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[ts] Replace Array constructors with dynamic initialization (#2955)
* [ts] Replace Array constructors with dynamic initialization --------- Co-authored-by: Davide Tantillo <iamdjj@gmail.com>
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@ -648,7 +648,7 @@ export class SkeletonBinary {
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}
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private readFloatArray (input: BinaryInput, n: number, scale: number): number[] {
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const array = new Array<number>(n);
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const array: number[] = [];
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if (scale === 1) {
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for (let i = 0; i < n; i++)
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array[i] = input.readFloat();
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@ -660,7 +660,7 @@ export class SkeletonBinary {
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}
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private readShortArray (input: BinaryInput, n: number): number[] {
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const array = new Array<number>(n);
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const array: number[] = [];
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for (let i = 0; i < n; i++)
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array[i] = input.readInt(true);
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return array;
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@ -301,7 +301,7 @@ export class Utils {
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}
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static newArray<T> (size: number, defaultValue: T): Array<T> {
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const array = new Array<T>(size);
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const array: T[] = [];
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for (let i = 0; i < size; i++) array[i] = defaultValue;
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return array;
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}
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@ -310,7 +310,7 @@ export class Utils {
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if (Utils.SUPPORTS_TYPED_ARRAYS)
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return new Float32Array(size)
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else {
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const array = new Array<number>(size);
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const array: number[] = [];
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for (let i = 0; i < array.length; i++) array[i] = 0;
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return array;
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}
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@ -320,7 +320,7 @@ export class Utils {
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if (Utils.SUPPORTS_TYPED_ARRAYS)
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return new Int16Array(size)
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else {
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const array = new Array<number>(size);
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const array: number[] = [];
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for (let i = 0; i < array.length; i++) array[i] = 0;
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return array;
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}
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@ -146,7 +146,7 @@ export abstract class VertexAttachment extends Attachment {
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/** Does not copy id (generated) or name (set on construction). **/
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copyTo (attachment: VertexAttachment) {
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if (this.bones) {
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attachment.bones = new Array<number>(this.bones.length);
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attachment.bones = [];
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Utils.arrayCopy(this.bones, 0, attachment.bones, 0, this.bones.length);
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} else
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attachment.bones = null;
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@ -176,11 +176,11 @@ export class MeshAttachment extends VertexAttachment implements HasTextureRegion
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copy.color.setFromColor(this.color);
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this.copyTo(copy);
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copy.regionUVs = new Array<number>(this.regionUVs.length);
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copy.regionUVs = [];
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Utils.arrayCopy(this.regionUVs, 0, copy.regionUVs, 0, this.regionUVs.length);
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copy.uvs = this.uvs instanceof Float32Array ? Utils.newFloatArray(this.uvs.length) : new Array<number>(this.uvs.length);
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copy.uvs = this.uvs instanceof Float32Array ? Utils.newFloatArray(this.uvs.length) : [];
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Utils.arrayCopy(this.uvs, 0, copy.uvs, 0, this.uvs.length);
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copy.triangles = new Array<number>(this.triangles.length);
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copy.triangles = [];
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Utils.arrayCopy(this.triangles, 0, copy.triangles, 0, this.triangles.length);
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copy.hullLength = this.hullLength;
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@ -188,7 +188,7 @@ export class MeshAttachment extends VertexAttachment implements HasTextureRegion
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// Nonessential.
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if (this.edges) {
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copy.edges = new Array<number>(this.edges.length);
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copy.edges = [];
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Utils.arrayCopy(this.edges, 0, copy.edges, 0, this.edges.length);
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}
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copy.width = this.width;
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@ -56,7 +56,7 @@ export class PathAttachment extends VertexAttachment {
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copy (): Attachment {
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const copy = new PathAttachment(this.name);
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this.copyTo(copy);
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copy.lengths = new Array<number>(this.lengths.length);
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copy.lengths = [];
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Utils.arrayCopy(this.lengths, 0, copy.lengths, 0, this.lengths.length);
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copy.closed = closed;
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copy.constantSpeed = this.constantSpeed;
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@ -803,7 +803,7 @@ export class SpinePlayer implements Disposable {
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let minX = 100000000, maxX = -100000000, minY = 100000000, maxY = -100000000;
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const offset = new Vector2(), size = new Vector2();
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const tempArray = new Array<number>(2);
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const tempArray = [0, 0];
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for (let i = 0; i < steps; i++, time += stepTime) {
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animation.apply(this.skeleton!, time, time, false, [], 1, MixBlend.setup, MixDirection.in, false);
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this.skeleton!.updateWorldTransform(Physics.update);
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@ -1276,7 +1276,7 @@ export class SpineWebComponentSkeleton extends HTMLElement implements Disposable
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skeleton.setupPose();
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const offset = new Vector2(), size = new Vector2();
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const tempArray = new Array<number>(2);
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const tempArray = [0, 0];
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if (!animation) {
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skeleton.updateWorldTransform(Physics.update);
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skeleton.getBounds(offset, size, tempArray, renderer.skeletonRenderer.getSkeletonClipping());
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