mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-06 18:56:54 +08:00
[ts] Replace Array constructors with dynamic initialization (#2955)
* [ts] Replace Array constructors with dynamic initialization --------- Co-authored-by: Davide Tantillo <iamdjj@gmail.com>
This commit is contained in:
parent
eb4fb09765
commit
42da98a3dd
@ -648,7 +648,7 @@ export class SkeletonBinary {
|
|||||||
}
|
}
|
||||||
|
|
||||||
private readFloatArray (input: BinaryInput, n: number, scale: number): number[] {
|
private readFloatArray (input: BinaryInput, n: number, scale: number): number[] {
|
||||||
const array = new Array<number>(n);
|
const array: number[] = [];
|
||||||
if (scale === 1) {
|
if (scale === 1) {
|
||||||
for (let i = 0; i < n; i++)
|
for (let i = 0; i < n; i++)
|
||||||
array[i] = input.readFloat();
|
array[i] = input.readFloat();
|
||||||
@ -660,7 +660,7 @@ export class SkeletonBinary {
|
|||||||
}
|
}
|
||||||
|
|
||||||
private readShortArray (input: BinaryInput, n: number): number[] {
|
private readShortArray (input: BinaryInput, n: number): number[] {
|
||||||
const array = new Array<number>(n);
|
const array: number[] = [];
|
||||||
for (let i = 0; i < n; i++)
|
for (let i = 0; i < n; i++)
|
||||||
array[i] = input.readInt(true);
|
array[i] = input.readInt(true);
|
||||||
return array;
|
return array;
|
||||||
|
|||||||
@ -301,7 +301,7 @@ export class Utils {
|
|||||||
}
|
}
|
||||||
|
|
||||||
static newArray<T> (size: number, defaultValue: T): Array<T> {
|
static newArray<T> (size: number, defaultValue: T): Array<T> {
|
||||||
const array = new Array<T>(size);
|
const array: T[] = [];
|
||||||
for (let i = 0; i < size; i++) array[i] = defaultValue;
|
for (let i = 0; i < size; i++) array[i] = defaultValue;
|
||||||
return array;
|
return array;
|
||||||
}
|
}
|
||||||
@ -310,7 +310,7 @@ export class Utils {
|
|||||||
if (Utils.SUPPORTS_TYPED_ARRAYS)
|
if (Utils.SUPPORTS_TYPED_ARRAYS)
|
||||||
return new Float32Array(size)
|
return new Float32Array(size)
|
||||||
else {
|
else {
|
||||||
const array = new Array<number>(size);
|
const array: number[] = [];
|
||||||
for (let i = 0; i < array.length; i++) array[i] = 0;
|
for (let i = 0; i < array.length; i++) array[i] = 0;
|
||||||
return array;
|
return array;
|
||||||
}
|
}
|
||||||
@ -320,7 +320,7 @@ export class Utils {
|
|||||||
if (Utils.SUPPORTS_TYPED_ARRAYS)
|
if (Utils.SUPPORTS_TYPED_ARRAYS)
|
||||||
return new Int16Array(size)
|
return new Int16Array(size)
|
||||||
else {
|
else {
|
||||||
const array = new Array<number>(size);
|
const array: number[] = [];
|
||||||
for (let i = 0; i < array.length; i++) array[i] = 0;
|
for (let i = 0; i < array.length; i++) array[i] = 0;
|
||||||
return array;
|
return array;
|
||||||
}
|
}
|
||||||
|
|||||||
@ -146,7 +146,7 @@ export abstract class VertexAttachment extends Attachment {
|
|||||||
/** Does not copy id (generated) or name (set on construction). **/
|
/** Does not copy id (generated) or name (set on construction). **/
|
||||||
copyTo (attachment: VertexAttachment) {
|
copyTo (attachment: VertexAttachment) {
|
||||||
if (this.bones) {
|
if (this.bones) {
|
||||||
attachment.bones = new Array<number>(this.bones.length);
|
attachment.bones = [];
|
||||||
Utils.arrayCopy(this.bones, 0, attachment.bones, 0, this.bones.length);
|
Utils.arrayCopy(this.bones, 0, attachment.bones, 0, this.bones.length);
|
||||||
} else
|
} else
|
||||||
attachment.bones = null;
|
attachment.bones = null;
|
||||||
|
|||||||
@ -176,11 +176,11 @@ export class MeshAttachment extends VertexAttachment implements HasTextureRegion
|
|||||||
copy.color.setFromColor(this.color);
|
copy.color.setFromColor(this.color);
|
||||||
|
|
||||||
this.copyTo(copy);
|
this.copyTo(copy);
|
||||||
copy.regionUVs = new Array<number>(this.regionUVs.length);
|
copy.regionUVs = [];
|
||||||
Utils.arrayCopy(this.regionUVs, 0, copy.regionUVs, 0, this.regionUVs.length);
|
Utils.arrayCopy(this.regionUVs, 0, copy.regionUVs, 0, this.regionUVs.length);
|
||||||
copy.uvs = this.uvs instanceof Float32Array ? Utils.newFloatArray(this.uvs.length) : new Array<number>(this.uvs.length);
|
copy.uvs = this.uvs instanceof Float32Array ? Utils.newFloatArray(this.uvs.length) : [];
|
||||||
Utils.arrayCopy(this.uvs, 0, copy.uvs, 0, this.uvs.length);
|
Utils.arrayCopy(this.uvs, 0, copy.uvs, 0, this.uvs.length);
|
||||||
copy.triangles = new Array<number>(this.triangles.length);
|
copy.triangles = [];
|
||||||
Utils.arrayCopy(this.triangles, 0, copy.triangles, 0, this.triangles.length);
|
Utils.arrayCopy(this.triangles, 0, copy.triangles, 0, this.triangles.length);
|
||||||
copy.hullLength = this.hullLength;
|
copy.hullLength = this.hullLength;
|
||||||
|
|
||||||
@ -188,7 +188,7 @@ export class MeshAttachment extends VertexAttachment implements HasTextureRegion
|
|||||||
|
|
||||||
// Nonessential.
|
// Nonessential.
|
||||||
if (this.edges) {
|
if (this.edges) {
|
||||||
copy.edges = new Array<number>(this.edges.length);
|
copy.edges = [];
|
||||||
Utils.arrayCopy(this.edges, 0, copy.edges, 0, this.edges.length);
|
Utils.arrayCopy(this.edges, 0, copy.edges, 0, this.edges.length);
|
||||||
}
|
}
|
||||||
copy.width = this.width;
|
copy.width = this.width;
|
||||||
|
|||||||
@ -56,7 +56,7 @@ export class PathAttachment extends VertexAttachment {
|
|||||||
copy (): Attachment {
|
copy (): Attachment {
|
||||||
const copy = new PathAttachment(this.name);
|
const copy = new PathAttachment(this.name);
|
||||||
this.copyTo(copy);
|
this.copyTo(copy);
|
||||||
copy.lengths = new Array<number>(this.lengths.length);
|
copy.lengths = [];
|
||||||
Utils.arrayCopy(this.lengths, 0, copy.lengths, 0, this.lengths.length);
|
Utils.arrayCopy(this.lengths, 0, copy.lengths, 0, this.lengths.length);
|
||||||
copy.closed = closed;
|
copy.closed = closed;
|
||||||
copy.constantSpeed = this.constantSpeed;
|
copy.constantSpeed = this.constantSpeed;
|
||||||
|
|||||||
@ -803,7 +803,7 @@ export class SpinePlayer implements Disposable {
|
|||||||
let minX = 100000000, maxX = -100000000, minY = 100000000, maxY = -100000000;
|
let minX = 100000000, maxX = -100000000, minY = 100000000, maxY = -100000000;
|
||||||
const offset = new Vector2(), size = new Vector2();
|
const offset = new Vector2(), size = new Vector2();
|
||||||
|
|
||||||
const tempArray = new Array<number>(2);
|
const tempArray = [0, 0];
|
||||||
for (let i = 0; i < steps; i++, time += stepTime) {
|
for (let i = 0; i < steps; i++, time += stepTime) {
|
||||||
animation.apply(this.skeleton!, time, time, false, [], 1, MixBlend.setup, MixDirection.in, false);
|
animation.apply(this.skeleton!, time, time, false, [], 1, MixBlend.setup, MixDirection.in, false);
|
||||||
this.skeleton!.updateWorldTransform(Physics.update);
|
this.skeleton!.updateWorldTransform(Physics.update);
|
||||||
|
|||||||
@ -1276,7 +1276,7 @@ export class SpineWebComponentSkeleton extends HTMLElement implements Disposable
|
|||||||
skeleton.setupPose();
|
skeleton.setupPose();
|
||||||
|
|
||||||
const offset = new Vector2(), size = new Vector2();
|
const offset = new Vector2(), size = new Vector2();
|
||||||
const tempArray = new Array<number>(2);
|
const tempArray = [0, 0];
|
||||||
if (!animation) {
|
if (!animation) {
|
||||||
skeleton.updateWorldTransform(Physics.update);
|
skeleton.updateWorldTransform(Physics.update);
|
||||||
skeleton.getBounds(offset, size, tempArray, renderer.skeletonRenderer.getSkeletonClipping());
|
skeleton.getBounds(offset, size, tempArray, renderer.skeletonRenderer.getSkeletonClipping());
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user