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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-09 16:48:43 +08:00
Formatting
This commit is contained in:
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603ef985da
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600e43de24
@ -30,137 +30,136 @@
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import { SPINE_GAME_OBJECT_TYPE } from "./keys";
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import { SpinePlugin } from "./SpinePlugin";
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import {
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ComputedSizeMixin,
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DepthMixin,
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FlipMixin,
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ScrollFactorMixin,
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TransformMixin,
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VisibleMixin,
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AlphaMixin,
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OriginMixin,
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ComputedSizeMixin,
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DepthMixin,
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FlipMixin,
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ScrollFactorMixin,
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TransformMixin,
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VisibleMixin,
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AlphaMixin,
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OriginMixin,
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} from "./mixins";
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import {
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AnimationState,
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AnimationStateData,
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Bone,
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MathUtils,
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Skeleton,
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Skin,
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Vector2,
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AnimationState,
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AnimationStateData,
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Bone,
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MathUtils,
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Skeleton,
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Skin,
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Vector2,
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} from "@esotericsoftware/spine-core";
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class BaseSpineGameObject extends Phaser.GameObjects.GameObject {
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constructor(scene: Phaser.Scene, type: string) {
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super(scene, type);
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}
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constructor (scene: Phaser.Scene, type: string) {
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super(scene, type);
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}
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}
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/** A bounds provider calculates the bounding box for a skeleton, which is then assigned as the size of the SpineGameObject. */
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export interface SpineGameObjectBoundsProvider {
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// Returns the bounding box for the skeleton, in skeleton space.
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calculateBounds(gameObject: SpineGameObject): {
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x: number;
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y: number;
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width: number;
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height: number;
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};
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// Returns the bounding box for the skeleton, in skeleton space.
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calculateBounds (gameObject: SpineGameObject): {
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x: number;
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y: number;
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width: number;
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height: number;
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};
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}
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/** A bounds provider that calculates the bounding box from the setup pose. */
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export class SetupPoseBoundsProvider implements SpineGameObjectBoundsProvider {
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calculateBounds(gameObject: SpineGameObject) {
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if (!gameObject.skeleton) return { x: 0, y: 0, width: 0, height: 0 };
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// Make a copy of animation state and skeleton as this might be called while
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// the skeleton in the GameObject has already been heavily modified. We can not
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// reconstruct that state.
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const skeleton = new Skeleton(gameObject.skeleton.data);
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skeleton.setToSetupPose();
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skeleton.updateWorldTransform();
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const bounds = skeleton.getBoundsRect();
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return bounds.width == Number.NEGATIVE_INFINITY
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? { x: 0, y: 0, width: 0, height: 0 }
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: bounds;
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}
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calculateBounds (gameObject: SpineGameObject) {
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if (!gameObject.skeleton) return { x: 0, y: 0, width: 0, height: 0 };
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// Make a copy of animation state and skeleton as this might be called while
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// the skeleton in the GameObject has already been heavily modified. We can not
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// reconstruct that state.
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const skeleton = new Skeleton(gameObject.skeleton.data);
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skeleton.setToSetupPose();
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skeleton.updateWorldTransform();
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const bounds = skeleton.getBoundsRect();
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return bounds.width == Number.NEGATIVE_INFINITY
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? { x: 0, y: 0, width: 0, height: 0 }
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: bounds;
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}
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}
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/** A bounds provider that calculates the bounding box by taking the maximumg bounding box for a combination of skins and specific animation. */
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export class SkinsAndAnimationBoundsProvider
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implements SpineGameObjectBoundsProvider
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{
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/**
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* @param animation The animation to use for calculating the bounds. If null, the setup pose is used.
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* @param skins The skins to use for calculating the bounds. If empty, the default skin is used.
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* @param timeStep The time step to use for calculating the bounds. A smaller time step means more precision, but slower calculation.
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*/
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constructor(
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private animation: string | null,
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private skins: string[] = [],
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private timeStep: number = 0.05
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) {}
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implements SpineGameObjectBoundsProvider {
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/**
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* @param animation The animation to use for calculating the bounds. If null, the setup pose is used.
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* @param skins The skins to use for calculating the bounds. If empty, the default skin is used.
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* @param timeStep The time step to use for calculating the bounds. A smaller time step means more precision, but slower calculation.
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*/
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constructor (
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private animation: string | null,
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private skins: string[] = [],
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private timeStep: number = 0.05
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) { }
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calculateBounds(gameObject: SpineGameObject): {
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x: number;
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y: number;
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width: number;
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height: number;
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} {
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if (!gameObject.skeleton || !gameObject.animationState)
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return { x: 0, y: 0, width: 0, height: 0 };
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// Make a copy of animation state and skeleton as this might be called while
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// the skeleton in the GameObject has already been heavily modified. We can not
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// reconstruct that state.
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const animationState = new AnimationState(gameObject.animationState.data);
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const skeleton = new Skeleton(gameObject.skeleton.data);
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const data = skeleton.data;
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if (this.skins.length > 0) {
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let customSkin = new Skin("custom-skin");
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for (const skinName of this.skins) {
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const skin = data.findSkin(skinName);
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if (skin == null) continue;
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customSkin.addSkin(skin);
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}
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skeleton.setSkin(customSkin);
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}
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skeleton.setToSetupPose();
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calculateBounds (gameObject: SpineGameObject): {
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x: number;
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y: number;
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width: number;
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height: number;
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} {
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if (!gameObject.skeleton || !gameObject.animationState)
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return { x: 0, y: 0, width: 0, height: 0 };
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// Make a copy of animation state and skeleton as this might be called while
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// the skeleton in the GameObject has already been heavily modified. We can not
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// reconstruct that state.
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const animationState = new AnimationState(gameObject.animationState.data);
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const skeleton = new Skeleton(gameObject.skeleton.data);
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const data = skeleton.data;
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if (this.skins.length > 0) {
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let customSkin = new Skin("custom-skin");
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for (const skinName of this.skins) {
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const skin = data.findSkin(skinName);
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if (skin == null) continue;
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customSkin.addSkin(skin);
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}
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skeleton.setSkin(customSkin);
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}
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skeleton.setToSetupPose();
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const animation =
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this.animation != null ? data.findAnimation(this.animation!) : null;
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if (animation == null) {
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skeleton.updateWorldTransform();
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const bounds = skeleton.getBoundsRect();
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return bounds.width == Number.NEGATIVE_INFINITY
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? { x: 0, y: 0, width: 0, height: 0 }
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: bounds;
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} else {
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let minX = Number.POSITIVE_INFINITY,
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minY = Number.POSITIVE_INFINITY,
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maxX = Number.NEGATIVE_INFINITY,
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maxY = Number.NEGATIVE_INFINITY;
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animationState.clearTracks();
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animationState.setAnimationWith(0, animation, false);
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const steps = Math.max(animation.duration / this.timeStep, 1.0);
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for (let i = 0; i < steps; i++) {
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animationState.update(i > 0 ? this.timeStep : 0);
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animationState.apply(skeleton);
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skeleton.updateWorldTransform();
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const animation =
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this.animation != null ? data.findAnimation(this.animation!) : null;
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if (animation == null) {
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skeleton.updateWorldTransform();
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const bounds = skeleton.getBoundsRect();
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return bounds.width == Number.NEGATIVE_INFINITY
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? { x: 0, y: 0, width: 0, height: 0 }
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: bounds;
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} else {
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let minX = Number.POSITIVE_INFINITY,
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minY = Number.POSITIVE_INFINITY,
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maxX = Number.NEGATIVE_INFINITY,
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maxY = Number.NEGATIVE_INFINITY;
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animationState.clearTracks();
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animationState.setAnimationWith(0, animation, false);
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const steps = Math.max(animation.duration / this.timeStep, 1.0);
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for (let i = 0; i < steps; i++) {
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animationState.update(i > 0 ? this.timeStep : 0);
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animationState.apply(skeleton);
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skeleton.updateWorldTransform();
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const bounds = skeleton.getBoundsRect();
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minX = Math.min(minX, bounds.x);
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minY = Math.min(minY, bounds.y);
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maxX = Math.max(maxX, minX + bounds.width);
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maxY = Math.max(maxY, minY + bounds.height);
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}
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const bounds = {
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x: minX,
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y: minY,
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width: maxX - minX,
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height: maxY - minY,
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};
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return bounds.width == Number.NEGATIVE_INFINITY
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? { x: 0, y: 0, width: 0, height: 0 }
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: bounds;
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}
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}
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const bounds = skeleton.getBoundsRect();
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minX = Math.min(minX, bounds.x);
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minY = Math.min(minY, bounds.y);
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maxX = Math.max(maxX, minX + bounds.width);
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maxY = Math.max(maxY, minY + bounds.height);
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}
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const bounds = {
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x: minX,
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y: minY,
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width: maxX - minX,
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height: maxY - minY,
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};
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return bounds.width == Number.NEGATIVE_INFINITY
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? { x: 0, y: 0, width: 0, height: 0 }
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: bounds;
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}
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}
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}
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/**
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@ -185,214 +184,214 @@ export class SkinsAndAnimationBoundsProvider
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* See {@link skeletonToPhaserWorldCoordinates}, {@link phaserWorldCoordinatesToSkeleton}, and {@link phaserWorldCoordinatesToBoneLocal.}
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*/
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export class SpineGameObject extends DepthMixin(
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OriginMixin(
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ComputedSizeMixin(
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FlipMixin(
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ScrollFactorMixin(
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TransformMixin(VisibleMixin(AlphaMixin(BaseSpineGameObject)))
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)
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)
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)
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)
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OriginMixin(
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ComputedSizeMixin(
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FlipMixin(
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ScrollFactorMixin(
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TransformMixin(VisibleMixin(AlphaMixin(BaseSpineGameObject)))
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)
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)
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)
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)
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) {
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blendMode = -1;
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skeleton: Skeleton;
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animationStateData: AnimationStateData;
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animationState: AnimationState;
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beforeUpdateWorldTransforms: (object: SpineGameObject) => void = () => {};
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afterUpdateWorldTransforms: (object: SpineGameObject) => void = () => {};
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private premultipliedAlpha = false;
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blendMode = -1;
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skeleton: Skeleton;
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animationStateData: AnimationStateData;
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animationState: AnimationState;
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beforeUpdateWorldTransforms: (object: SpineGameObject) => void = () => { };
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afterUpdateWorldTransforms: (object: SpineGameObject) => void = () => { };
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private premultipliedAlpha = false;
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constructor(
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scene: Phaser.Scene,
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private plugin: SpinePlugin,
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x: number,
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y: number,
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dataKey: string,
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atlasKey: string,
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public boundsProvider: SpineGameObjectBoundsProvider = new SetupPoseBoundsProvider()
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) {
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super(scene, (window as any).SPINE_GAME_OBJECT_TYPE ? (window as any).SPINE_GAME_OBJECT_TYPE : SPINE_GAME_OBJECT_TYPE);
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this.setPosition(x, y);
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constructor (
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scene: Phaser.Scene,
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private plugin: SpinePlugin,
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x: number,
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y: number,
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dataKey: string,
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atlasKey: string,
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public boundsProvider: SpineGameObjectBoundsProvider = new SetupPoseBoundsProvider()
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) {
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super(scene, (window as any).SPINE_GAME_OBJECT_TYPE ? (window as any).SPINE_GAME_OBJECT_TYPE : SPINE_GAME_OBJECT_TYPE);
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this.setPosition(x, y);
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this.premultipliedAlpha = this.plugin.isAtlasPremultiplied(atlasKey);
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this.skeleton = this.plugin.createSkeleton(dataKey, atlasKey);
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this.animationStateData = new AnimationStateData(this.skeleton.data);
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this.animationState = new AnimationState(this.animationStateData);
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this.skeleton.updateWorldTransform();
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this.updateSize();
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}
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this.premultipliedAlpha = this.plugin.isAtlasPremultiplied(atlasKey);
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this.skeleton = this.plugin.createSkeleton(dataKey, atlasKey);
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this.animationStateData = new AnimationStateData(this.skeleton.data);
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this.animationState = new AnimationState(this.animationStateData);
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this.skeleton.updateWorldTransform();
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this.updateSize();
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}
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updateSize() {
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if (!this.skeleton) return;
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let bounds = this.boundsProvider.calculateBounds(this);
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// For some reason the TS compiler and the ComputedSize mixin don't work well together and we have
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// to cast to any.
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let self = this as any;
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self.width = bounds.width;
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self.height = bounds.height;
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this.displayOriginX = -bounds.x;
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this.displayOriginY = -bounds.y;
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}
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updateSize () {
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if (!this.skeleton) return;
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let bounds = this.boundsProvider.calculateBounds(this);
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// For some reason the TS compiler and the ComputedSize mixin don't work well together and we have
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// to cast to any.
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let self = this as any;
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self.width = bounds.width;
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self.height = bounds.height;
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this.displayOriginX = -bounds.x;
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this.displayOriginY = -bounds.y;
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}
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/** Converts a point from the skeleton coordinate system to the Phaser world coordinate system. */
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skeletonToPhaserWorldCoordinates(point: { x: number; y: number }) {
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let transform = this.getWorldTransformMatrix();
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let a = transform.a,
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b = transform.b,
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c = transform.c,
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d = transform.d,
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tx = transform.tx,
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ty = transform.ty;
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let x = point.x;
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let y = point.y;
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point.x = x * a + y * c + tx;
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point.y = x * b + y * d + ty;
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}
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/** Converts a point from the skeleton coordinate system to the Phaser world coordinate system. */
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skeletonToPhaserWorldCoordinates (point: { x: number; y: number }) {
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let transform = this.getWorldTransformMatrix();
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let a = transform.a,
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b = transform.b,
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c = transform.c,
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d = transform.d,
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tx = transform.tx,
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ty = transform.ty;
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let x = point.x;
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let y = point.y;
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point.x = x * a + y * c + tx;
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point.y = x * b + y * d + ty;
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}
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/** Converts a point from the Phaser world coordinate system to the skeleton coordinate system. */
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phaserWorldCoordinatesToSkeleton(point: { x: number; y: number }) {
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let transform = this.getWorldTransformMatrix();
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transform = transform.invert();
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let a = transform.a,
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b = transform.b,
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c = transform.c,
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d = transform.d,
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tx = transform.tx,
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ty = transform.ty;
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let x = point.x;
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let y = point.y;
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point.x = x * a + y * c + tx;
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point.y = x * b + y * d + ty;
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}
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/** Converts a point from the Phaser world coordinate system to the skeleton coordinate system. */
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phaserWorldCoordinatesToSkeleton (point: { x: number; y: number }) {
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let transform = this.getWorldTransformMatrix();
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transform = transform.invert();
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let a = transform.a,
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b = transform.b,
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c = transform.c,
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d = transform.d,
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tx = transform.tx,
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ty = transform.ty;
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let x = point.x;
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let y = point.y;
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point.x = x * a + y * c + tx;
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point.y = x * b + y * d + ty;
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}
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/** Converts a point from the Phaser world coordinate system to the bone's local coordinate system. */
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phaserWorldCoordinatesToBone(point: { x: number; y: number }, bone: Bone) {
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this.phaserWorldCoordinatesToSkeleton(point);
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if (bone.parent) {
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bone.parent.worldToLocal(point as Vector2);
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} else {
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bone.worldToLocal(point as Vector2);
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}
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}
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/** Converts a point from the Phaser world coordinate system to the bone's local coordinate system. */
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phaserWorldCoordinatesToBone (point: { x: number; y: number }, bone: Bone) {
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this.phaserWorldCoordinatesToSkeleton(point);
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if (bone.parent) {
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bone.parent.worldToLocal(point as Vector2);
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} else {
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bone.worldToLocal(point as Vector2);
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}
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}
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/**
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* Updates the {@link AnimationState}, applies it to the {@link Skeleton}, then updates the world transforms of all bones.
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||||
* @param delta The time delta in milliseconds
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*/
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updatePose(delta: number) {
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this.animationState.update(delta / 1000);
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this.animationState.apply(this.skeleton);
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this.beforeUpdateWorldTransforms(this);
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this.skeleton.updateWorldTransform();
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this.afterUpdateWorldTransforms(this);
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}
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/**
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||||
* Updates the {@link AnimationState}, applies it to the {@link Skeleton}, then updates the world transforms of all bones.
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||||
* @param delta The time delta in milliseconds
|
||||
*/
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updatePose (delta: number) {
|
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this.animationState.update(delta / 1000);
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this.animationState.apply(this.skeleton);
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this.beforeUpdateWorldTransforms(this);
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this.skeleton.updateWorldTransform();
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this.afterUpdateWorldTransforms(this);
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}
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preUpdate(time: number, delta: number) {
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if (!this.skeleton || !this.animationState) return;
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this.updatePose(delta);
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}
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preUpdate (time: number, delta: number) {
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if (!this.skeleton || !this.animationState) return;
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this.updatePose(delta);
|
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}
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||||
|
||||
preDestroy() {
|
||||
// FIXME tear down any event emitters
|
||||
}
|
||||
preDestroy () {
|
||||
// FIXME tear down any event emitters
|
||||
}
|
||||
|
||||
willRender(camera: Phaser.Cameras.Scene2D.Camera) {
|
||||
if (!this.visible) return false;
|
||||
willRender (camera: Phaser.Cameras.Scene2D.Camera) {
|
||||
if (!this.visible) return false;
|
||||
|
||||
var GameObjectRenderMask = 0xf;
|
||||
var result = !this.skeleton || !(GameObjectRenderMask !== this.renderFlags || (this.cameraFilter !== 0 && this.cameraFilter & camera.id));
|
||||
var GameObjectRenderMask = 0xf;
|
||||
var result = !this.skeleton || !(GameObjectRenderMask !== this.renderFlags || (this.cameraFilter !== 0 && this.cameraFilter & camera.id));
|
||||
|
||||
if (!result && this.parentContainer && this.plugin.webGLRenderer) {
|
||||
var sceneRenderer = this.plugin.webGLRenderer;
|
||||
if (!result && this.parentContainer && this.plugin.webGLRenderer) {
|
||||
var sceneRenderer = this.plugin.webGLRenderer;
|
||||
|
||||
if (this.plugin.gl && this.plugin.phaserRenderer instanceof Phaser.Renderer.WebGL.WebGLRenderer && sceneRenderer.batcher.isDrawing) {
|
||||
sceneRenderer.end();
|
||||
this.plugin.phaserRenderer.pipelines.rebind();
|
||||
}
|
||||
}
|
||||
if (this.plugin.gl && this.plugin.phaserRenderer instanceof Phaser.Renderer.WebGL.WebGLRenderer && sceneRenderer.batcher.isDrawing) {
|
||||
sceneRenderer.end();
|
||||
this.plugin.phaserRenderer.pipelines.rebind();
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
renderWebGL(
|
||||
renderer: Phaser.Renderer.WebGL.WebGLRenderer,
|
||||
src: SpineGameObject,
|
||||
camera: Phaser.Cameras.Scene2D.Camera,
|
||||
parentMatrix: Phaser.GameObjects.Components.TransformMatrix
|
||||
) {
|
||||
if (!this.skeleton || !this.animationState || !this.plugin.webGLRenderer)
|
||||
return;
|
||||
renderWebGL (
|
||||
renderer: Phaser.Renderer.WebGL.WebGLRenderer,
|
||||
src: SpineGameObject,
|
||||
camera: Phaser.Cameras.Scene2D.Camera,
|
||||
parentMatrix: Phaser.GameObjects.Components.TransformMatrix
|
||||
) {
|
||||
if (!this.skeleton || !this.animationState || !this.plugin.webGLRenderer)
|
||||
return;
|
||||
|
||||
let sceneRenderer = this.plugin.webGLRenderer;
|
||||
if (renderer.newType) {
|
||||
renderer.pipelines.clear();
|
||||
sceneRenderer.begin();
|
||||
}
|
||||
let sceneRenderer = this.plugin.webGLRenderer;
|
||||
if (renderer.newType) {
|
||||
renderer.pipelines.clear();
|
||||
sceneRenderer.begin();
|
||||
}
|
||||
|
||||
camera.addToRenderList(src);
|
||||
let transform = Phaser.GameObjects.GetCalcMatrix(
|
||||
src,
|
||||
camera,
|
||||
parentMatrix
|
||||
).calc;
|
||||
let a = transform.a,
|
||||
b = transform.b,
|
||||
c = transform.c,
|
||||
d = transform.d,
|
||||
tx = transform.tx,
|
||||
ty = transform.ty;
|
||||
sceneRenderer.drawSkeleton(
|
||||
this.skeleton,
|
||||
this.premultipliedAlpha,
|
||||
-1,
|
||||
-1,
|
||||
(vertices, numVertices, stride) => {
|
||||
for (let i = 0; i < numVertices; i += stride) {
|
||||
let vx = vertices[i];
|
||||
let vy = vertices[i + 1];
|
||||
vertices[i] = vx * a + vy * c + tx;
|
||||
vertices[i + 1] = vx * b + vy * d + ty;
|
||||
}
|
||||
}
|
||||
);
|
||||
camera.addToRenderList(src);
|
||||
let transform = Phaser.GameObjects.GetCalcMatrix(
|
||||
src,
|
||||
camera,
|
||||
parentMatrix
|
||||
).calc;
|
||||
let a = transform.a,
|
||||
b = transform.b,
|
||||
c = transform.c,
|
||||
d = transform.d,
|
||||
tx = transform.tx,
|
||||
ty = transform.ty;
|
||||
sceneRenderer.drawSkeleton(
|
||||
this.skeleton,
|
||||
this.premultipliedAlpha,
|
||||
-1,
|
||||
-1,
|
||||
(vertices, numVertices, stride) => {
|
||||
for (let i = 0; i < numVertices; i += stride) {
|
||||
let vx = vertices[i];
|
||||
let vy = vertices[i + 1];
|
||||
vertices[i] = vx * a + vy * c + tx;
|
||||
vertices[i + 1] = vx * b + vy * d + ty;
|
||||
}
|
||||
}
|
||||
);
|
||||
|
||||
if (!renderer.nextTypeMatch) {
|
||||
sceneRenderer.end();
|
||||
renderer.pipelines.rebind();
|
||||
}
|
||||
}
|
||||
if (!renderer.nextTypeMatch) {
|
||||
sceneRenderer.end();
|
||||
renderer.pipelines.rebind();
|
||||
}
|
||||
}
|
||||
|
||||
renderCanvas(
|
||||
renderer: Phaser.Renderer.Canvas.CanvasRenderer,
|
||||
src: SpineGameObject,
|
||||
camera: Phaser.Cameras.Scene2D.Camera,
|
||||
parentMatrix: Phaser.GameObjects.Components.TransformMatrix
|
||||
) {
|
||||
if (!this.skeleton || !this.animationState || !this.plugin.canvasRenderer)
|
||||
return;
|
||||
renderCanvas (
|
||||
renderer: Phaser.Renderer.Canvas.CanvasRenderer,
|
||||
src: SpineGameObject,
|
||||
camera: Phaser.Cameras.Scene2D.Camera,
|
||||
parentMatrix: Phaser.GameObjects.Components.TransformMatrix
|
||||
) {
|
||||
if (!this.skeleton || !this.animationState || !this.plugin.canvasRenderer)
|
||||
return;
|
||||
|
||||
let context = renderer.currentContext;
|
||||
let skeletonRenderer = this.plugin.canvasRenderer;
|
||||
(skeletonRenderer as any).ctx = context;
|
||||
let context = renderer.currentContext;
|
||||
let skeletonRenderer = this.plugin.canvasRenderer;
|
||||
(skeletonRenderer as any).ctx = context;
|
||||
|
||||
camera.addToRenderList(src);
|
||||
let transform = Phaser.GameObjects.GetCalcMatrix(
|
||||
src,
|
||||
camera,
|
||||
parentMatrix
|
||||
).calc;
|
||||
let skeleton = this.skeleton;
|
||||
skeleton.x = transform.tx;
|
||||
skeleton.y = transform.ty;
|
||||
skeleton.scaleX = transform.scaleX;
|
||||
skeleton.scaleY = transform.scaleY;
|
||||
let root = skeleton.getRootBone()!;
|
||||
root.rotation = -MathUtils.radiansToDegrees * transform.rotationNormalized;
|
||||
this.skeleton.updateWorldTransform();
|
||||
camera.addToRenderList(src);
|
||||
let transform = Phaser.GameObjects.GetCalcMatrix(
|
||||
src,
|
||||
camera,
|
||||
parentMatrix
|
||||
).calc;
|
||||
let skeleton = this.skeleton;
|
||||
skeleton.x = transform.tx;
|
||||
skeleton.y = transform.ty;
|
||||
skeleton.scaleX = transform.scaleX;
|
||||
skeleton.scaleY = transform.scaleY;
|
||||
let root = skeleton.getRootBone()!;
|
||||
root.rotation = -MathUtils.radiansToDegrees * transform.rotationNormalized;
|
||||
this.skeleton.updateWorldTransform();
|
||||
|
||||
context.save();
|
||||
skeletonRenderer.draw(skeleton);
|
||||
context.restore();
|
||||
}
|
||||
context.save();
|
||||
skeletonRenderer.draw(skeleton);
|
||||
context.restore();
|
||||
}
|
||||
}
|
||||
|
||||
@ -271,7 +271,7 @@ class SpineSkeletonDataFile extends Phaser.Loader.MultiFile {
|
||||
url = config.url;
|
||||
fileType = config.type === "spineJson" ? SpineSkeletonDataFileType.json : SpineSkeletonDataFileType.binary;
|
||||
xhrSettings = config.xhrSettings;
|
||||
}
|
||||
}
|
||||
let file = null;
|
||||
let isJson = fileType == SpineSkeletonDataFileType.json;
|
||||
if (isJson) {
|
||||
|
||||
@ -28,32 +28,32 @@
|
||||
*****************************************************************************/
|
||||
|
||||
import {
|
||||
AnimationState,
|
||||
AnimationStateData,
|
||||
BlendMode,
|
||||
ClippingAttachment,
|
||||
Color,
|
||||
MeshAttachment,
|
||||
NumberArrayLike,
|
||||
RegionAttachment,
|
||||
Skeleton,
|
||||
SkeletonClipping,
|
||||
SkeletonData,
|
||||
TextureAtlasRegion,
|
||||
Utils,
|
||||
Vector2,
|
||||
AnimationState,
|
||||
AnimationStateData,
|
||||
BlendMode,
|
||||
ClippingAttachment,
|
||||
Color,
|
||||
MeshAttachment,
|
||||
NumberArrayLike,
|
||||
RegionAttachment,
|
||||
Skeleton,
|
||||
SkeletonClipping,
|
||||
SkeletonData,
|
||||
TextureAtlasRegion,
|
||||
Utils,
|
||||
Vector2,
|
||||
} from "@esotericsoftware/spine-core";
|
||||
import { MeshBatcher } from "./MeshBatcher";
|
||||
import * as THREE from "three";
|
||||
import { ThreeJsTexture } from "./ThreeJsTexture";
|
||||
|
||||
export type SkeletonMeshMaterialParametersCustomizer = (
|
||||
materialParameters: THREE.ShaderMaterialParameters
|
||||
materialParameters: THREE.ShaderMaterialParameters
|
||||
) => void;
|
||||
|
||||
export class SkeletonMeshMaterial extends THREE.ShaderMaterial {
|
||||
constructor(customizer: SkeletonMeshMaterialParametersCustomizer) {
|
||||
let vertexShader = `
|
||||
constructor (customizer: SkeletonMeshMaterialParametersCustomizer) {
|
||||
let vertexShader = `
|
||||
attribute vec4 color;
|
||||
varying vec2 vUv;
|
||||
varying vec4 vColor;
|
||||
@ -63,7 +63,7 @@ export class SkeletonMeshMaterial extends THREE.ShaderMaterial {
|
||||
gl_Position = projectionMatrix*modelViewMatrix*vec4(position,1.0);
|
||||
}
|
||||
`;
|
||||
let fragmentShader = `
|
||||
let fragmentShader = `
|
||||
uniform sampler2D map;
|
||||
#ifdef USE_SPINE_ALPHATEST
|
||||
uniform float alphaTest;
|
||||
@ -78,253 +78,253 @@ export class SkeletonMeshMaterial extends THREE.ShaderMaterial {
|
||||
}
|
||||
`;
|
||||
|
||||
let parameters: THREE.ShaderMaterialParameters = {
|
||||
uniforms: {
|
||||
map: { value: null },
|
||||
},
|
||||
vertexShader: vertexShader,
|
||||
fragmentShader: fragmentShader,
|
||||
side: THREE.DoubleSide,
|
||||
transparent: true,
|
||||
depthWrite: true,
|
||||
alphaTest: 0.0,
|
||||
};
|
||||
customizer(parameters);
|
||||
if (parameters.alphaTest && parameters.alphaTest > 0) {
|
||||
parameters.defines = { USE_SPINE_ALPHATEST: 1 };
|
||||
if (!parameters.uniforms) parameters.uniforms = {};
|
||||
parameters.uniforms["alphaTest"] = { value: parameters.alphaTest };
|
||||
}
|
||||
super(parameters);
|
||||
}
|
||||
let parameters: THREE.ShaderMaterialParameters = {
|
||||
uniforms: {
|
||||
map: { value: null },
|
||||
},
|
||||
vertexShader: vertexShader,
|
||||
fragmentShader: fragmentShader,
|
||||
side: THREE.DoubleSide,
|
||||
transparent: true,
|
||||
depthWrite: true,
|
||||
alphaTest: 0.0,
|
||||
};
|
||||
customizer(parameters);
|
||||
if (parameters.alphaTest && parameters.alphaTest > 0) {
|
||||
parameters.defines = { USE_SPINE_ALPHATEST: 1 };
|
||||
if (!parameters.uniforms) parameters.uniforms = {};
|
||||
parameters.uniforms["alphaTest"] = { value: parameters.alphaTest };
|
||||
}
|
||||
super(parameters);
|
||||
}
|
||||
}
|
||||
|
||||
export class SkeletonMesh extends THREE.Object3D {
|
||||
tempPos: Vector2 = new Vector2();
|
||||
tempUv: Vector2 = new Vector2();
|
||||
tempLight = new Color();
|
||||
tempDark = new Color();
|
||||
skeleton: Skeleton;
|
||||
state: AnimationState;
|
||||
zOffset: number = 0.1;
|
||||
tempPos: Vector2 = new Vector2();
|
||||
tempUv: Vector2 = new Vector2();
|
||||
tempLight = new Color();
|
||||
tempDark = new Color();
|
||||
skeleton: Skeleton;
|
||||
state: AnimationState;
|
||||
zOffset: number = 0.1;
|
||||
|
||||
private batches = new Array<MeshBatcher>();
|
||||
private nextBatchIndex = 0;
|
||||
private clipper: SkeletonClipping = new SkeletonClipping();
|
||||
private batches = new Array<MeshBatcher>();
|
||||
private nextBatchIndex = 0;
|
||||
private clipper: SkeletonClipping = new SkeletonClipping();
|
||||
|
||||
static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
|
||||
static VERTEX_SIZE = 2 + 2 + 4;
|
||||
static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
|
||||
static VERTEX_SIZE = 2 + 2 + 4;
|
||||
|
||||
private vertices = Utils.newFloatArray(1024);
|
||||
private tempColor = new Color();
|
||||
private vertices = Utils.newFloatArray(1024);
|
||||
private tempColor = new Color();
|
||||
|
||||
constructor(
|
||||
skeletonData: SkeletonData,
|
||||
private materialCustomerizer: SkeletonMeshMaterialParametersCustomizer = (
|
||||
material
|
||||
) => {}
|
||||
) {
|
||||
super();
|
||||
constructor (
|
||||
skeletonData: SkeletonData,
|
||||
private materialCustomerizer: SkeletonMeshMaterialParametersCustomizer = (
|
||||
material
|
||||
) => { }
|
||||
) {
|
||||
super();
|
||||
|
||||
this.skeleton = new Skeleton(skeletonData);
|
||||
let animData = new AnimationStateData(skeletonData);
|
||||
this.state = new AnimationState(animData);
|
||||
}
|
||||
this.skeleton = new Skeleton(skeletonData);
|
||||
let animData = new AnimationStateData(skeletonData);
|
||||
this.state = new AnimationState(animData);
|
||||
}
|
||||
|
||||
update(deltaTime: number) {
|
||||
let state = this.state;
|
||||
let skeleton = this.skeleton;
|
||||
update (deltaTime: number) {
|
||||
let state = this.state;
|
||||
let skeleton = this.skeleton;
|
||||
|
||||
state.update(deltaTime);
|
||||
state.apply(skeleton);
|
||||
skeleton.updateWorldTransform();
|
||||
state.update(deltaTime);
|
||||
state.apply(skeleton);
|
||||
skeleton.updateWorldTransform();
|
||||
|
||||
this.updateGeometry();
|
||||
}
|
||||
this.updateGeometry();
|
||||
}
|
||||
|
||||
dispose() {
|
||||
for (var i = 0; i < this.batches.length; i++) {
|
||||
this.batches[i].dispose();
|
||||
}
|
||||
}
|
||||
dispose () {
|
||||
for (var i = 0; i < this.batches.length; i++) {
|
||||
this.batches[i].dispose();
|
||||
}
|
||||
}
|
||||
|
||||
private clearBatches() {
|
||||
for (var i = 0; i < this.batches.length; i++) {
|
||||
this.batches[i].clear();
|
||||
this.batches[i].visible = false;
|
||||
}
|
||||
this.nextBatchIndex = 0;
|
||||
}
|
||||
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(10920, this.materialCustomerizer);
|
||||
this.add(batch);
|
||||
this.batches.push(batch);
|
||||
}
|
||||
let batch = this.batches[this.nextBatchIndex++];
|
||||
batch.visible = true;
|
||||
return batch;
|
||||
}
|
||||
private nextBatch () {
|
||||
if (this.batches.length == this.nextBatchIndex) {
|
||||
let batch = new MeshBatcher(10920, this.materialCustomerizer);
|
||||
this.add(batch);
|
||||
this.batches.push(batch);
|
||||
}
|
||||
let batch = this.batches[this.nextBatchIndex++];
|
||||
batch.visible = true;
|
||||
return batch;
|
||||
}
|
||||
|
||||
private updateGeometry() {
|
||||
this.clearBatches();
|
||||
private updateGeometry () {
|
||||
this.clearBatches();
|
||||
|
||||
let tempPos = this.tempPos;
|
||||
let tempUv = this.tempUv;
|
||||
let tempLight = this.tempLight;
|
||||
let tempDark = this.tempDark;
|
||||
let clipper = this.clipper;
|
||||
let tempPos = this.tempPos;
|
||||
let tempUv = this.tempUv;
|
||||
let tempLight = this.tempLight;
|
||||
let tempDark = this.tempDark;
|
||||
let clipper = this.clipper;
|
||||
|
||||
let vertices: NumberArrayLike = this.vertices;
|
||||
let triangles: Array<number> | null = null;
|
||||
let uvs: NumberArrayLike | null = null;
|
||||
let drawOrder = this.skeleton.drawOrder;
|
||||
let batch = this.nextBatch();
|
||||
batch.begin();
|
||||
let z = 0;
|
||||
let zOffset = this.zOffset;
|
||||
for (let i = 0, n = drawOrder.length; i < n; i++) {
|
||||
let vertexSize = clipper.isClipping() ? 2 : SkeletonMesh.VERTEX_SIZE;
|
||||
let slot = drawOrder[i];
|
||||
if (!slot.bone.active) {
|
||||
clipper.clipEndWithSlot(slot);
|
||||
continue;
|
||||
}
|
||||
let attachment = slot.getAttachment();
|
||||
let attachmentColor: Color | null;
|
||||
let texture: ThreeJsTexture | null;
|
||||
let numFloats = 0;
|
||||
if (attachment instanceof RegionAttachment) {
|
||||
let region = <RegionAttachment>attachment;
|
||||
attachmentColor = region.color;
|
||||
vertices = this.vertices;
|
||||
numFloats = vertexSize * 4;
|
||||
region.computeWorldVertices(slot, vertices, 0, vertexSize);
|
||||
triangles = SkeletonMesh.QUAD_TRIANGLES;
|
||||
uvs = region.uvs;
|
||||
texture = <ThreeJsTexture>region.region!.texture;
|
||||
} else if (attachment instanceof MeshAttachment) {
|
||||
let mesh = <MeshAttachment>attachment;
|
||||
attachmentColor = mesh.color;
|
||||
vertices = this.vertices;
|
||||
numFloats = (mesh.worldVerticesLength >> 1) * vertexSize;
|
||||
if (numFloats > vertices.length) {
|
||||
vertices = this.vertices = Utils.newFloatArray(numFloats);
|
||||
}
|
||||
mesh.computeWorldVertices(
|
||||
slot,
|
||||
0,
|
||||
mesh.worldVerticesLength,
|
||||
vertices,
|
||||
0,
|
||||
vertexSize
|
||||
);
|
||||
triangles = mesh.triangles;
|
||||
uvs = mesh.uvs;
|
||||
texture = <ThreeJsTexture>mesh.region!.texture;
|
||||
} else if (attachment instanceof ClippingAttachment) {
|
||||
let clip = <ClippingAttachment>attachment;
|
||||
clipper.clipStart(slot, clip);
|
||||
continue;
|
||||
} else {
|
||||
clipper.clipEndWithSlot(slot);
|
||||
continue;
|
||||
}
|
||||
let vertices: NumberArrayLike = this.vertices;
|
||||
let triangles: Array<number> | null = null;
|
||||
let uvs: NumberArrayLike | null = null;
|
||||
let drawOrder = this.skeleton.drawOrder;
|
||||
let batch = this.nextBatch();
|
||||
batch.begin();
|
||||
let z = 0;
|
||||
let zOffset = this.zOffset;
|
||||
for (let i = 0, n = drawOrder.length; i < n; i++) {
|
||||
let vertexSize = clipper.isClipping() ? 2 : SkeletonMesh.VERTEX_SIZE;
|
||||
let slot = drawOrder[i];
|
||||
if (!slot.bone.active) {
|
||||
clipper.clipEndWithSlot(slot);
|
||||
continue;
|
||||
}
|
||||
let attachment = slot.getAttachment();
|
||||
let attachmentColor: Color | null;
|
||||
let texture: ThreeJsTexture | null;
|
||||
let numFloats = 0;
|
||||
if (attachment instanceof RegionAttachment) {
|
||||
let region = <RegionAttachment>attachment;
|
||||
attachmentColor = region.color;
|
||||
vertices = this.vertices;
|
||||
numFloats = vertexSize * 4;
|
||||
region.computeWorldVertices(slot, vertices, 0, vertexSize);
|
||||
triangles = SkeletonMesh.QUAD_TRIANGLES;
|
||||
uvs = region.uvs;
|
||||
texture = <ThreeJsTexture>region.region!.texture;
|
||||
} else if (attachment instanceof MeshAttachment) {
|
||||
let mesh = <MeshAttachment>attachment;
|
||||
attachmentColor = mesh.color;
|
||||
vertices = this.vertices;
|
||||
numFloats = (mesh.worldVerticesLength >> 1) * vertexSize;
|
||||
if (numFloats > vertices.length) {
|
||||
vertices = this.vertices = Utils.newFloatArray(numFloats);
|
||||
}
|
||||
mesh.computeWorldVertices(
|
||||
slot,
|
||||
0,
|
||||
mesh.worldVerticesLength,
|
||||
vertices,
|
||||
0,
|
||||
vertexSize
|
||||
);
|
||||
triangles = mesh.triangles;
|
||||
uvs = mesh.uvs;
|
||||
texture = <ThreeJsTexture>mesh.region!.texture;
|
||||
} else if (attachment instanceof ClippingAttachment) {
|
||||
let clip = <ClippingAttachment>attachment;
|
||||
clipper.clipStart(slot, clip);
|
||||
continue;
|
||||
} else {
|
||||
clipper.clipEndWithSlot(slot);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (texture != null) {
|
||||
let skeleton = slot.bone.skeleton;
|
||||
let skeletonColor = skeleton.color;
|
||||
let slotColor = slot.color;
|
||||
let alpha = skeletonColor.a * slotColor.a * attachmentColor.a;
|
||||
let color = this.tempColor;
|
||||
color.set(
|
||||
skeletonColor.r * slotColor.r * attachmentColor.r,
|
||||
skeletonColor.g * slotColor.g * attachmentColor.g,
|
||||
skeletonColor.b * slotColor.b * attachmentColor.b,
|
||||
alpha
|
||||
);
|
||||
if (texture != null) {
|
||||
let skeleton = slot.bone.skeleton;
|
||||
let skeletonColor = skeleton.color;
|
||||
let slotColor = slot.color;
|
||||
let alpha = skeletonColor.a * slotColor.a * attachmentColor.a;
|
||||
let color = this.tempColor;
|
||||
color.set(
|
||||
skeletonColor.r * slotColor.r * attachmentColor.r,
|
||||
skeletonColor.g * slotColor.g * attachmentColor.g,
|
||||
skeletonColor.b * slotColor.b * attachmentColor.b,
|
||||
alpha
|
||||
);
|
||||
|
||||
let finalVertices: NumberArrayLike;
|
||||
let finalVerticesLength: number;
|
||||
let finalIndices: NumberArrayLike;
|
||||
let finalIndicesLength: number;
|
||||
let finalVertices: NumberArrayLike;
|
||||
let finalVerticesLength: number;
|
||||
let finalIndices: NumberArrayLike;
|
||||
let finalIndicesLength: number;
|
||||
|
||||
if (clipper.isClipping()) {
|
||||
clipper.clipTriangles(
|
||||
vertices,
|
||||
numFloats,
|
||||
triangles,
|
||||
triangles.length,
|
||||
uvs,
|
||||
color,
|
||||
tempLight,
|
||||
false
|
||||
);
|
||||
let clippedVertices = clipper.clippedVertices;
|
||||
let clippedTriangles = clipper.clippedTriangles;
|
||||
finalVertices = clippedVertices;
|
||||
finalVerticesLength = clippedVertices.length;
|
||||
finalIndices = clippedTriangles;
|
||||
finalIndicesLength = clippedTriangles.length;
|
||||
} else {
|
||||
let verts = vertices;
|
||||
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;
|
||||
finalVerticesLength = numFloats;
|
||||
finalIndices = triangles;
|
||||
finalIndicesLength = triangles.length;
|
||||
}
|
||||
if (clipper.isClipping()) {
|
||||
clipper.clipTriangles(
|
||||
vertices,
|
||||
numFloats,
|
||||
triangles,
|
||||
triangles.length,
|
||||
uvs,
|
||||
color,
|
||||
tempLight,
|
||||
false
|
||||
);
|
||||
let clippedVertices = clipper.clippedVertices;
|
||||
let clippedTriangles = clipper.clippedTriangles;
|
||||
finalVertices = clippedVertices;
|
||||
finalVerticesLength = clippedVertices.length;
|
||||
finalIndices = clippedTriangles;
|
||||
finalIndicesLength = clippedTriangles.length;
|
||||
} else {
|
||||
let verts = vertices;
|
||||
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;
|
||||
finalVerticesLength = numFloats;
|
||||
finalIndices = triangles;
|
||||
finalIndicesLength = triangles.length;
|
||||
}
|
||||
|
||||
if (finalVerticesLength == 0 || finalIndicesLength == 0) {
|
||||
clipper.clipEndWithSlot(slot);
|
||||
continue;
|
||||
}
|
||||
if (finalVerticesLength == 0 || finalIndicesLength == 0) {
|
||||
clipper.clipEndWithSlot(slot);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Start new batch if this one can't hold vertices/indices
|
||||
if (
|
||||
!batch.canBatch(
|
||||
finalVerticesLength / SkeletonMesh.VERTEX_SIZE,
|
||||
finalIndicesLength
|
||||
)
|
||||
) {
|
||||
batch.end();
|
||||
batch = this.nextBatch();
|
||||
batch.begin();
|
||||
}
|
||||
// Start new batch if this one can't hold vertices/indices
|
||||
if (
|
||||
!batch.canBatch(
|
||||
finalVerticesLength / SkeletonMesh.VERTEX_SIZE,
|
||||
finalIndicesLength
|
||||
)
|
||||
) {
|
||||
batch.end();
|
||||
batch = this.nextBatch();
|
||||
batch.begin();
|
||||
}
|
||||
|
||||
const slotBlendMode = slot.data.blendMode;
|
||||
const slotTexture = texture.texture;
|
||||
const materialGroup = batch.findMaterialGroup(
|
||||
slotTexture,
|
||||
slotBlendMode
|
||||
);
|
||||
const slotBlendMode = slot.data.blendMode;
|
||||
const slotTexture = texture.texture;
|
||||
const materialGroup = batch.findMaterialGroup(
|
||||
slotTexture,
|
||||
slotBlendMode
|
||||
);
|
||||
|
||||
batch.addMaterialGroup(finalIndicesLength, materialGroup);
|
||||
batch.batch(
|
||||
finalVertices,
|
||||
finalVerticesLength,
|
||||
finalIndices,
|
||||
finalIndicesLength,
|
||||
z
|
||||
);
|
||||
z += zOffset;
|
||||
}
|
||||
batch.addMaterialGroup(finalIndicesLength, materialGroup);
|
||||
batch.batch(
|
||||
finalVertices,
|
||||
finalVerticesLength,
|
||||
finalIndices,
|
||||
finalIndicesLength,
|
||||
z
|
||||
);
|
||||
z += zOffset;
|
||||
}
|
||||
|
||||
clipper.clipEndWithSlot(slot);
|
||||
}
|
||||
clipper.clipEnd();
|
||||
batch.end();
|
||||
}
|
||||
clipper.clipEndWithSlot(slot);
|
||||
}
|
||||
clipper.clipEnd();
|
||||
batch.end();
|
||||
}
|
||||
}
|
||||
|
||||
@ -170,7 +170,7 @@ export class SkeletonRenderer {
|
||||
WebGLBlendModeConverter.getSourceColorGLBlendMode(blendMode, premultipliedAlpha),
|
||||
WebGLBlendModeConverter.getSourceAlphaGLBlendMode(blendMode, premultipliedAlpha),
|
||||
WebGLBlendModeConverter.getDestColorGLBlendMode(blendMode),
|
||||
WebGLBlendModeConverter.getDestAlphaGLBlendMode(blendMode, premultipliedAlpha) );
|
||||
WebGLBlendModeConverter.getDestAlphaGLBlendMode(blendMode, premultipliedAlpha));
|
||||
}
|
||||
|
||||
if (clipper.isClipping()) {
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user