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https://github.com/EsotericSoftware/spine-runtimes.git
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@ -50,7 +50,7 @@ import {
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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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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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@ -58,7 +58,7 @@ class BaseSpineGameObject extends Phaser.GameObjects.GameObject {
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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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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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@ -68,7 +68,7 @@ export interface SpineGameObjectBoundsProvider {
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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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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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@ -85,20 +85,19 @@ export class SetupPoseBoundsProvider implements SpineGameObjectBoundsProvider {
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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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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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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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) { }
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calculateBounds(gameObject: SpineGameObject): {
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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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@ -199,11 +198,11 @@ export class SpineGameObject extends DepthMixin(
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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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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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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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@ -223,7 +222,7 @@ export class SpineGameObject extends DepthMixin(
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this.updateSize();
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}
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updateSize() {
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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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@ -236,7 +235,7 @@ export class SpineGameObject extends DepthMixin(
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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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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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@ -251,7 +250,7 @@ export class SpineGameObject extends DepthMixin(
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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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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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@ -267,7 +266,7 @@ export class SpineGameObject extends DepthMixin(
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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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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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@ -280,7 +279,7 @@ export class SpineGameObject extends DepthMixin(
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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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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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@ -288,16 +287,16 @@ export class SpineGameObject extends DepthMixin(
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this.afterUpdateWorldTransforms(this);
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}
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preUpdate(time: number, delta: number) {
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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() {
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preDestroy () {
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// FIXME tear down any event emitters
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}
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willRender(camera: Phaser.Cameras.Scene2D.Camera) {
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willRender (camera: Phaser.Cameras.Scene2D.Camera) {
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if (!this.visible) return false;
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var GameObjectRenderMask = 0xf;
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@ -315,7 +314,7 @@ export class SpineGameObject extends DepthMixin(
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return result;
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}
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renderWebGL(
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renderWebGL (
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renderer: Phaser.Renderer.WebGL.WebGLRenderer,
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src: SpineGameObject,
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camera: Phaser.Cameras.Scene2D.Camera,
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@ -363,7 +362,7 @@ export class SpineGameObject extends DepthMixin(
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}
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}
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renderCanvas(
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renderCanvas (
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renderer: Phaser.Renderer.Canvas.CanvasRenderer,
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src: SpineGameObject,
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camera: Phaser.Cameras.Scene2D.Camera,
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@ -52,7 +52,7 @@ export type SkeletonMeshMaterialParametersCustomizer = (
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) => void;
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export class SkeletonMeshMaterial extends THREE.ShaderMaterial {
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constructor(customizer: SkeletonMeshMaterialParametersCustomizer) {
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constructor (customizer: SkeletonMeshMaterialParametersCustomizer) {
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let vertexShader = `
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attribute vec4 color;
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varying vec2 vUv;
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@ -118,11 +118,11 @@ export class SkeletonMesh extends THREE.Object3D {
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private vertices = Utils.newFloatArray(1024);
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private tempColor = new Color();
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constructor(
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constructor (
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skeletonData: SkeletonData,
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private materialCustomerizer: SkeletonMeshMaterialParametersCustomizer = (
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material
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) => {}
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) => { }
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) {
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super();
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@ -131,7 +131,7 @@ export class SkeletonMesh extends THREE.Object3D {
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this.state = new AnimationState(animData);
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}
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update(deltaTime: number) {
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update (deltaTime: number) {
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let state = this.state;
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let skeleton = this.skeleton;
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@ -142,13 +142,13 @@ export class SkeletonMesh extends THREE.Object3D {
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this.updateGeometry();
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}
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dispose() {
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dispose () {
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for (var i = 0; i < this.batches.length; i++) {
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this.batches[i].dispose();
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}
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}
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private clearBatches() {
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private clearBatches () {
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for (var i = 0; i < this.batches.length; i++) {
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this.batches[i].clear();
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this.batches[i].visible = false;
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@ -156,7 +156,7 @@ export class SkeletonMesh extends THREE.Object3D {
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this.nextBatchIndex = 0;
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}
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private nextBatch() {
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private nextBatch () {
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if (this.batches.length == this.nextBatchIndex) {
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let batch = new MeshBatcher(10920, this.materialCustomerizer);
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this.add(batch);
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@ -167,7 +167,7 @@ export class SkeletonMesh extends THREE.Object3D {
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return batch;
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}
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private updateGeometry() {
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private updateGeometry () {
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this.clearBatches();
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let tempPos = this.tempPos;
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@ -170,7 +170,7 @@ export class SkeletonRenderer {
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WebGLBlendModeConverter.getSourceColorGLBlendMode(blendMode, premultipliedAlpha),
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WebGLBlendModeConverter.getSourceAlphaGLBlendMode(blendMode, premultipliedAlpha),
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WebGLBlendModeConverter.getDestColorGLBlendMode(blendMode),
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WebGLBlendModeConverter.getDestAlphaGLBlendMode(blendMode, premultipliedAlpha) );
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WebGLBlendModeConverter.getDestAlphaGLBlendMode(blendMode, premultipliedAlpha));
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}
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if (clipper.isClipping()) {
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