[ts] Removed VertexEffect, see #2076

This commit is contained in:
Mario Zechner 2022-05-30 14:55:29 +02:00
parent 276737f1fd
commit 5a9982b2fb
8 changed files with 28 additions and 363 deletions

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@ -1,37 +0,0 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated September 24, 2021. Replaces all prior versions.
*
* Copyright (c) 2013-2021, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Skeleton } from "./Skeleton";
import { Vector2, Color } from "./Utils";
export interface VertexEffect {
begin (skeleton: Skeleton): void;
transform (position: Vector2, uv: Vector2, light: Color, dark: Color): void;
end (): void;
}

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@ -28,7 +28,6 @@ export * from './TransformConstraintData';
export * from './Triangulator'; export * from './Triangulator';
export * from './Updatable'; export * from './Updatable';
export * from './Utils'; export * from './Utils';
export * from './VertexEffect';
export * from './polyfills'; export * from './polyfills';
export * from './attachments/Attachment'; export * from './attachments/Attachment';
export * from './attachments/AttachmentLoader'; export * from './attachments/AttachmentLoader';
@ -38,5 +37,3 @@ export * from './attachments/MeshAttachment';
export * from './attachments/PathAttachment'; export * from './attachments/PathAttachment';
export * from './attachments/PointAttachment'; export * from './attachments/PointAttachment';
export * from './attachments/RegionAttachment'; export * from './attachments/RegionAttachment';
export * from './vertexeffects/JitterEffect';
export * from './vertexeffects/SwirlEffect';

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@ -1,53 +0,0 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated September 24, 2021. Replaces all prior versions.
*
* Copyright (c) 2013-2021, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Skeleton } from "../Skeleton";
import { Vector2, Color, MathUtils } from "../Utils";
import { VertexEffect } from "../VertexEffect";
export class JitterEffect implements VertexEffect {
jitterX = 0;
jitterY = 0;
constructor (jitterX: number, jitterY: number) {
this.jitterX = jitterX;
this.jitterY = jitterY;
}
begin (skeleton: Skeleton): void {
}
transform (position: Vector2, uv: Vector2, light: Color, dark: Color): void {
position.x += MathUtils.randomTriangular(-this.jitterX, this.jitterY);
position.y += MathUtils.randomTriangular(-this.jitterX, this.jitterY);
}
end (): void {
}
}

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@ -1,68 +0,0 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated September 24, 2021. Replaces all prior versions.
*
* Copyright (c) 2013-2021, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Skeleton } from "../Skeleton";
import { PowOut, Vector2, Color, MathUtils } from "../Utils";
import { VertexEffect } from "../VertexEffect";
export class SwirlEffect implements VertexEffect {
static interpolation = new PowOut(2);
centerX = 0;
centerY = 0;
radius = 0;
angle = 0;
private worldX = 0;
private worldY = 0;
constructor (radius: number) {
this.radius = radius;
}
begin (skeleton: Skeleton): void {
this.worldX = skeleton.x + this.centerX;
this.worldY = skeleton.y + this.centerY;
}
transform (position: Vector2, uv: Vector2, light: Color, dark: Color): void {
let radAngle = this.angle * MathUtils.degreesToRadians;
let x = position.x - this.worldX;
let y = position.y - this.worldY;
let dist = Math.sqrt(x * x + y * y);
if (dist < this.radius) {
let theta = SwirlEffect.interpolation.apply(0, radAngle, (this.radius - dist) / this.radius);
let cos = Math.cos(theta);
let sin = Math.sin(theta);
position.x = cos * x - sin * y + this.worldX;
position.y = sin * x + cos * y + this.worldY;
}
}
end (): void {
}
}

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@ -27,7 +27,7 @@
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/ *****************************************************************************/
import { AnimationState, AnimationStateData, BlendMode, ClippingAttachment, Color, MeshAttachment, NumberArrayLike, RegionAttachment, Skeleton, SkeletonClipping, SkeletonData, TextureAtlasRegion, Utils, Vector2, VertexEffect } from "@esotericsoftware/spine-core"; import { AnimationState, AnimationStateData, BlendMode, ClippingAttachment, Color, MeshAttachment, NumberArrayLike, RegionAttachment, Skeleton, SkeletonClipping, SkeletonData, TextureAtlasRegion, Utils, Vector2 } from "@esotericsoftware/spine-core";
import { MeshBatcher } from "./MeshBatcher"; import { MeshBatcher } from "./MeshBatcher";
import * as THREE from "three"; import * as THREE from "three";
import { ThreeJsTexture } from "./ThreeJsTexture"; import { ThreeJsTexture } from "./ThreeJsTexture";
@ -90,7 +90,6 @@ export class SkeletonMesh extends THREE.Object3D {
skeleton: Skeleton; skeleton: Skeleton;
state: AnimationState; state: AnimationState;
zOffset: number = 0.1; zOffset: number = 0.1;
vertexEffect: VertexEffect | null = null;
private batches = new Array<MeshBatcher>(); private batches = new Array<MeshBatcher>();
private nextBatchIndex = 0; private nextBatchIndex = 0;
@ -224,61 +223,19 @@ export class SkeletonMesh extends THREE.Object3D {
clipper.clipTriangles(vertices, numFloats, triangles, triangles.length, uvs, color, tempLight, false); clipper.clipTriangles(vertices, numFloats, triangles, triangles.length, uvs, color, tempLight, false);
let clippedVertices = clipper.clippedVertices; let clippedVertices = clipper.clippedVertices;
let clippedTriangles = clipper.clippedTriangles; let clippedTriangles = clipper.clippedTriangles;
if (this.vertexEffect != null) {
let vertexEffect = this.vertexEffect;
let verts = clippedVertices;
for (let v = 0, n = clippedVertices.length; v < n; v += vertexSize) {
tempPos.x = verts[v];
tempPos.y = verts[v + 1];
tempLight.setFromColor(color);
tempDark.set(0, 0, 0, 0);
tempUv.x = verts[v + 6];
tempUv.y = verts[v + 7];
vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
verts[v] = tempPos.x;
verts[v + 1] = tempPos.y;
verts[v + 2] = tempLight.r;
verts[v + 3] = tempLight.g;
verts[v + 4] = tempLight.b;
verts[v + 5] = tempLight.a;
verts[v + 6] = tempUv.x;
verts[v + 7] = tempUv.y;
}
}
finalVertices = clippedVertices; finalVertices = clippedVertices;
finalVerticesLength = clippedVertices.length; finalVerticesLength = clippedVertices.length;
finalIndices = clippedTriangles; finalIndices = clippedTriangles;
finalIndicesLength = clippedTriangles.length; finalIndicesLength = clippedTriangles.length;
} else { } else {
let verts = vertices; let verts = vertices;
if (this.vertexEffect != null) { for (let v = 2, u = 0, n = numFloats; v < n; v += vertexSize, u += 2) {
let vertexEffect = this.vertexEffect; verts[v] = color.r;
for (let v = 0, u = 0, n = numFloats; v < n; v += vertexSize, u += 2) { verts[v + 1] = color.g;
tempPos.x = verts[v]; verts[v + 2] = color.b;
tempPos.y = verts[v + 1]; verts[v + 3] = color.a;
tempLight.setFromColor(color); verts[v + 4] = uvs[u];
tempDark.set(0, 0, 0, 0); verts[v + 5] = uvs[u + 1];
tempUv.x = uvs[u];
tempUv.y = uvs[u + 1];
vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
verts[v] = tempPos.x;
verts[v + 1] = tempPos.y;
verts[v + 2] = tempLight.r;
verts[v + 3] = tempLight.g;
verts[v + 4] = tempLight.b;
verts[v + 5] = tempLight.a;
verts[v + 6] = tempUv.x;
verts[v + 7] = tempUv.y;
}
} else {
for (let v = 2, u = 0, n = numFloats; v < n; v += vertexSize, u += 2) {
verts[v] = color.r;
verts[v + 1] = color.g;
verts[v + 2] = color.b;
verts[v + 3] = color.a;
verts[v + 4] = uvs[u];
verts[v + 5] = uvs[u + 1];
}
} }
finalVertices = vertices; finalVertices = vertices;
finalVerticesLength = numFloats; finalVerticesLength = numFloats;

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@ -27,7 +27,6 @@
<span>Skeleton:</span><select id="skeletonList"></select> <span>Skeleton:</span><select id="skeletonList"></select>
<span>Animation:</span><select id="animationList"></select> <span>Animation:</span><select id="animationList"></select>
<span>Skin:</span><select id="skinList"></select> <span>Skin:</span><select id="skinList"></select>
<span>Vertex Effect:</span><select id="effectList"></select>
<span>Debug:</span><input type="checkbox" id="debug"> <span>Debug:</span><input type="checkbox" id="debug">
</div> </div>
</center> </center>
@ -48,10 +47,6 @@
let skeletons = {}; let skeletons = {};
let format = "JSON"; let format = "JSON";
let activeSkeleton = "spineboy"; let activeSkeleton = "spineboy";
let pow2 = new spine.Pow(2);
let swirlEffect = new spine.SwirlEffect(0);
let jitterEffect = new spine.JitterEffect(20, 20);
let swirlTime = 0;
function init() { function init() {
// Create the managed WebGL context. Managed contexts will restore resources like shaders // Create the managed WebGL context. Managed contexts will restore resources like shaders
@ -242,14 +237,6 @@
if (skeletonName === activeSkeleton) option.attr("selected", "selected"); if (skeletonName === activeSkeleton) option.attr("selected", "selected");
skeletonList.append(option); skeletonList.append(option);
} }
let effectList = $("#effectList");
let effects = ["None", "Swirl", "Jitter"];
for (let effect in effects) {
let effectName = effects[effect];
let option = $("<option></option>");
option.attr("value", effectName).text(effectName);
effectList.append(option);
}
let setupAnimationUI = function () { let setupAnimationUI = function () {
let animationList = $("#animationList"); let animationList = $("#animationList");
animationList.empty(); animationList.empty();
@ -339,21 +326,6 @@
// Start the batch and tell the SkeletonRenderer to render the active skeleton. // Start the batch and tell the SkeletonRenderer to render the active skeleton.
batcher.begin(shader); batcher.begin(shader);
let effect = $("#effectList option:selected").text();
if (effect == "None") {
skeletonRenderer.vertexEffect = null;
} else if (effect == "Swirl") {
swirlTime += delta;
let percent = swirlTime % 2;
if (percent > 1) percent = 1 - (percent - 1);
swirlEffect.angle = pow2.apply(-60, 60, percent);
swirlEffect.centerX = bounds.offset.x + bounds.size.x / 2;
swirlEffect.centerY = bounds.offset.y + bounds.size.y / 2;
swirlEffect.radius = Math.sqrt(bounds.size.x * bounds.size.x + bounds.size.y * bounds.size.y) * 0.75;
skeletonRenderer.vertexEffect = swirlEffect;
} else if (effect == "Jitter")
skeletonRenderer.vertexEffect = jitterEffect;
skeletonRenderer.premultipliedAlpha = premultipliedAlpha; skeletonRenderer.premultipliedAlpha = premultipliedAlpha;
skeletonRenderer.draw(batcher, skeleton); skeletonRenderer.draw(batcher, skeleton);
batcher.end(); batcher.end();

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@ -27,7 +27,7 @@
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/ *****************************************************************************/
import { NumberArrayLike, VertexEffect, Color, SkeletonClipping, Vector2, Utils, Skeleton, BlendMode, RegionAttachment, TextureAtlasRegion, MeshAttachment, ClippingAttachment } from "@esotericsoftware/spine-core"; import { NumberArrayLike, Color, SkeletonClipping, Vector2, Utils, Skeleton, BlendMode, RegionAttachment, TextureAtlasRegion, MeshAttachment, ClippingAttachment } from "@esotericsoftware/spine-core";
import { GLTexture } from "./GLTexture"; import { GLTexture } from "./GLTexture";
import { PolygonBatcher } from "./PolygonBatcher"; import { PolygonBatcher } from "./PolygonBatcher";
import { ManagedWebGLRenderingContext, WebGLBlendModeConverter } from "./WebGL"; import { ManagedWebGLRenderingContext, WebGLBlendModeConverter } from "./WebGL";
@ -41,7 +41,6 @@ export class SkeletonRenderer {
static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0]; static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
premultipliedAlpha = false; premultipliedAlpha = false;
vertexEffect: VertexEffect | null = null;
private tempColor = new Color(); private tempColor = new Color();
private tempColor2 = new Color(); private tempColor2 = new Color();
private vertices: NumberArrayLike; private vertices: NumberArrayLike;
@ -175,120 +174,30 @@ export class SkeletonRenderer {
clipper.clipTriangles(renderable.vertices, renderable.numFloats, triangles, triangles.length, uvs, finalColor, darkColor, twoColorTint); clipper.clipTriangles(renderable.vertices, renderable.numFloats, triangles, triangles.length, uvs, finalColor, darkColor, twoColorTint);
let clippedVertices = new Float32Array(clipper.clippedVertices); let clippedVertices = new Float32Array(clipper.clippedVertices);
let clippedTriangles = clipper.clippedTriangles; let clippedTriangles = clipper.clippedTriangles;
if (this.vertexEffect) {
let vertexEffect = this.vertexEffect;
let verts = clippedVertices;
if (!twoColorTint) {
for (let v = 0, n = clippedVertices.length; v < n; v += vertexSize) {
tempPos.x = verts[v];
tempPos.y = verts[v + 1];
tempLight.set(verts[v + 2], verts[v + 3], verts[v + 4], verts[v + 5]);
tempUv.x = verts[v + 6];
tempUv.y = verts[v + 7];
tempDark.set(0, 0, 0, 0);
vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
verts[v] = tempPos.x;
verts[v + 1] = tempPos.y;
verts[v + 2] = tempLight.r;
verts[v + 3] = tempLight.g;
verts[v + 4] = tempLight.b;
verts[v + 5] = tempLight.a;
verts[v + 6] = tempUv.x;
verts[v + 7] = tempUv.y
}
} else {
for (let v = 0, n = clippedVertices.length; v < n; v += vertexSize) {
tempPos.x = verts[v];
tempPos.y = verts[v + 1];
tempLight.set(verts[v + 2], verts[v + 3], verts[v + 4], verts[v + 5]);
tempUv.x = verts[v + 6];
tempUv.y = verts[v + 7];
tempDark.set(verts[v + 8], verts[v + 9], verts[v + 10], verts[v + 11]);
vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
verts[v] = tempPos.x;
verts[v + 1] = tempPos.y;
verts[v + 2] = tempLight.r;
verts[v + 3] = tempLight.g;
verts[v + 4] = tempLight.b;
verts[v + 5] = tempLight.a;
verts[v + 6] = tempUv.x;
verts[v + 7] = tempUv.y
verts[v + 8] = tempDark.r;
verts[v + 9] = tempDark.g;
verts[v + 10] = tempDark.b;
verts[v + 11] = tempDark.a;
}
}
}
batcher.draw(texture, clippedVertices, clippedTriangles); batcher.draw(texture, clippedVertices, clippedTriangles);
} else { } else {
let verts = renderable.vertices; let verts = renderable.vertices;
if (this.vertexEffect) { if (!twoColorTint) {
let vertexEffect = this.vertexEffect; for (let v = 2, u = 0, n = renderable.numFloats; v < n; v += vertexSize, u += 2) {
if (!twoColorTint) { verts[v] = finalColor.r;
for (let v = 0, u = 0, n = renderable.numFloats; v < n; v += vertexSize, u += 2) { verts[v + 1] = finalColor.g;
tempPos.x = verts[v]; verts[v + 2] = finalColor.b;
tempPos.y = verts[v + 1]; verts[v + 3] = finalColor.a;
tempUv.x = uvs[u]; verts[v + 4] = uvs[u];
tempUv.y = uvs[u + 1] verts[v + 5] = uvs[u + 1];
tempLight.setFromColor(finalColor);
tempDark.set(0, 0, 0, 0);
vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
verts[v] = tempPos.x;
verts[v + 1] = tempPos.y;
verts[v + 2] = tempLight.r;
verts[v + 3] = tempLight.g;
verts[v + 4] = tempLight.b;
verts[v + 5] = tempLight.a;
verts[v + 6] = tempUv.x;
verts[v + 7] = tempUv.y
}
} else {
for (let v = 0, u = 0, n = renderable.numFloats; v < n; v += vertexSize, u += 2) {
tempPos.x = verts[v];
tempPos.y = verts[v + 1];
tempUv.x = uvs[u];
tempUv.y = uvs[u + 1]
tempLight.setFromColor(finalColor);
tempDark.setFromColor(darkColor);
vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
verts[v] = tempPos.x;
verts[v + 1] = tempPos.y;
verts[v + 2] = tempLight.r;
verts[v + 3] = tempLight.g;
verts[v + 4] = tempLight.b;
verts[v + 5] = tempLight.a;
verts[v + 6] = tempUv.x;
verts[v + 7] = tempUv.y
verts[v + 8] = tempDark.r;
verts[v + 9] = tempDark.g;
verts[v + 10] = tempDark.b;
verts[v + 11] = tempDark.a;
}
} }
} else { } else {
if (!twoColorTint) { for (let v = 2, u = 0, n = renderable.numFloats; v < n; v += vertexSize, u += 2) {
for (let v = 2, u = 0, n = renderable.numFloats; v < n; v += vertexSize, u += 2) { verts[v] = finalColor.r;
verts[v] = finalColor.r; verts[v + 1] = finalColor.g;
verts[v + 1] = finalColor.g; verts[v + 2] = finalColor.b;
verts[v + 2] = finalColor.b; verts[v + 3] = finalColor.a;
verts[v + 3] = finalColor.a; verts[v + 4] = uvs[u];
verts[v + 4] = uvs[u]; verts[v + 5] = uvs[u + 1];
verts[v + 5] = uvs[u + 1]; verts[v + 6] = darkColor.r;
} verts[v + 7] = darkColor.g;
} else { verts[v + 8] = darkColor.b;
for (let v = 2, u = 0, n = renderable.numFloats; v < n; v += vertexSize, u += 2) { verts[v + 9] = darkColor.a;
verts[v] = finalColor.r;
verts[v + 1] = finalColor.g;
verts[v + 2] = finalColor.b;
verts[v + 3] = finalColor.a;
verts[v + 4] = uvs[u];
verts[v + 5] = uvs[u + 1];
verts[v + 6] = darkColor.r;
verts[v + 7] = darkColor.g;
verts[v + 8] = darkColor.b;
verts[v + 9] = darkColor.a;
}
} }
} }
let view = (renderable.vertices as Float32Array).subarray(0, renderable.numFloats); let view = (renderable.vertices as Float32Array).subarray(0, renderable.numFloats);

View File

@ -36,8 +36,6 @@
var label = document.getElementById("label"); var label = document.getElementById("label");
var updateMean = new spine.WindowedMean(); var updateMean = new spine.WindowedMean();
var renderMean = new spine.WindowedMean(); var renderMean = new spine.WindowedMean();
var swirlEffect = new spine.SwirlEffect();
var swirlTime = 0;
var interpolation = new spine.Pow(2); var interpolation = new spine.Pow(2);
function init() { function init() {
@ -52,11 +50,6 @@
renderer.skeletonDebugRenderer.drawMeshHull = false; renderer.skeletonDebugRenderer.drawMeshHull = false;
renderer.skeletonDebugRenderer.drawRegionAttachments = false; renderer.skeletonDebugRenderer.drawRegionAttachments = false;
renderer.skeletonDebugRenderer.drawBoundingBoxes = false; renderer.skeletonDebugRenderer.drawBoundingBoxes = false;
renderer.skeletonRenderer.vertexEffect = swirlEffect;
swirlEffect.centerX = 0;
swirlEffect.centerY = 200;
swirlEffect.radius = 500;
assetManager = new spine.AssetManager(context, "../example/assets/"); assetManager = new spine.AssetManager(context, "../example/assets/");
input = new spine.Input(canvas); input = new spine.Input(canvas);
@ -106,11 +99,6 @@
var delta = timeKeeper.delta; var delta = timeKeeper.delta;
delta = 0.016; delta = 0.016;
swirlTime += delta;
var percent = swirlTime % 2;
if (percent > 1) percent = 1 - (percent - 1);
swirlEffect.angle = interpolation.apply(-60, 60, percent);
for (var i = 0; i < skeletons.length; i++) { for (var i = 0; i < skeletons.length; i++) {
var state = skeletons[i].state; var state = skeletons[i].state;
var skeleton = skeletons[i].skeleton; var skeleton = skeletons[i].skeleton;