||||||
|
batch.begin();
|
||||||
|
batchMaterial = <SkeletonMeshMaterial>batch.material;
|
||||||
|
batchMaterial.uniforms.map.value = texture.texture;
|
||||||
|
}
|
||||||
|
batchMaterial.needsUpdate = true;
|
||||||
|
|
||||||
|
batch.batch(finalVertices, finalVerticesLength, finalIndices, finalIndicesLength, z);
|
||||||
z += zOffset;
|
z += zOffset;
|
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|
||||||
|
useClipping: 1
|
||||||
|
immutableTriangles: 0
|
||||||
|
pmaVertexColors: 1
|
||||||
|
clearStateOnDisable: 0
|
||||||
|
tintBlack: 0
|
||||||
|
singleSubmesh: 0
|
||||||
|
addNormals: 0
|
||||||
|
calculateTangents: 0
|
||||||
|
logErrors: 0
|
||||||
|
disableRenderingOnOverride: 1
|
||||||
|
_animationName: idle
|
||||||
|
loop: 1
|
||||||
|
timeScale: 1
|
||||||
|
--- !u!23 &282891645
|
||||||
|
MeshRenderer:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_PrefabParentObject: {fileID: 0}
|
||||||
|
m_PrefabInternal: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 282891642}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_CastShadows: 1
|
||||||
|
m_ReceiveShadows: 1
|
||||||
|
m_MotionVectors: 1
|
||||||
|
m_LightProbeUsage: 1
|
||||||
|
m_ReflectionProbeUsage: 1
|
||||||
|
m_Materials:
|
||||||
|
- {fileID: 2100000, guid: 128e02fa6a4f5964fa898757a425b354, type: 2}
|
||||||
|
m_StaticBatchInfo:
|
||||||
|
firstSubMesh: 0
|
||||||
|
subMeshCount: 0
|
||||||
|
m_StaticBatchRoot: {fileID: 0}
|
||||||
|
m_ProbeAnchor: {fileID: 0}
|
||||||
|
m_LightProbeVolumeOverride: {fileID: 0}
|
||||||
|
m_ScaleInLightmap: 1
|
||||||
|
m_PreserveUVs: 0
|
||||||
|
m_IgnoreNormalsForChartDetection: 0
|
||||||
|
m_ImportantGI: 0
|
||||||
|
m_SelectedEditorRenderState: 3
|
||||||
|
m_MinimumChartSize: 4
|
||||||
|
m_AutoUVMaxDistance: 0.5
|
||||||
|
m_AutoUVMaxAngle: 89
|
||||||
|
m_LightmapParameters: {fileID: 0}
|
||||||
|
m_SortingLayerID: 0
|
||||||
|
m_SortingLayer: 0
|
||||||
|
m_SortingOrder: 0
|
||||||
|
--- !u!33 &282891646
|
||||||
|
MeshFilter:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_PrefabParentObject: {fileID: 0}
|
||||||
|
m_PrefabInternal: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 282891642}
|
||||||
|
m_Mesh: {fileID: 0}
|
||||||
|
--- !u!4 &282891647
|
||||||
|
Transform:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_PrefabParentObject: {fileID: 0}
|
||||||
|
m_PrefabInternal: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 282891642}
|
||||||
|
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||||
|
m_LocalPosition: {x: -8.18, y: -3.48, z: 0}
|
||||||
|
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||||
|
m_Children: []
|
||||||
|
m_Father: {fileID: 0}
|
||||||
|
m_RootOrder: 3
|
||||||
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
--- !u!1 &351144566
|
--- !u!1 &351144566
|
||||||
GameObject:
|
GameObject:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
@ -335,7 +454,7 @@ MeshRenderer:
|
|||||||
m_LightmapParameters: {fileID: 0}
|
m_LightmapParameters: {fileID: 0}
|
||||||
m_SortingLayerID: 0
|
m_SortingLayerID: 0
|
||||||
m_SortingLayer: 0
|
m_SortingLayer: 0
|
||||||
m_SortingOrder: 0
|
m_SortingOrder: 10
|
||||||
--- !u!4 &795271517
|
--- !u!4 &795271517
|
||||||
Transform:
|
Transform:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
|
|||||||
@ -44,28 +44,15 @@ namespace Spine.Unity.Examples {
|
|||||||
|
|
||||||
[SpineAnimation]
|
[SpineAnimation]
|
||||||
public string gunkeep = "gunkeep";
|
public string gunkeep = "gunkeep";
|
||||||
|
|
||||||
[SpineEvent]
|
|
||||||
public string footstepEvent = "footstep";
|
|
||||||
|
|
||||||
public AudioSource footstepAudioSource;
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
SkeletonAnimation skeletonAnimation;
|
SkeletonAnimation skeletonAnimation;
|
||||||
|
|
||||||
void Start () {
|
void Start () {
|
||||||
skeletonAnimation = GetComponent<SkeletonAnimation>();
|
skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||||
skeletonAnimation.AnimationState.Event += HandleEvent;
|
|
||||||
StartCoroutine(GunGrabRoutine());
|
StartCoroutine(GunGrabRoutine());
|
||||||
}
|
}
|
||||||
|
|
||||||
void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
|
|
||||||
if (e.Data.Name == footstepEvent) {
|
|
||||||
footstepAudioSource.pitch = 0.5f + Random.Range(-0.2f, 0.2f);
|
|
||||||
footstepAudioSource.Play();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
IEnumerator GunGrabRoutine () {
|
IEnumerator GunGrabRoutine () {
|
||||||
// Play the walk animation on track 0.
|
// Play the walk animation on track 0.
|
||||||
skeletonAnimation.AnimationState.SetAnimation(0, walk, true);
|
skeletonAnimation.AnimationState.SetAnimation(0, walk, true);
|
||||||
|
|||||||
@ -0,0 +1,80 @@
|
|||||||
|
/******************************************************************************
|
||||||
|
* Spine Runtimes Software License v2.5
|
||||||
|
*
|
||||||
|
* Copyright (c) 2013-2016, Esoteric Software
|
||||||
|
* All rights reserved.
|
||||||
|
*
|
||||||
|
* You are granted a perpetual, non-exclusive, non-sublicensable, and
|
||||||
|
* non-transferable license to use, install, execute, and perform the Spine
|
||||||
|
* Runtimes software and derivative works solely for personal or internal
|
||||||
|
* use. Without the written permission of Esoteric Software (see Section 2 of
|
||||||
|
* the Spine Software License Agreement), you may not (a) modify, translate,
|
||||||
|
* adapt, or develop new applications using the Spine Runtimes or otherwise
|
||||||
|
* create derivative works or improvements of the Spine Runtimes or (b) remove,
|
||||||
|
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
|
||||||
|
* or other intellectual property or proprietary rights notices on or in the
|
||||||
|
* Software, including any copy thereof. Redistributions in binary or source
|
||||||
|
* form must include this license and terms.
|
||||||
|
*
|
||||||
|
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
|
||||||
|
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||||
|
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
|
||||||
|
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||||
|
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||||
|
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
|
||||||
|
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
|
||||||
|
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||||
|
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||||
|
* POSSIBILITY OF SUCH DAMAGE.
|
||||||
|
*****************************************************************************/
|
||||||
|
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Spine.Unity.Examples {
|
||||||
|
public class HandleEventWithAudioExample : MonoBehaviour {
|
||||||
|
|
||||||
|
public SkeletonAnimation skeletonAnimation;
|
||||||
|
[SpineEvent(dataField: "skeletonAnimation", fallbackToTextField: true)]
|
||||||
|
public string eventName;
|
||||||
|
|
||||||
|
[Space]
|
||||||
|
public AudioSource audioSource;
|
||||||
|
public AudioClip audioClip;
|
||||||
|
public float basePitch = 1f;
|
||||||
|
public float randomPitchOffset = 0.1f;
|
||||||
|
|
||||||
|
[Space]
|
||||||
|
public bool logDebugMessage = false;
|
||||||
|
|
||||||
|
Spine.EventData eventData;
|
||||||
|
|
||||||
|
void OnValidate () {
|
||||||
|
if (skeletonAnimation == null) GetComponent<SkeletonAnimation>();
|
||||||
|
if (audioSource == null) GetComponent<AudioSource>();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Start () {
|
||||||
|
if (audioSource == null) return;
|
||||||
|
if (skeletonAnimation == null) return;
|
||||||
|
skeletonAnimation.Initialize(false);
|
||||||
|
if (!skeletonAnimation.valid) return;
|
||||||
|
|
||||||
|
eventData = skeletonAnimation.Skeleton.Data.FindEvent(eventName);
|
||||||
|
skeletonAnimation.AnimationState.Event += HandleAnimationStateEvent;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleAnimationStateEvent (TrackEntry trackEntry, Event e) {
|
||||||
|
if (logDebugMessage) Debug.Log("Event fired! " + e.Data.Name);
|
||||||
|
//bool eventMatch = string.Equals(e.Data.Name, eventName, System.StringComparison.Ordinal); // Testing recommendation: String compare.
|
||||||
|
bool eventMatch = (eventData == e.Data); // Performance recommendation: Match cached reference instead of string.
|
||||||
|
if (eventMatch) {
|
||||||
|
audioSource.pitch = basePitch + Random.Range(-randomPitchOffset, randomPitchOffset);
|
||||||
|
audioSource.clip = audioClip;
|
||||||
|
audioSource.Play();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
@ -0,0 +1,12 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 1d55a3bd6ac81af44b2f9a4447f2ae72
|
||||||
|
timeCreated: 1516481531
|
||||||
|
licenseType: Free
|
||||||
|
MonoImporter:
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@ -0,0 +1,33 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Spine.Unity.Examples {
|
||||||
|
public class MaterialPropertyBlockExample : MonoBehaviour {
|
||||||
|
|
||||||
|
public float timeInterval = 1f;
|
||||||
|
public Gradient randomColors = new Gradient();
|
||||||
|
public string colorPropertyName = "_FillColor";
|
||||||
|
|
||||||
|
MaterialPropertyBlock mpb;
|
||||||
|
float timeToNextColor = 0;
|
||||||
|
|
||||||
|
void Start () {
|
||||||
|
mpb = new MaterialPropertyBlock();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update () {
|
||||||
|
if (timeToNextColor <= 0) {
|
||||||
|
timeToNextColor = timeInterval;
|
||||||
|
|
||||||
|
Color newColor = randomColors.Evaluate(UnityEngine.Random.value);
|
||||||
|
mpb.SetColor(colorPropertyName, newColor);
|
||||||
|
GetComponent<MeshRenderer>().SetPropertyBlock(mpb);
|
||||||
|
}
|
||||||
|
|
||||||
|
timeToNextColor -= Time.deltaTime;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
@ -0,0 +1,12 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 0456e5bde0b34594782f280f40128902
|
||||||
|
timeCreated: 1516388202
|
||||||
|
licenseType: Free
|
||||||
|
MonoImporter:
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@ -0,0 +1,9 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 1258037ca4297c7428842419a266f7a4
|
||||||
|
folderAsset: yes
|
||||||
|
timeCreated: 1502103133
|
||||||
|
licenseType: Free
|
||||||
|
DefaultImporter:
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@ -0,0 +1,132 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
using Spine;
|
||||||
|
using Spine.Unity;
|
||||||
|
|
||||||
|
namespace Spine.Unity {
|
||||||
|
|
||||||
|
using Animation = Spine.Animation;
|
||||||
|
using AnimationState = Spine.AnimationState;
|
||||||
|
|
||||||
|
public class SkeletonAnimationMulti : MonoBehaviour {
|
||||||
|
const int MainTrackIndex = 0;
|
||||||
|
|
||||||
|
public bool initialFlipX, initialFlipY;
|
||||||
|
public string initialAnimation;
|
||||||
|
public bool initialLoop;
|
||||||
|
[Space]
|
||||||
|
public List<SkeletonDataAsset> skeletonDataAssets = new List<SkeletonDataAsset>();
|
||||||
|
[Header("Settings")]
|
||||||
|
public MeshGenerator.Settings meshGeneratorSettings = MeshGenerator.Settings.Default;
|
||||||
|
|
||||||
|
readonly List<SkeletonAnimation> skeletonAnimations = new List<SkeletonAnimation>();
|
||||||
|
readonly Dictionary<string, Animation> animationNameTable = new Dictionary<string, Animation>();
|
||||||
|
readonly Dictionary<Animation, SkeletonAnimation> animationSkeletonTable = new Dictionary<Animation, SkeletonAnimation>();
|
||||||
|
//Stateful
|
||||||
|
SkeletonAnimation currentSkeletonAnimation;
|
||||||
|
|
||||||
|
void Clear () {
|
||||||
|
foreach (var s in skeletonAnimations)
|
||||||
|
Destroy(s.gameObject);
|
||||||
|
|
||||||
|
skeletonAnimations.Clear();
|
||||||
|
animationNameTable.Clear();
|
||||||
|
animationSkeletonTable.Clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
void SetActiveSkeleton (SkeletonAnimation skeletonAnimation) {
|
||||||
|
foreach (var sa in skeletonAnimations)
|
||||||
|
sa.gameObject.SetActive(sa == skeletonAnimation);
|
||||||
|
|
||||||
|
currentSkeletonAnimation = skeletonAnimation;
|
||||||
|
}
|
||||||
|
|
||||||
|
#region Lifecycle
|
||||||
|
void Awake () {
|
||||||
|
Initialize(false);
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region API
|
||||||
|
public Dictionary<Animation, SkeletonAnimation> AnimationSkeletonTable { get { return this.animationSkeletonTable; } }
|
||||||
|
public Dictionary<string, Animation> AnimationNameTable { get { return this.animationNameTable; } }
|
||||||
|
public SkeletonAnimation CurrentSkeletonAnimation { get { return this.currentSkeletonAnimation; } }
|
||||||
|
|
||||||
|
public void Initialize (bool overwrite) {
|
||||||
|
if (skeletonAnimations.Count != 0 && !overwrite) return;
|
||||||
|
|
||||||
|
Clear();
|
||||||
|
|
||||||
|
var settings = this.meshGeneratorSettings;
|
||||||
|
Transform thisTransform = this.transform;
|
||||||
|
foreach (var sda in skeletonDataAssets) {
|
||||||
|
var sa = SkeletonAnimation.NewSkeletonAnimationGameObject(sda);
|
||||||
|
sa.transform.SetParent(thisTransform, false);
|
||||||
|
|
||||||
|
sa.SetMeshSettings(settings);
|
||||||
|
sa.initialFlipX = this.initialFlipX;
|
||||||
|
sa.initialFlipY = this.initialFlipY;
|
||||||
|
var skeleton = sa.skeleton;
|
||||||
|
skeleton.FlipX = this.initialFlipX;
|
||||||
|
skeleton.FlipY = this.initialFlipY;
|
||||||
|
|
||||||
|
sa.Initialize(false);
|
||||||
|
skeletonAnimations.Add(sa);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Build cache
|
||||||
|
var animationNameTable = this.animationNameTable;
|
||||||
|
var animationSkeletonTable = this.animationSkeletonTable;
|
||||||
|
foreach (var skeletonAnimation in skeletonAnimations) {
|
||||||
|
foreach (var animationObject in skeletonAnimation.Skeleton.Data.Animations) {
|
||||||
|
animationNameTable[animationObject.Name] = animationObject;
|
||||||
|
animationSkeletonTable[animationObject] = skeletonAnimation;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
SetActiveSkeleton(skeletonAnimations[0]);
|
||||||
|
SetAnimation(initialAnimation, initialLoop);
|
||||||
|
}
|
||||||
|
|
||||||
|
public Animation FindAnimation (string animationName) {
|
||||||
|
// Analysis disable once LocalVariableHidesMember
|
||||||
|
Animation animation;
|
||||||
|
animationNameTable.TryGetValue(animationName, out animation);
|
||||||
|
return animation;
|
||||||
|
}
|
||||||
|
|
||||||
|
public TrackEntry SetAnimation (string animationName, bool loop) {
|
||||||
|
return SetAnimation(FindAnimation(animationName), loop);
|
||||||
|
}
|
||||||
|
|
||||||
|
public TrackEntry SetAnimation (Animation animation, bool loop) {
|
||||||
|
if (animation == null) return null;
|
||||||
|
|
||||||
|
SkeletonAnimation skeletonAnimation;
|
||||||
|
animationSkeletonTable.TryGetValue(animation, out skeletonAnimation);
|
||||||
|
|
||||||
|
if (skeletonAnimation != null) {
|
||||||
|
SetActiveSkeleton(skeletonAnimation);
|
||||||
|
skeletonAnimation.skeleton.SetToSetupPose();
|
||||||
|
return skeletonAnimation.state.SetAnimation(MainTrackIndex, animation, loop);
|
||||||
|
}
|
||||||
|
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetEmptyAnimation (float mixDuration) {
|
||||||
|
currentSkeletonAnimation.state.SetEmptyAnimation(MainTrackIndex, mixDuration);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ClearAnimation () {
|
||||||
|
currentSkeletonAnimation.state.ClearTrack(MainTrackIndex);
|
||||||
|
}
|
||||||
|
|
||||||
|
public TrackEntry GetCurrent () {
|
||||||
|
return currentSkeletonAnimation.state.GetCurrent(MainTrackIndex);
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -0,0 +1,12 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
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/******************************************************************************
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/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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Loading…
x
Reference in New Issue
Block a user