Formatting

This commit is contained in:
Mario Zechner 2023-09-04 10:56:28 +02:00
parent 603ef985da
commit 600e43de24
4 changed files with 541 additions and 542 deletions

View File

@ -30,137 +30,136 @@
import { SPINE_GAME_OBJECT_TYPE } from "./keys";
import { SpinePlugin } from "./SpinePlugin";
import {
ComputedSizeMixin,
DepthMixin,
FlipMixin,
ScrollFactorMixin,
TransformMixin,
VisibleMixin,
AlphaMixin,
OriginMixin,
ComputedSizeMixin,
DepthMixin,
FlipMixin,
ScrollFactorMixin,
TransformMixin,
VisibleMixin,
AlphaMixin,
OriginMixin,
} from "./mixins";
import {
AnimationState,
AnimationStateData,
Bone,
MathUtils,
Skeleton,
Skin,
Vector2,
AnimationState,
AnimationStateData,
Bone,
MathUtils,
Skeleton,
Skin,
Vector2,
} from "@esotericsoftware/spine-core";
class BaseSpineGameObject extends Phaser.GameObjects.GameObject {
constructor(scene: Phaser.Scene, type: string) {
super(scene, type);
}
constructor (scene: Phaser.Scene, type: string) {
super(scene, type);
}
}
/** A bounds provider calculates the bounding box for a skeleton, which is then assigned as the size of the SpineGameObject. */
export interface SpineGameObjectBoundsProvider {
// Returns the bounding box for the skeleton, in skeleton space.
calculateBounds(gameObject: SpineGameObject): {
x: number;
y: number;
width: number;
height: number;
};
// Returns the bounding box for the skeleton, in skeleton space.
calculateBounds (gameObject: SpineGameObject): {
x: number;
y: number;
width: number;
height: number;
};
}
/** A bounds provider that calculates the bounding box from the setup pose. */
export class SetupPoseBoundsProvider implements SpineGameObjectBoundsProvider {
calculateBounds(gameObject: SpineGameObject) {
if (!gameObject.skeleton) return { x: 0, y: 0, width: 0, height: 0 };
// Make a copy of animation state and skeleton as this might be called while
// the skeleton in the GameObject has already been heavily modified. We can not
// reconstruct that state.
const skeleton = new Skeleton(gameObject.skeleton.data);
skeleton.setToSetupPose();
skeleton.updateWorldTransform();
const bounds = skeleton.getBoundsRect();
return bounds.width == Number.NEGATIVE_INFINITY
? { x: 0, y: 0, width: 0, height: 0 }
: bounds;
}
calculateBounds (gameObject: SpineGameObject) {
if (!gameObject.skeleton) return { x: 0, y: 0, width: 0, height: 0 };
// Make a copy of animation state and skeleton as this might be called while
// the skeleton in the GameObject has already been heavily modified. We can not
// reconstruct that state.
const skeleton = new Skeleton(gameObject.skeleton.data);
skeleton.setToSetupPose();
skeleton.updateWorldTransform();
const bounds = skeleton.getBoundsRect();
return bounds.width == Number.NEGATIVE_INFINITY
? { x: 0, y: 0, width: 0, height: 0 }
: bounds;
}
}
/** A bounds provider that calculates the bounding box by taking the maximumg bounding box for a combination of skins and specific animation. */
export class SkinsAndAnimationBoundsProvider
implements SpineGameObjectBoundsProvider
{
/**
* @param animation The animation to use for calculating the bounds. If null, the setup pose is used.
* @param skins The skins to use for calculating the bounds. If empty, the default skin is used.
* @param timeStep The time step to use for calculating the bounds. A smaller time step means more precision, but slower calculation.
*/
constructor(
private animation: string | null,
private skins: string[] = [],
private timeStep: number = 0.05
) {}
implements SpineGameObjectBoundsProvider {
/**
* @param animation The animation to use for calculating the bounds. If null, the setup pose is used.
* @param skins The skins to use for calculating the bounds. If empty, the default skin is used.
* @param timeStep The time step to use for calculating the bounds. A smaller time step means more precision, but slower calculation.
*/
constructor (
private animation: string | null,
private skins: string[] = [],
private timeStep: number = 0.05
) { }
calculateBounds(gameObject: SpineGameObject): {
x: number;
y: number;
width: number;
height: number;
} {
if (!gameObject.skeleton || !gameObject.animationState)
return { x: 0, y: 0, width: 0, height: 0 };
// Make a copy of animation state and skeleton as this might be called while
// the skeleton in the GameObject has already been heavily modified. We can not
// reconstruct that state.
const animationState = new AnimationState(gameObject.animationState.data);
const skeleton = new Skeleton(gameObject.skeleton.data);
const data = skeleton.data;
if (this.skins.length > 0) {
let customSkin = new Skin("custom-skin");
for (const skinName of this.skins) {
const skin = data.findSkin(skinName);
if (skin == null) continue;
customSkin.addSkin(skin);
}
skeleton.setSkin(customSkin);
}
skeleton.setToSetupPose();
calculateBounds (gameObject: SpineGameObject): {
x: number;
y: number;
width: number;
height: number;
} {
if (!gameObject.skeleton || !gameObject.animationState)
return { x: 0, y: 0, width: 0, height: 0 };
// Make a copy of animation state and skeleton as this might be called while
// the skeleton in the GameObject has already been heavily modified. We can not
// reconstruct that state.
const animationState = new AnimationState(gameObject.animationState.data);
const skeleton = new Skeleton(gameObject.skeleton.data);
const data = skeleton.data;
if (this.skins.length > 0) {
let customSkin = new Skin("custom-skin");
for (const skinName of this.skins) {
const skin = data.findSkin(skinName);
if (skin == null) continue;
customSkin.addSkin(skin);
}
skeleton.setSkin(customSkin);
}
skeleton.setToSetupPose();
const animation =
this.animation != null ? data.findAnimation(this.animation!) : null;
if (animation == null) {
skeleton.updateWorldTransform();
const bounds = skeleton.getBoundsRect();
return bounds.width == Number.NEGATIVE_INFINITY
? { x: 0, y: 0, width: 0, height: 0 }
: bounds;
} else {
let minX = Number.POSITIVE_INFINITY,
minY = Number.POSITIVE_INFINITY,
maxX = Number.NEGATIVE_INFINITY,
maxY = Number.NEGATIVE_INFINITY;
animationState.clearTracks();
animationState.setAnimationWith(0, animation, false);
const steps = Math.max(animation.duration / this.timeStep, 1.0);
for (let i = 0; i < steps; i++) {
animationState.update(i > 0 ? this.timeStep : 0);
animationState.apply(skeleton);
skeleton.updateWorldTransform();
const animation =
this.animation != null ? data.findAnimation(this.animation!) : null;
if (animation == null) {
skeleton.updateWorldTransform();
const bounds = skeleton.getBoundsRect();
return bounds.width == Number.NEGATIVE_INFINITY
? { x: 0, y: 0, width: 0, height: 0 }
: bounds;
} else {
let minX = Number.POSITIVE_INFINITY,
minY = Number.POSITIVE_INFINITY,
maxX = Number.NEGATIVE_INFINITY,
maxY = Number.NEGATIVE_INFINITY;
animationState.clearTracks();
animationState.setAnimationWith(0, animation, false);
const steps = Math.max(animation.duration / this.timeStep, 1.0);
for (let i = 0; i < steps; i++) {
animationState.update(i > 0 ? this.timeStep : 0);
animationState.apply(skeleton);
skeleton.updateWorldTransform();
const bounds = skeleton.getBoundsRect();
minX = Math.min(minX, bounds.x);
minY = Math.min(minY, bounds.y);
maxX = Math.max(maxX, minX + bounds.width);
maxY = Math.max(maxY, minY + bounds.height);
}
const bounds = {
x: minX,
y: minY,
width: maxX - minX,
height: maxY - minY,
};
return bounds.width == Number.NEGATIVE_INFINITY
? { x: 0, y: 0, width: 0, height: 0 }
: bounds;
}
}
const bounds = skeleton.getBoundsRect();
minX = Math.min(minX, bounds.x);
minY = Math.min(minY, bounds.y);
maxX = Math.max(maxX, minX + bounds.width);
maxY = Math.max(maxY, minY + bounds.height);
}
const bounds = {
x: minX,
y: minY,
width: maxX - minX,
height: maxY - minY,
};
return bounds.width == Number.NEGATIVE_INFINITY
? { x: 0, y: 0, width: 0, height: 0 }
: bounds;
}
}
}
/**
@ -185,214 +184,214 @@ export class SkinsAndAnimationBoundsProvider
* See {@link skeletonToPhaserWorldCoordinates}, {@link phaserWorldCoordinatesToSkeleton}, and {@link phaserWorldCoordinatesToBoneLocal.}
*/
export class SpineGameObject extends DepthMixin(
OriginMixin(
ComputedSizeMixin(
FlipMixin(
ScrollFactorMixin(
TransformMixin(VisibleMixin(AlphaMixin(BaseSpineGameObject)))
)
)
)
)
OriginMixin(
ComputedSizeMixin(
FlipMixin(
ScrollFactorMixin(
TransformMixin(VisibleMixin(AlphaMixin(BaseSpineGameObject)))
)
)
)
)
) {
blendMode = -1;
skeleton: Skeleton;
animationStateData: AnimationStateData;
animationState: AnimationState;
beforeUpdateWorldTransforms: (object: SpineGameObject) => void = () => {};
afterUpdateWorldTransforms: (object: SpineGameObject) => void = () => {};
private premultipliedAlpha = false;
blendMode = -1;
skeleton: Skeleton;
animationStateData: AnimationStateData;
animationState: AnimationState;
beforeUpdateWorldTransforms: (object: SpineGameObject) => void = () => { };
afterUpdateWorldTransforms: (object: SpineGameObject) => void = () => { };
private premultipliedAlpha = false;
constructor(
scene: Phaser.Scene,
private plugin: SpinePlugin,
x: number,
y: number,
dataKey: string,
atlasKey: string,
public boundsProvider: SpineGameObjectBoundsProvider = new SetupPoseBoundsProvider()
) {
super(scene, (window as any).SPINE_GAME_OBJECT_TYPE ? (window as any).SPINE_GAME_OBJECT_TYPE : SPINE_GAME_OBJECT_TYPE);
this.setPosition(x, y);
constructor (
scene: Phaser.Scene,
private plugin: SpinePlugin,
x: number,
y: number,
dataKey: string,
atlasKey: string,
public boundsProvider: SpineGameObjectBoundsProvider = new SetupPoseBoundsProvider()
) {
super(scene, (window as any).SPINE_GAME_OBJECT_TYPE ? (window as any).SPINE_GAME_OBJECT_TYPE : SPINE_GAME_OBJECT_TYPE);
this.setPosition(x, y);
this.premultipliedAlpha = this.plugin.isAtlasPremultiplied(atlasKey);
this.skeleton = this.plugin.createSkeleton(dataKey, atlasKey);
this.animationStateData = new AnimationStateData(this.skeleton.data);
this.animationState = new AnimationState(this.animationStateData);
this.skeleton.updateWorldTransform();
this.updateSize();
}
this.premultipliedAlpha = this.plugin.isAtlasPremultiplied(atlasKey);
this.skeleton = this.plugin.createSkeleton(dataKey, atlasKey);
this.animationStateData = new AnimationStateData(this.skeleton.data);
this.animationState = new AnimationState(this.animationStateData);
this.skeleton.updateWorldTransform();
this.updateSize();
}
updateSize() {
if (!this.skeleton) return;
let bounds = this.boundsProvider.calculateBounds(this);
// For some reason the TS compiler and the ComputedSize mixin don't work well together and we have
// to cast to any.
let self = this as any;
self.width = bounds.width;
self.height = bounds.height;
this.displayOriginX = -bounds.x;
this.displayOriginY = -bounds.y;
}
updateSize () {
if (!this.skeleton) return;
let bounds = this.boundsProvider.calculateBounds(this);
// For some reason the TS compiler and the ComputedSize mixin don't work well together and we have
// to cast to any.
let self = this as any;
self.width = bounds.width;
self.height = bounds.height;
this.displayOriginX = -bounds.x;
this.displayOriginY = -bounds.y;
}
/** Converts a point from the skeleton coordinate system to the Phaser world coordinate system. */
skeletonToPhaserWorldCoordinates(point: { x: number; y: number }) {
let transform = this.getWorldTransformMatrix();
let a = transform.a,
b = transform.b,
c = transform.c,
d = transform.d,
tx = transform.tx,
ty = transform.ty;
let x = point.x;
let y = point.y;
point.x = x * a + y * c + tx;
point.y = x * b + y * d + ty;
}
/** Converts a point from the skeleton coordinate system to the Phaser world coordinate system. */
skeletonToPhaserWorldCoordinates (point: { x: number; y: number }) {
let transform = this.getWorldTransformMatrix();
let a = transform.a,
b = transform.b,
c = transform.c,
d = transform.d,
tx = transform.tx,
ty = transform.ty;
let x = point.x;
let y = point.y;
point.x = x * a + y * c + tx;
point.y = x * b + y * d + ty;
}
/** Converts a point from the Phaser world coordinate system to the skeleton coordinate system. */
phaserWorldCoordinatesToSkeleton(point: { x: number; y: number }) {
let transform = this.getWorldTransformMatrix();
transform = transform.invert();
let a = transform.a,
b = transform.b,
c = transform.c,
d = transform.d,
tx = transform.tx,
ty = transform.ty;
let x = point.x;
let y = point.y;
point.x = x * a + y * c + tx;
point.y = x * b + y * d + ty;
}
/** Converts a point from the Phaser world coordinate system to the skeleton coordinate system. */
phaserWorldCoordinatesToSkeleton (point: { x: number; y: number }) {
let transform = this.getWorldTransformMatrix();
transform = transform.invert();
let a = transform.a,
b = transform.b,
c = transform.c,
d = transform.d,
tx = transform.tx,
ty = transform.ty;
let x = point.x;
let y = point.y;
point.x = x * a + y * c + tx;
point.y = x * b + y * d + ty;
}
/** Converts a point from the Phaser world coordinate system to the bone's local coordinate system. */
phaserWorldCoordinatesToBone(point: { x: number; y: number }, bone: Bone) {
this.phaserWorldCoordinatesToSkeleton(point);
if (bone.parent) {
bone.parent.worldToLocal(point as Vector2);
} else {
bone.worldToLocal(point as Vector2);
}
}
/** Converts a point from the Phaser world coordinate system to the bone's local coordinate system. */
phaserWorldCoordinatesToBone (point: { x: number; y: number }, bone: Bone) {
this.phaserWorldCoordinatesToSkeleton(point);
if (bone.parent) {
bone.parent.worldToLocal(point as Vector2);
} else {
bone.worldToLocal(point as Vector2);
}
}
/**
* Updates the {@link AnimationState}, applies it to the {@link Skeleton}, then updates the world transforms of all bones.
* @param delta The time delta in milliseconds
*/
updatePose(delta: number) {
this.animationState.update(delta / 1000);
this.animationState.apply(this.skeleton);
this.beforeUpdateWorldTransforms(this);
this.skeleton.updateWorldTransform();
this.afterUpdateWorldTransforms(this);
}
/**
* Updates the {@link AnimationState}, applies it to the {@link Skeleton}, then updates the world transforms of all bones.
* @param delta The time delta in milliseconds
*/
updatePose (delta: number) {
this.animationState.update(delta / 1000);
this.animationState.apply(this.skeleton);
this.beforeUpdateWorldTransforms(this);
this.skeleton.updateWorldTransform();
this.afterUpdateWorldTransforms(this);
}
preUpdate(time: number, delta: number) {
if (!this.skeleton || !this.animationState) return;
this.updatePose(delta);
}
preUpdate (time: number, delta: number) {
if (!this.skeleton || !this.animationState) return;
this.updatePose(delta);
}
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();
}
}

View File

@ -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) {

View File

@ -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();
}
}

View File

@ -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()) {