Merge remote-tracking branch 'origin/master'

This commit is contained in:
NathanSweet 2016-10-07 14:22:04 +02:00
commit 715578983c
47 changed files with 3167 additions and 2912 deletions

View File

@ -198,7 +198,7 @@ public class SkeletonJson {
pathConstraintData.positionMode = PositionMode[constraintMap["positionMode"] || "percent"];
pathConstraintData.spacingMode = SpacingMode[constraintMap["spacingMode"] || "length"];
pathConstraintData.rotateMode = RotateMode[constraintMap["rotateMode"] || "rotateMode"];
pathConstraintData.rotateMode = RotateMode[constraintMap["rotateMode"] || "tangent"];
pathConstraintData.offsetRotation = Number(constraintMap["rotation"] || 0);
pathConstraintData.position = Number(constraintMap["position"] || 0);
if (pathConstraintData.positionMode == PositionMode.fixed) pathConstraintData.position *= scale;

View File

@ -208,11 +208,11 @@ spAtlas* spAtlas_create (const char* begin, int length, const char* dir, void* r
page->height = toInt(tuple + 1);
if (!readTuple(&begin, end, tuple)) return abortAtlas(self);
}
page->format = (spAtlasFormat)indexOf(formatNames, 7, tuple);
page->format = (spAtlasFormat)indexOf(formatNames, 8, tuple);
if (!readTuple(&begin, end, tuple)) return abortAtlas(self);
page->minFilter = (spAtlasFilter)indexOf(textureFilterNames, 7, tuple);
page->magFilter = (spAtlasFilter)indexOf(textureFilterNames, 7, tuple + 1);
page->minFilter = (spAtlasFilter)indexOf(textureFilterNames, 8, tuple);
page->magFilter = (spAtlasFilter)indexOf(textureFilterNames, 8, tuple + 1);
if (!readValue(&begin, end, &str)) return abortAtlas(self);

View File

@ -72,8 +72,13 @@ spSkeletonBinary* spSkeletonBinary_create (spAtlas* atlas) {
}
void spSkeletonBinary_dispose (spSkeletonBinary* self) {
int i;
_spSkeletonBinary* internal = SUB_CAST(_spSkeletonBinary, self);
if (internal->ownsLoader) spAttachmentLoader_dispose(self->attachmentLoader);
for (i = 0; i < internal->linkedMeshCount; ++i) {
FREE(internal->linkedMeshes[i].parent);
FREE(internal->linkedMeshes[i].skin);
}
FREE(internal->linkedMeshes);
FREE(self->error);
FREE(self);
@ -659,7 +664,7 @@ spAttachment* spSkeletonBinary_readAttachment(spSkeletonBinary* self, _dataInput
int freeName = name != 0;
if (!name) {
freeName = 0;
MALLOC_STR(name, attachmentName);
name = attachmentName;
}
type = (spAttachmentType)readByte(input);
@ -1011,7 +1016,9 @@ spSkeletonData* spSkeletonBinary_readSkeletonData (spSkeletonBinary* self, const
skeletonData->animationsCount = readVarint(input, 1);
skeletonData->animations = MALLOC(spAnimation*, skeletonData->animationsCount);
for (i = 0; i < skeletonData->animationsCount; ++i) {
spAnimation* animation = _spSkeletonBinary_readAnimation(self, readString(input), input, skeletonData);
const char* name = readString(input);
spAnimation* animation = _spSkeletonBinary_readAnimation(self, name, input, skeletonData);
FREE(name);
if (!animation) {
FREE(input);
spSkeletonData_dispose(skeletonData);

View File

@ -37,6 +37,10 @@
#include <spine/AtlasAttachmentLoader.h>
#include <spine/Animation.h>
#if defined(WIN32) || defined(_WIN32) || defined(__WIN32) && !defined(__CYGWIN__)
#define strdup _strdup
#endif
typedef struct {
const char* parent;
const char* skin;
@ -569,11 +573,18 @@ spSkeletonData* spSkeletonJson_readSkeletonData (spSkeletonJson* self, const cha
CONST_CAST(char*, self->error) = 0;
internal->linkedMeshCount = 0;
#ifndef __ANDROID__
oldLocale = strdup(setlocale(LC_NUMERIC, NULL));
setlocale(LC_NUMERIC, "C");
#endif
root = Json_create(json);
#ifndef __ANDROID__
setlocale(LC_NUMERIC, oldLocale);
free(oldLocale);
#endif
if (!root) {
_spSkeletonJson_setError(self, 0, "Invalid skeleton JSON: ", Json_getError());
return 0;

View File

@ -44,7 +44,7 @@ Scene* GoblinsExample::scene () {
bool GoblinsExample::init () {
if (!LayerColor::initWithColor(Color4B(128, 128, 128, 255))) return false;
skeletonNode = SkeletonAnimation::createWithFile("goblins-mesh.json", "goblins.atlas", 1.5f);
skeletonNode = SkeletonAnimation::createWithJsonFile("goblins-mesh.json", "goblins.atlas", 1.5f);
skeletonNode->setAnimation(0, "walk", true);
skeletonNode->setSkin("goblin");

View File

@ -44,7 +44,7 @@ Scene* RaptorExample::scene () {
bool RaptorExample::init () {
if (!LayerColor::initWithColor(Color4B(128, 128, 128, 255))) return false;
skeletonNode = SkeletonAnimation::createWithFile("raptor.json", "raptor.atlas", 0.5f);
skeletonNode = SkeletonAnimation::createWithJsonFile("raptor.json", "raptor.atlas", 0.5f);
skeletonNode->setAnimation(0, "walk", true);
skeletonNode->setAnimation(1, "empty", false);
skeletonNode->addAnimation(1, "gungrab", false, 2);

View File

@ -44,7 +44,7 @@ Scene* SpineboyExample::scene () {
bool SpineboyExample::init () {
if (!LayerColor::initWithColor(Color4B(128, 128, 128, 255))) return false;
skeletonNode = SkeletonAnimation::createWithFile("spineboy.json", "spineboy.atlas", 0.6f);
skeletonNode = SkeletonAnimation::createWithJsonFile("spineboy.json", "spineboy.atlas", 0.6f);
skeletonNode->setStartListener( [this] (int trackIndex) {
spTrackEntry* entry = spAnimationState_getCurrent(skeletonNode->getState(), trackIndex);

View File

@ -44,7 +44,7 @@ Scene* TankExample::scene () {
bool TankExample::init () {
if (!LayerColor::initWithColor(Color4B(128, 128, 128, 255))) return false;
skeletonNode = SkeletonAnimation::createWithFile("tank.json", "tank.atlas", 0.5f);
skeletonNode = SkeletonAnimation::createWithJsonFile("tank.json", "tank.atlas", 0.5f);
skeletonNode->setAnimation(0, "drive", true);
skeletonNode->setPosition(Vec2(_contentSize.width / 2 + 400, 20));

View File

@ -46,6 +46,8 @@
521A8E6519F0C34300D177D7 /* Default-736h@3x.png in Resources */ = {isa = PBXBuildFile; fileRef = 521A8E6319F0C34300D177D7 /* Default-736h@3x.png */; };
52B47A471A53D09C004E4C60 /* Security.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 52B47A461A53D09B004E4C60 /* Security.framework */; };
7602C5551D7DAA1300C7C674 /* CoreText.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 7602C5541D7DAA1300C7C674 /* CoreText.framework */; };
765B3E181DA283F90071C974 /* SkeletonBinary.c in Sources */ = {isa = PBXBuildFile; fileRef = 765B3E171DA283F90071C974 /* SkeletonBinary.c */; };
765B3E191DA284060071C974 /* SkeletonBinary.c in Sources */ = {isa = PBXBuildFile; fileRef = 765B3E171DA283F90071C974 /* SkeletonBinary.c */; };
76AAA3C01D180F7C00C54FCB /* AppDelegate.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 76AAA3B31D180F7C00C54FCB /* AppDelegate.cpp */; };
76AAA3C11D180F7C00C54FCB /* BatchingExample.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 76AAA3B61D180F7C00C54FCB /* BatchingExample.cpp */; };
76AAA3C21D180F7C00C54FCB /* GoblinsExample.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 76AAA3B81D180F7C00C54FCB /* GoblinsExample.cpp */; };
@ -244,6 +246,8 @@
521A8E6319F0C34300D177D7 /* Default-736h@3x.png */ = {isa = PBXFileReference; lastKnownFileType = image.png; path = "Default-736h@3x.png"; sourceTree = "<group>"; };
52B47A461A53D09B004E4C60 /* Security.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = Security.framework; path = Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS8.1.sdk/System/Library/Frameworks/Security.framework; sourceTree = DEVELOPER_DIR; };
7602C5541D7DAA1300C7C674 /* CoreText.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = CoreText.framework; path = Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS9.3.sdk/System/Library/Frameworks/CoreText.framework; sourceTree = DEVELOPER_DIR; };
765B3E161DA283F90071C974 /* kvec.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = kvec.h; path = "../../../spine-c/src/spine/kvec.h"; sourceTree = "<group>"; };
765B3E171DA283F90071C974 /* SkeletonBinary.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; name = SkeletonBinary.c; path = "../../../spine-c/src/spine/SkeletonBinary.c"; sourceTree = "<group>"; };
76AAA3B31D180F7C00C54FCB /* AppDelegate.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = AppDelegate.cpp; sourceTree = "<group>"; };
76AAA3B41D180F7C00C54FCB /* AppDelegate.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = AppDelegate.h; sourceTree = "<group>"; };
76AAA3B51D180F7C00C54FCB /* AppMacros.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = AppMacros.h; sourceTree = "<group>"; };
@ -519,6 +523,8 @@
76AAA3B21D180F7300C54FCB /* spine */ = {
isa = PBXGroup;
children = (
765B3E161DA283F90071C974 /* kvec.h */,
765B3E171DA283F90071C974 /* SkeletonBinary.c */,
76F5BCF41D2BB57F005917E5 /* Animation.c */,
76F5BCF51D2BB57F005917E5 /* AnimationState.c */,
76F5BCF61D2BB57F005917E5 /* AnimationStateData.c */,
@ -741,6 +747,7 @@
76F5BD201D2BB57F005917E5 /* extension.c in Sources */,
76AAA3C01D180F7C00C54FCB /* AppDelegate.cpp in Sources */,
76AAA3C41D180F7C00C54FCB /* SimpleCommand.cpp in Sources */,
765B3E181DA283F90071C974 /* SkeletonBinary.c in Sources */,
76F5BD261D2BB57F005917E5 /* PathConstraint.c in Sources */,
503AE10017EB989F00D1A890 /* AppController.mm in Sources */,
76AAA40E1D18106000C54FCB /* SkeletonAnimation.cpp in Sources */,
@ -768,6 +775,7 @@
isa = PBXSourcesBuildPhase;
buildActionMask = 2147483647;
files = (
765B3E191DA284060071C974 /* SkeletonBinary.c in Sources */,
76F5BD561D2BD7EF005917E5 /* TankExample.cpp in Sources */,
76F5BD571D2BD7EF005917E5 /* TankExample.h in Sources */,
76F5BD331D2BD4A9005917E5 /* Animation.c in Sources */,

View File

@ -72,24 +72,46 @@ void disposeTrackEntry (spTrackEntry* entry) {
//
SkeletonAnimation* SkeletonAnimation::createWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) {
SkeletonAnimation* node = new SkeletonAnimation(skeletonData, ownsSkeletonData);
SkeletonAnimation* node = new SkeletonAnimation();
node->initWithData(skeletonData, ownsSkeletonData);
node->autorelease();
return node;
}
SkeletonAnimation* SkeletonAnimation::createWithFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
SkeletonAnimation* node = new SkeletonAnimation(skeletonDataFile, atlas, scale);
SkeletonAnimation* SkeletonAnimation::createWithJsonFile (const std::string& skeletonJsonFile, spAtlas* atlas, float scale) {
SkeletonAnimation* node = new SkeletonAnimation();
node->initWithJsonFile(skeletonJsonFile, atlas, scale);
node->autorelease();
return node;
}
SkeletonAnimation* SkeletonAnimation::createWithFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
SkeletonAnimation* node = new SkeletonAnimation(skeletonDataFile, atlasFile, scale);
SkeletonAnimation* SkeletonAnimation::createWithJsonFile (const std::string& skeletonJsonFile, const std::string& atlasFile, float scale) {
SkeletonAnimation* node = new SkeletonAnimation();
spAtlas* atlas = spAtlas_createFromFile(atlasFile.c_str(), 0);
node->initWithJsonFile(skeletonJsonFile, atlas, scale);
node->autorelease();
return node;
}
SkeletonAnimation* SkeletonAnimation::createWithBinaryFile (const std::string& skeletonBinaryFile, spAtlas* atlas, float scale) {
SkeletonAnimation* node = new SkeletonAnimation();
node->initWithBinaryFile(skeletonBinaryFile, atlas, scale);
node->autorelease();
return node;
}
SkeletonAnimation* SkeletonAnimation::createWithBinaryFile (const std::string& skeletonBinaryFile, const std::string& atlasFile, float scale) {
SkeletonAnimation* node = new SkeletonAnimation();
spAtlas* atlas = spAtlas_createFromFile(atlasFile.c_str(), 0);
node->initWithBinaryFile(skeletonBinaryFile, atlas, scale);
node->autorelease();
return node;
}
void SkeletonAnimation::initialize () {
super::initialize();
_ownsAnimationStateData = true;
_state = spAnimationState_create(spAnimationStateData_create(_skeleton->data));
_state->rendererObject = this;
@ -103,21 +125,6 @@ SkeletonAnimation::SkeletonAnimation ()
: SkeletonRenderer() {
}
SkeletonAnimation::SkeletonAnimation (spSkeletonData *skeletonData, bool ownsSkeletonData)
: SkeletonRenderer(skeletonData, ownsSkeletonData) {
initialize();
}
SkeletonAnimation::SkeletonAnimation (const std::string& skeletonDataFile, spAtlas* atlas, float scale)
: SkeletonRenderer(skeletonDataFile, atlas, scale) {
initialize();
}
SkeletonAnimation::SkeletonAnimation (const std::string& skeletonDataFile, const std::string& atlasFile, float scale)
: SkeletonRenderer(skeletonDataFile, atlasFile, scale) {
initialize();
}
SkeletonAnimation::~SkeletonAnimation () {
if (_ownsAnimationStateData) spAnimationStateData_dispose(_state->data);
spAnimationState_dispose(_state);
@ -135,8 +142,8 @@ void SkeletonAnimation::update (float deltaTime) {
void SkeletonAnimation::setAnimationStateData (spAnimationStateData* stateData) {
CCASSERT(stateData, "stateData cannot be null.");
if (_ownsAnimationStateData) spAnimationStateData_dispose(_state->data);
spAnimationState_dispose(_state);
if (_ownsAnimationStateData) spAnimationStateData_dispose(_state->data);
spAnimationState_dispose(_state);
_ownsAnimationStateData = false;
_state = spAnimationState_create(stateData);
@ -165,9 +172,9 @@ spTrackEntry* SkeletonAnimation::addAnimation (int trackIndex, const std::string
}
return spAnimationState_addAnimation(_state, trackIndex, animation, loop, delay);
}
spAnimation* SkeletonAnimation::findAnimation(const std::string& name) const {
return spSkeletonData_findAnimation(_skeleton->data, name.c_str());
return spSkeletonData_findAnimation(_skeleton->data, name.c_str());
}
spTrackEntry* SkeletonAnimation::getCurrent (int trackIndex) {

View File

@ -49,17 +49,30 @@ class SkeletonAnimation: public SkeletonRenderer {
public:
CREATE_FUNC(SkeletonAnimation);
static SkeletonAnimation* createWithData (spSkeletonData* skeletonData, bool ownsSkeletonData = false);
static SkeletonAnimation* createWithFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale = 1);
static SkeletonAnimation* createWithFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale = 1);
static SkeletonAnimation* createWithJsonFile (const std::string& skeletonJsonFile, spAtlas* atlas, float scale = 1);
static SkeletonAnimation* createWithJsonFile (const std::string& skeletonJsonFile, const std::string& atlasFile, float scale = 1);
static SkeletonAnimation* createWithBinaryFile (const std::string& skeletonBinaryFile, spAtlas* atlas, float scale = 1);
static SkeletonAnimation* createWithBinaryFile (const std::string& skeletonBinaryFile, const std::string& atlasFile, float scale = 1);
virtual void update (float deltaTime);
// Use createWithJsonFile instead
CC_DEPRECATED_ATTRIBUTE static SkeletonAnimation* createWithFile (const std::string& skeletonJsonFile, spAtlas* atlas, float scale = 1)
{
return SkeletonAnimation::createWithJsonFile(skeletonJsonFile, atlas, scale);
}
// Use createWithJsonFile instead
CC_DEPRECATED_ATTRIBUTE static SkeletonAnimation* createWithile (const std::string& skeletonJsonFile, const std::string& atlasFile, float scale = 1)
{
return SkeletonAnimation::createWithJsonFile(skeletonJsonFile, atlasFile, scale);
}
virtual void update (float deltaTime) override;
void setAnimationStateData (spAnimationStateData* stateData);
void setMix (const std::string& fromAnimation, const std::string& toAnimation, float duration);
spTrackEntry* setAnimation (int trackIndex, const std::string& name, bool loop);
spTrackEntry* addAnimation (int trackIndex, const std::string& name, bool loop, float delay = 0);
spAnimation* findAnimation(const std::string& name) const;
spAnimation* findAnimation(const std::string& name) const;
spTrackEntry* getCurrent (int trackIndex = 0);
void clearTracks ();
void clearTrack (int trackIndex = 0);
@ -81,11 +94,8 @@ public:
CC_CONSTRUCTOR_ACCESS:
SkeletonAnimation ();
SkeletonAnimation (spSkeletonData* skeletonData, bool ownsSkeletonData = false);
SkeletonAnimation (const std::string&skeletonDataFile, spAtlas* atlas, float scale = 1);
SkeletonAnimation (const std::string& skeletonDataFile, const std::string& atlasFile, float scale = 1);
virtual ~SkeletonAnimation ();
void initialize ();
virtual void initialize () override;
protected:
spAnimationState* _state;

View File

@ -38,34 +38,34 @@ USING_NS_CC;
using std::max;
namespace spine {
static SkeletonBatch* instance = nullptr;
SkeletonBatch* SkeletonBatch::getInstance () {
if (!instance) instance = new SkeletonBatch();
return instance;
}
void SkeletonBatch::destroyInstance () {
if (instance) {
delete instance;
instance = nullptr;
}
}
SkeletonBatch::SkeletonBatch ()
{
_firstCommand = new Command();
_command = _firstCommand;
Director::getInstance()->getEventDispatcher()->addCustomEventListener(EVENT_AFTER_DRAW_RESET_POSITION, [this](EventCustom* eventCustom){
this->update(0);
});;
}
SkeletonBatch::~SkeletonBatch () {
Director::getInstance()->getEventDispatcher()->removeCustomEventListeners(EVENT_AFTER_DRAW_RESET_POSITION);
Command* command = _firstCommand;
while (command) {
Command* next = command->next;
@ -73,15 +73,21 @@ namespace spine {
command = next;
}
}
void SkeletonBatch::update (float delta) {
_command = _firstCommand;
}
void SkeletonBatch::addCommand (cocos2d::Renderer* renderer, float globalZOrder, GLuint textureID, GLProgramState* glProgramState,
BlendFunc blendFunc, const TrianglesCommand::Triangles& triangles, const Mat4& transform, uint32_t transformFlags
) {
_command->triangles->verts = triangles.verts;
if (_command->triangles->verts) {
free(_command->triangles->verts);
_command->triangles->verts = NULL;
}
_command->triangles->verts = (V3F_C4B_T2F *)malloc(sizeof(V3F_C4B_T2F) * triangles.vertCount);
memcpy(_command->triangles->verts, triangles.verts, sizeof(V3F_C4B_T2F) * triangles.vertCount);
_command->triangles->vertCount = triangles.vertCount;
_command->triangles->indexCount = triangles.indexCount;
@ -93,17 +99,20 @@ namespace spine {
if (!_command->next) _command->next = new Command();
_command = _command->next;
}
SkeletonBatch::Command::Command () :
next(nullptr)
{
trianglesCommand = new TrianglesCommand();
triangles = new TrianglesCommand::Triangles();
}
SkeletonBatch::Command::~Command () {
if (triangles->verts) {
free(triangles->verts);
}
delete triangles;
delete trianglesCommand;
}
}
}

View File

@ -85,12 +85,12 @@ SkeletonRenderer::SkeletonRenderer (spSkeletonData *skeletonData, bool ownsSkele
SkeletonRenderer::SkeletonRenderer (const std::string& skeletonDataFile, spAtlas* atlas, float scale)
: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _timeScale(1) {
initWithFile(skeletonDataFile, atlas, scale);
initWithJsonFile(skeletonDataFile, atlas, scale);
}
SkeletonRenderer::SkeletonRenderer (const std::string& skeletonDataFile, const std::string& atlasFile, float scale)
: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _timeScale(1) {
initWithFile(skeletonDataFile, atlasFile, scale);
initWithJsonFile(skeletonDataFile, atlasFile, scale);
}
SkeletonRenderer::~SkeletonRenderer () {
@ -98,7 +98,7 @@ SkeletonRenderer::~SkeletonRenderer () {
spSkeleton_dispose(_skeleton);
if (_atlas) spAtlas_dispose(_atlas);
if (_attachmentLoader) spAttachmentLoader_dispose(_attachmentLoader);
delete _worldVertices;
delete [] _worldVertices;
}
void SkeletonRenderer::initWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) {
@ -107,7 +107,7 @@ void SkeletonRenderer::initWithData (spSkeletonData* skeletonData, bool ownsSkel
initialize();
}
void SkeletonRenderer::initWithFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
void SkeletonRenderer::initWithJsonFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
_atlas = atlas;
_attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
@ -122,7 +122,7 @@ void SkeletonRenderer::initWithFile (const std::string& skeletonDataFile, spAtla
initialize();
}
void SkeletonRenderer::initWithFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
void SkeletonRenderer::initWithJsonFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
_atlas = spAtlas_createFromFile(atlasFile.c_str(), 0);
CCASSERT(_atlas, "Error reading atlas file.");
@ -138,6 +138,38 @@ void SkeletonRenderer::initWithFile (const std::string& skeletonDataFile, const
initialize();
}
void SkeletonRenderer::initWithBinaryFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
_atlas = atlas;
_attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
spSkeletonBinary* binary = spSkeletonBinary_createWithLoader(_attachmentLoader);
binary->scale = scale;
spSkeletonData* skeletonData = spSkeletonBinary_readSkeletonDataFile(binary, skeletonDataFile.c_str());
CCASSERT(skeletonData, binary->error ? binary->error : "Error reading skeleton data file.");
spSkeletonBinary_dispose(binary);
setSkeletonData(skeletonData, true);
initialize();
}
void SkeletonRenderer::initWithBinaryFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
_atlas = spAtlas_createFromFile(atlasFile.c_str(), 0);
CCASSERT(_atlas, "Error reading atlas file.");
_attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
spSkeletonBinary* binary = spSkeletonBinary_createWithLoader(_attachmentLoader);
binary->scale = scale;
spSkeletonData* skeletonData = spSkeletonBinary_readSkeletonDataFile(binary, skeletonDataFile.c_str());
CCASSERT(skeletonData, binary->error ? binary->error : "Error reading skeleton data file.");
spSkeletonBinary_dispose(binary);
setSkeletonData(skeletonData, true);
initialize();
}
void SkeletonRenderer::update (float deltaTime) {

View File

@ -108,10 +108,12 @@ CC_CONSTRUCTOR_ACCESS:
virtual ~SkeletonRenderer ();
void initWithData (spSkeletonData* skeletonData, bool ownsSkeletonData = false);
void initWithFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale = 1);
void initWithFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale = 1);
void initWithJsonFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale = 1);
void initWithJsonFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale = 1);
void initWithBinaryFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale = 1);
void initWithBinaryFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale = 1);
void initialize ();
virtual void initialize ();
protected:
void setSkeletonData (spSkeletonData* skeletonData, bool ownsSkeletonData);

View File

@ -322,6 +322,135 @@ declare module spine {
getMix(from: Animation, to: Animation): number;
}
}
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, worldVertices: ArrayLike<number>): void;
computeWorldVerticesWith(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
}
}
declare module spine {
interface AttachmentLoader {
newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
newPathAttachment(skin: Skin, name: string): PathAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
worldVertices: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
updateWorldVertices(slot: Slot, premultipliedAlpha: boolean): ArrayLike<number>;
applyDeform(sourceAttachment: VertexAttachment): boolean;
getParentMesh(): MeshAttachment;
setParentMesh(parentMesh: MeshAttachment): void;
}
}
declare module spine {
class PathAttachment extends VertexAttachment {
lengths: Array<number>;
closed: boolean;
constantSpeed: boolean;
color: Color;
constructor(name: string);
}
}
declare module spine {
class RegionAttachment extends Attachment {
static OX1: number;
static OY1: number;
static OX2: number;
static OY2: number;
static OX3: number;
static OY3: number;
static OX4: number;
static OY4: number;
static X1: number;
static Y1: number;
static C1R: number;
static C1G: number;
static C1B: number;
static C1A: number;
static U1: number;
static V1: number;
static X2: number;
static Y2: number;
static C2R: number;
static C2G: number;
static C2B: number;
static C2A: number;
static U2: number;
static V2: number;
static X3: number;
static Y3: number;
static C3R: number;
static C3G: number;
static C3B: number;
static C3A: number;
static U3: number;
static V3: number;
static X4: number;
static Y4: number;
static C4R: number;
static C4G: number;
static C4B: number;
static C4A: number;
static U4: number;
static V4: number;
x: number;
y: number;
scaleX: number;
scaleY: number;
rotation: number;
width: number;
height: number;
color: Color;
path: string;
rendererObject: any;
region: TextureRegion;
offset: ArrayLike<number>;
vertices: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
setRegion(region: TextureRegion): void;
updateOffset(): void;
updateWorldVertices(slot: Slot, premultipliedAlpha: boolean): ArrayLike<number>;
}
}
declare module spine {
enum BlendMode {
Normal = 0,
@ -783,7 +912,7 @@ declare module spine {
static setArraySize<T>(array: Array<T>, size: number, value?: any): Array<T>;
static newArray<T>(size: number, defaultValue: T): Array<T>;
static newFloatArray(size: number): ArrayLike<number>;
static toFloatArray(array: Array<number>): Float32Array | number[];
static toFloatArray(array: Array<number>): number[] | Float32Array;
}
class DebugUtils {
static logBones(skeleton: Skeleton): void;
@ -815,134 +944,9 @@ declare module spine {
private frameTime;
update(): void;
}
}
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, worldVertices: ArrayLike<number>): void;
computeWorldVerticesWith(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
}
}
declare module spine {
interface AttachmentLoader {
newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
newPathAttachment(skin: Skin, name: string): PathAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
worldVertices: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
updateWorldVertices(slot: Slot, premultipliedAlpha: boolean): ArrayLike<number>;
applyDeform(sourceAttachment: VertexAttachment): boolean;
getParentMesh(): MeshAttachment;
setParentMesh(parentMesh: MeshAttachment): void;
}
}
declare module spine {
class PathAttachment extends VertexAttachment {
lengths: Array<number>;
closed: boolean;
constantSpeed: boolean;
color: Color;
constructor(name: string);
}
}
declare module spine {
class RegionAttachment extends Attachment {
static OX1: number;
static OY1: number;
static OX2: number;
static OY2: number;
static OX3: number;
static OY3: number;
static OX4: number;
static OY4: number;
static X1: number;
static Y1: number;
static C1R: number;
static C1G: number;
static C1B: number;
static C1A: number;
static U1: number;
static V1: number;
static X2: number;
static Y2: number;
static C2R: number;
static C2G: number;
static C2B: number;
static C2A: number;
static U2: number;
static V2: number;
static X3: number;
static Y3: number;
static C3R: number;
static C3G: number;
static C3B: number;
static C3A: number;
static U3: number;
static V3: number;
static X4: number;
static Y4: number;
static C4R: number;
static C4G: number;
static C4B: number;
static C4A: number;
static U4: number;
static V4: number;
x: number;
y: number;
scaleX: number;
scaleY: number;
rotation: number;
width: number;
height: number;
color: Color;
path: string;
rendererObject: any;
region: TextureRegion;
offset: ArrayLike<number>;
vertices: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
setRegion(region: TextureRegion): void;
updateOffset(): void;
updateWorldVertices(slot: Slot, premultipliedAlpha: boolean): ArrayLike<number>;
interface ArrayLike<T> {
length: number;
[n: number]: T;
}
}
declare module spine.threejs {

View File

@ -1117,17 +1117,19 @@ var spine;
}
for (var ii = 0, nn = events.length; ii < nn; ii++) {
var event_1 = events[ii];
if (current.listener != null)
if (current.listener != null && current.listener.event != null)
current.listener.event(i, event_1);
for (var iii = 0; iii < listenerCount; iii++)
this.listeners[iii].event(i, event_1);
if (this.listeners[iii].event)
this.listeners[iii].event(i, event_1);
}
if (loop ? (lastTime % endTime > time % endTime) : (lastTime < endTime && time >= endTime)) {
var count = spine.MathUtils.toInt(time / endTime);
if (current.listener != null)
if (current.listener != null && current.listener.complete)
current.listener.complete(i, count);
for (var ii = 0, nn = this.listeners.length; ii < nn; ii++)
this.listeners[ii].complete(i, count);
if (this.listeners[ii].complete)
this.listeners[ii].complete(i, count);
}
current.lastTime = current.time;
}
@ -1143,10 +1145,11 @@ var spine;
var current = this.tracks[trackIndex];
if (current == null)
return;
if (current.listener != null)
if (current.listener != null && current.listener.end != null)
current.listener.end(trackIndex);
for (var i = 0, n = this.listeners.length; i < n; i++)
this.listeners[i].end(trackIndex);
if (this.listeners[i].end)
this.listeners[i].end(trackIndex);
this.tracks[trackIndex] = null;
this.freeAll(current);
};
@ -1168,10 +1171,11 @@ var spine;
if (current != null) {
var previous = current.previous;
current.previous = null;
if (current.listener != null)
if (current.listener != null && current.listener.end != null)
current.listener.end(index);
for (var i = 0, n = this.listeners.length; i < n; i++)
this.listeners[i].end(index);
if (this.listeners[i].end)
this.listeners[i].end(index);
entry.mixDuration = this.data.getMix(current.animation, entry.animation);
if (entry.mixDuration > 0) {
entry.mixTime = 0;
@ -1184,10 +1188,11 @@ var spine;
}
}
this.tracks[index] = entry;
if (entry.listener != null)
if (entry.listener != null && entry.listener.start != null)
entry.listener.start(index);
for (var i = 0, n = this.listeners.length; i < n; i++)
this.listeners[i].start(index);
if (this.listeners[i].start)
this.listeners[i].start(index);
};
AnimationState.prototype.setAnimation = function (trackIndex, animationName, loop) {
var animation = this.data.skeletonData.findAnimation(animationName);
@ -1334,6 +1339,423 @@ var spine;
spine.AnimationStateData = AnimationStateData;
})(spine || (spine = {}));
var spine;
(function (spine) {
var Attachment = (function () {
function Attachment(name) {
if (name == null)
throw new Error("name cannot be null.");
this.name = name;
}
return Attachment;
}());
spine.Attachment = Attachment;
var VertexAttachment = (function (_super) {
__extends(VertexAttachment, _super);
function VertexAttachment(name) {
_super.call(this, name);
this.worldVerticesLength = 0;
}
VertexAttachment.prototype.computeWorldVertices = function (slot, worldVertices) {
this.computeWorldVerticesWith(slot, 0, this.worldVerticesLength, worldVertices, 0);
};
VertexAttachment.prototype.computeWorldVerticesWith = function (slot, start, count, worldVertices, offset) {
count += offset;
var skeleton = slot.bone.skeleton;
var x = skeleton.x, y = skeleton.y;
var deformArray = slot.attachmentVertices;
var vertices = this.vertices;
var bones = this.bones;
if (bones == null) {
if (deformArray.length > 0)
vertices = deformArray;
var bone = slot.bone;
x += bone.worldX;
y += bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
for (var v_1 = start, w = offset; w < count; v_1 += 2, w += 2) {
var vx = vertices[v_1], vy = vertices[v_1 + 1];
worldVertices[w] = vx * a + vy * b + x;
worldVertices[w + 1] = vx * c + vy * d + y;
}
return;
}
var v = 0, skip = 0;
for (var i = 0; i < start; i += 2) {
var n = bones[v];
v += n + 1;
skip += n;
}
var skeletonBones = skeleton.bones;
if (deformArray.length == 0) {
for (var w = offset, b = skip * 3; w < count; w += 2) {
var wx = x, wy = y;
var n = bones[v++];
n += v;
for (; v < n; v++, b += 3) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
}
else {
var deform = deformArray;
for (var w = offset, b = skip * 3, f = skip << 1; w < count; w += 2) {
var wx = x, wy = y;
var n = bones[v++];
n += v;
for (; v < n; v++, b += 3, f += 2) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
}
};
VertexAttachment.prototype.applyDeform = function (sourceAttachment) {
return this == sourceAttachment;
};
return VertexAttachment;
}(Attachment));
spine.VertexAttachment = VertexAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
(function (AttachmentType) {
AttachmentType[AttachmentType["Region"] = 0] = "Region";
AttachmentType[AttachmentType["BoundingBox"] = 1] = "BoundingBox";
AttachmentType[AttachmentType["Mesh"] = 2] = "Mesh";
AttachmentType[AttachmentType["LinkedMesh"] = 3] = "LinkedMesh";
AttachmentType[AttachmentType["Path"] = 4] = "Path";
})(spine.AttachmentType || (spine.AttachmentType = {}));
var AttachmentType = spine.AttachmentType;
})(spine || (spine = {}));
var spine;
(function (spine) {
var BoundingBoxAttachment = (function (_super) {
__extends(BoundingBoxAttachment, _super);
function BoundingBoxAttachment(name) {
_super.call(this, name);
this.color = new spine.Color(1, 1, 1, 1);
}
return BoundingBoxAttachment;
}(spine.VertexAttachment));
spine.BoundingBoxAttachment = BoundingBoxAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var MeshAttachment = (function (_super) {
__extends(MeshAttachment, _super);
function MeshAttachment(name) {
_super.call(this, name);
this.color = new spine.Color(1, 1, 1, 1);
this.inheritDeform = false;
this.tempColor = new spine.Color(0, 0, 0, 0);
}
MeshAttachment.prototype.updateUVs = function () {
var regionUVs = this.regionUVs;
var verticesLength = regionUVs.length;
var worldVerticesLength = (verticesLength >> 1) * 8;
if (this.worldVertices == null || this.worldVertices.length != worldVerticesLength)
this.worldVertices = spine.Utils.newFloatArray(worldVerticesLength);
var u = 0, v = 0, width = 0, height = 0;
if (this.region == null) {
u = v = 0;
width = height = 1;
}
else {
u = this.region.u;
v = this.region.v;
width = this.region.u2 - u;
height = this.region.v2 - v;
}
if (this.region.rotate) {
for (var i = 0, w = 6; i < verticesLength; i += 2, w += 8) {
this.worldVertices[w] = u + regionUVs[i + 1] * width;
this.worldVertices[w + 1] = v + height - regionUVs[i] * height;
}
}
else {
for (var i = 0, w = 6; i < verticesLength; i += 2, w += 8) {
this.worldVertices[w] = u + regionUVs[i] * width;
this.worldVertices[w + 1] = v + regionUVs[i + 1] * height;
}
}
};
MeshAttachment.prototype.updateWorldVertices = function (slot, premultipliedAlpha) {
var skeleton = slot.bone.skeleton;
var skeletonColor = skeleton.color, slotColor = slot.color, meshColor = this.color;
var alpha = skeletonColor.a * slotColor.a * meshColor.a;
var multiplier = premultipliedAlpha ? alpha : 1;
var color = this.tempColor;
color.set(skeletonColor.r * slotColor.r * meshColor.r * multiplier, skeletonColor.g * slotColor.g * meshColor.g * multiplier, skeletonColor.b * slotColor.b * meshColor.b * multiplier, alpha);
var x = skeleton.x, y = skeleton.y;
var deformArray = slot.attachmentVertices;
var vertices = this.vertices, worldVertices = this.worldVertices;
var bones = this.bones;
if (bones == null) {
var verticesLength = vertices.length;
if (deformArray.length > 0)
vertices = deformArray;
var bone = slot.bone;
x += bone.worldX;
y += bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
for (var v = 0, w = 0; v < verticesLength; v += 2, w += 8) {
var vx = vertices[v], vy = vertices[v + 1];
worldVertices[w] = vx * a + vy * b + x;
worldVertices[w + 1] = vx * c + vy * d + y;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
return worldVertices;
}
var skeletonBones = skeleton.bones;
if (deformArray.length == 0) {
for (var w = 0, v = 0, b = 0, n = bones.length; v < n; w += 8) {
var wx = x, wy = y;
var nn = bones[v++] + v;
for (; v < nn; v++, b += 3) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
}
else {
var deform = deformArray;
for (var w = 0, v = 0, b = 0, f = 0, n = bones.length; v < n; w += 8) {
var wx = x, wy = y;
var nn = bones[v++] + v;
for (; v < nn; v++, b += 3, f += 2) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
}
return worldVertices;
};
MeshAttachment.prototype.applyDeform = function (sourceAttachment) {
return this == sourceAttachment || (this.inheritDeform && this.parentMesh == sourceAttachment);
};
MeshAttachment.prototype.getParentMesh = function () {
return this.parentMesh;
};
MeshAttachment.prototype.setParentMesh = function (parentMesh) {
this.parentMesh = parentMesh;
if (parentMesh != null) {
this.bones = parentMesh.bones;
this.vertices = parentMesh.vertices;
this.regionUVs = parentMesh.regionUVs;
this.triangles = parentMesh.triangles;
this.hullLength = parentMesh.hullLength;
}
};
return MeshAttachment;
}(spine.VertexAttachment));
spine.MeshAttachment = MeshAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var PathAttachment = (function (_super) {
__extends(PathAttachment, _super);
function PathAttachment(name) {
_super.call(this, name);
this.closed = false;
this.constantSpeed = false;
this.color = new spine.Color(1, 1, 1, 1);
}
return PathAttachment;
}(spine.VertexAttachment));
spine.PathAttachment = PathAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var RegionAttachment = (function (_super) {
__extends(RegionAttachment, _super);
function RegionAttachment(name) {
_super.call(this, name);
this.x = 0;
this.y = 0;
this.scaleX = 1;
this.scaleY = 1;
this.rotation = 0;
this.width = 0;
this.height = 0;
this.color = new spine.Color(1, 1, 1, 1);
this.offset = spine.Utils.newFloatArray(8);
this.vertices = spine.Utils.newFloatArray(8 * 4);
this.tempColor = new spine.Color(1, 1, 1, 1);
}
RegionAttachment.prototype.setRegion = function (region) {
var vertices = this.vertices;
if (region.rotate) {
vertices[RegionAttachment.U2] = region.u;
vertices[RegionAttachment.V2] = region.v2;
vertices[RegionAttachment.U3] = region.u;
vertices[RegionAttachment.V3] = region.v;
vertices[RegionAttachment.U4] = region.u2;
vertices[RegionAttachment.V4] = region.v;
vertices[RegionAttachment.U1] = region.u2;
vertices[RegionAttachment.V1] = region.v2;
}
else {
vertices[RegionAttachment.U1] = region.u;
vertices[RegionAttachment.V1] = region.v2;
vertices[RegionAttachment.U2] = region.u;
vertices[RegionAttachment.V2] = region.v;
vertices[RegionAttachment.U3] = region.u2;
vertices[RegionAttachment.V3] = region.v;
vertices[RegionAttachment.U4] = region.u2;
vertices[RegionAttachment.V4] = region.v2;
}
this.region = region;
};
RegionAttachment.prototype.updateOffset = function () {
var regionScaleX = this.width / this.region.originalWidth * this.scaleX;
var regionScaleY = this.height / this.region.originalHeight * this.scaleY;
var localX = -this.width / 2 * this.scaleX + this.region.offsetX * regionScaleX;
var localY = -this.height / 2 * this.scaleY + this.region.offsetY * regionScaleY;
var localX2 = localX + this.region.width * regionScaleX;
var localY2 = localY + this.region.height * regionScaleY;
var radians = this.rotation * Math.PI / 180;
var cos = Math.cos(radians);
var sin = Math.sin(radians);
var localXCos = localX * cos + this.x;
var localXSin = localX * sin;
var localYCos = localY * cos + this.y;
var localYSin = localY * sin;
var localX2Cos = localX2 * cos + this.x;
var localX2Sin = localX2 * sin;
var localY2Cos = localY2 * cos + this.y;
var localY2Sin = localY2 * sin;
var offset = this.offset;
offset[RegionAttachment.OX1] = localXCos - localYSin;
offset[RegionAttachment.OY1] = localYCos + localXSin;
offset[RegionAttachment.OX2] = localXCos - localY2Sin;
offset[RegionAttachment.OY2] = localY2Cos + localXSin;
offset[RegionAttachment.OX3] = localX2Cos - localY2Sin;
offset[RegionAttachment.OY3] = localY2Cos + localX2Sin;
offset[RegionAttachment.OX4] = localX2Cos - localYSin;
offset[RegionAttachment.OY4] = localYCos + localX2Sin;
};
RegionAttachment.prototype.updateWorldVertices = function (slot, premultipliedAlpha) {
var skeleton = slot.bone.skeleton;
var skeletonColor = skeleton.color;
var slotColor = slot.color;
var regionColor = this.color;
var alpha = skeletonColor.a * slotColor.a * regionColor.a;
var multiplier = premultipliedAlpha ? alpha : 1;
var color = this.tempColor;
color.set(skeletonColor.r * slotColor.r * regionColor.r * multiplier, skeletonColor.g * slotColor.g * regionColor.g * multiplier, skeletonColor.b * slotColor.b * regionColor.b * multiplier, alpha);
var vertices = this.vertices;
var offset = this.offset;
var bone = slot.bone;
var x = skeleton.x + bone.worldX, y = skeleton.y + bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
var offsetX = 0, offsetY = 0;
offsetX = offset[RegionAttachment.OX1];
offsetY = offset[RegionAttachment.OY1];
vertices[RegionAttachment.X1] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y1] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C1R] = color.r;
vertices[RegionAttachment.C1G] = color.g;
vertices[RegionAttachment.C1B] = color.b;
vertices[RegionAttachment.C1A] = color.a;
offsetX = offset[RegionAttachment.OX2];
offsetY = offset[RegionAttachment.OY2];
vertices[RegionAttachment.X2] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y2] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C2R] = color.r;
vertices[RegionAttachment.C2G] = color.g;
vertices[RegionAttachment.C2B] = color.b;
vertices[RegionAttachment.C2A] = color.a;
offsetX = offset[RegionAttachment.OX3];
offsetY = offset[RegionAttachment.OY3];
vertices[RegionAttachment.X3] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y3] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C3R] = color.r;
vertices[RegionAttachment.C3G] = color.g;
vertices[RegionAttachment.C3B] = color.b;
vertices[RegionAttachment.C3A] = color.a;
offsetX = offset[RegionAttachment.OX4];
offsetY = offset[RegionAttachment.OY4];
vertices[RegionAttachment.X4] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y4] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C4R] = color.r;
vertices[RegionAttachment.C4G] = color.g;
vertices[RegionAttachment.C4B] = color.b;
vertices[RegionAttachment.C4A] = color.a;
return vertices;
};
RegionAttachment.OX1 = 0;
RegionAttachment.OY1 = 1;
RegionAttachment.OX2 = 2;
RegionAttachment.OY2 = 3;
RegionAttachment.OX3 = 4;
RegionAttachment.OY3 = 5;
RegionAttachment.OX4 = 6;
RegionAttachment.OY4 = 7;
RegionAttachment.X1 = 0;
RegionAttachment.Y1 = 1;
RegionAttachment.C1R = 2;
RegionAttachment.C1G = 3;
RegionAttachment.C1B = 4;
RegionAttachment.C1A = 5;
RegionAttachment.U1 = 6;
RegionAttachment.V1 = 7;
RegionAttachment.X2 = 8;
RegionAttachment.Y2 = 9;
RegionAttachment.C2R = 10;
RegionAttachment.C2G = 11;
RegionAttachment.C2B = 12;
RegionAttachment.C2A = 13;
RegionAttachment.U2 = 14;
RegionAttachment.V2 = 15;
RegionAttachment.X3 = 16;
RegionAttachment.Y3 = 17;
RegionAttachment.C3R = 18;
RegionAttachment.C3G = 19;
RegionAttachment.C3B = 20;
RegionAttachment.C3A = 21;
RegionAttachment.U3 = 22;
RegionAttachment.V3 = 23;
RegionAttachment.X4 = 24;
RegionAttachment.Y4 = 25;
RegionAttachment.C4R = 26;
RegionAttachment.C4G = 27;
RegionAttachment.C4B = 28;
RegionAttachment.C4A = 29;
RegionAttachment.U4 = 30;
RegionAttachment.V4 = 31;
return RegionAttachment;
}(spine.Attachment));
spine.RegionAttachment = RegionAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
(function (BlendMode) {
BlendMode[BlendMode["Normal"] = 0] = "Normal";
@ -3726,7 +4148,7 @@ var spine;
for (var key in dictionary) {
var skinAttachment = dictionary[key];
if (slotAttachment == skinAttachment) {
var attachment = this.getAttachment(slotIndex, name);
var attachment = this.getAttachment(slotIndex, key);
if (attachment != null)
slot.setAttachment(attachment);
break;
@ -3970,7 +4392,6 @@ var spine;
region.renderObject = region;
var attachment = new spine.RegionAttachment(name);
attachment.setRegion(region);
attachment.region = region;
return attachment;
};
TextureAtlasAttachmentLoader.prototype.newMeshAttachment = function (skin, name, path) {
@ -4340,422 +4761,6 @@ var spine;
spine.TimeKeeper = TimeKeeper;
})(spine || (spine = {}));
var spine;
(function (spine) {
var Attachment = (function () {
function Attachment(name) {
if (name == null)
throw new Error("name cannot be null.");
this.name = name;
}
return Attachment;
}());
spine.Attachment = Attachment;
var VertexAttachment = (function (_super) {
__extends(VertexAttachment, _super);
function VertexAttachment(name) {
_super.call(this, name);
this.worldVerticesLength = 0;
}
VertexAttachment.prototype.computeWorldVertices = function (slot, worldVertices) {
this.computeWorldVerticesWith(slot, 0, this.worldVerticesLength, worldVertices, 0);
};
VertexAttachment.prototype.computeWorldVerticesWith = function (slot, start, count, worldVertices, offset) {
count += offset;
var skeleton = slot.bone.skeleton;
var x = skeleton.x, y = skeleton.y;
var deformArray = slot.attachmentVertices;
var vertices = this.vertices;
var bones = this.bones;
if (bones == null) {
if (deformArray.length > 0)
vertices = deformArray;
var bone = slot.bone;
x += bone.worldX;
y += bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
for (var v_1 = start, w = offset; w < count; v_1 += 2, w += 2) {
var vx = vertices[v_1], vy = vertices[v_1 + 1];
worldVertices[w] = vx * a + vy * b + x;
worldVertices[w + 1] = vx * c + vy * d + y;
}
return;
}
var v = 0, skip = 0;
for (var i = 0; i < start; i += 2) {
var n = bones[v];
v += n + 1;
skip += n;
}
var skeletonBones = skeleton.bones;
if (deformArray.length == 0) {
for (var w = offset, b = skip * 3; w < count; w += 2) {
var wx = x, wy = y;
var n = bones[v++];
n += v;
for (; v < n; v++, b += 3) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
}
else {
var deform = deformArray;
for (var w = offset, b = skip * 3, f = skip << 1; w < count; w += 2) {
var wx = x, wy = y;
var n = bones[v++];
n += v;
for (; v < n; v++, b += 3, f += 2) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
}
};
VertexAttachment.prototype.applyDeform = function (sourceAttachment) {
return this == sourceAttachment;
};
return VertexAttachment;
}(Attachment));
spine.VertexAttachment = VertexAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
(function (AttachmentType) {
AttachmentType[AttachmentType["Region"] = 0] = "Region";
AttachmentType[AttachmentType["BoundingBox"] = 1] = "BoundingBox";
AttachmentType[AttachmentType["Mesh"] = 2] = "Mesh";
AttachmentType[AttachmentType["LinkedMesh"] = 3] = "LinkedMesh";
AttachmentType[AttachmentType["Path"] = 4] = "Path";
})(spine.AttachmentType || (spine.AttachmentType = {}));
var AttachmentType = spine.AttachmentType;
})(spine || (spine = {}));
var spine;
(function (spine) {
var BoundingBoxAttachment = (function (_super) {
__extends(BoundingBoxAttachment, _super);
function BoundingBoxAttachment(name) {
_super.call(this, name);
this.color = new spine.Color(1, 1, 1, 1);
}
return BoundingBoxAttachment;
}(spine.VertexAttachment));
spine.BoundingBoxAttachment = BoundingBoxAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var MeshAttachment = (function (_super) {
__extends(MeshAttachment, _super);
function MeshAttachment(name) {
_super.call(this, name);
this.color = new spine.Color(1, 1, 1, 1);
this.inheritDeform = false;
this.tempColor = new spine.Color(0, 0, 0, 0);
}
MeshAttachment.prototype.updateUVs = function () {
var regionUVs = this.regionUVs;
var verticesLength = regionUVs.length;
var worldVerticesLength = (verticesLength >> 1) * 8;
if (this.worldVertices == null || this.worldVertices.length != worldVerticesLength)
this.worldVertices = spine.Utils.newFloatArray(worldVerticesLength);
var u = 0, v = 0, width = 0, height = 0;
if (this.region == null) {
u = v = 0;
width = height = 1;
}
else {
u = this.region.u;
v = this.region.v;
width = this.region.u2 - u;
height = this.region.v2 - v;
}
if (this.region.rotate) {
for (var i = 0, w = 6; i < verticesLength; i += 2, w += 8) {
this.worldVertices[w] = u + regionUVs[i + 1] * width;
this.worldVertices[w + 1] = v + height - regionUVs[i] * height;
}
}
else {
for (var i = 0, w = 6; i < verticesLength; i += 2, w += 8) {
this.worldVertices[w] = u + regionUVs[i] * width;
this.worldVertices[w + 1] = v + regionUVs[i + 1] * height;
}
}
};
MeshAttachment.prototype.updateWorldVertices = function (slot, premultipliedAlpha) {
var skeleton = slot.bone.skeleton;
var skeletonColor = skeleton.color, slotColor = slot.color, meshColor = this.color;
var alpha = skeletonColor.a * slotColor.a * meshColor.a;
var multiplier = premultipliedAlpha ? alpha : 1;
var color = this.tempColor;
color.set(skeletonColor.r * slotColor.r * meshColor.r * multiplier, skeletonColor.g * slotColor.g * meshColor.g * multiplier, skeletonColor.b * slotColor.b * meshColor.b * multiplier, alpha);
var x = skeleton.x, y = skeleton.y;
var deformArray = slot.attachmentVertices;
var vertices = this.vertices, worldVertices = this.worldVertices;
var bones = this.bones;
if (bones == null) {
var verticesLength = vertices.length;
if (deformArray.length > 0)
vertices = deformArray;
var bone = slot.bone;
x += bone.worldX;
y += bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
for (var v = 0, w = 0; v < verticesLength; v += 2, w += 8) {
var vx = vertices[v], vy = vertices[v + 1];
worldVertices[w] = vx * a + vy * b + x;
worldVertices[w + 1] = vx * c + vy * d + y;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
return worldVertices;
}
var skeletonBones = skeleton.bones;
if (deformArray.length == 0) {
for (var w = 0, v = 0, b = 0, n = bones.length; v < n; w += 8) {
var wx = x, wy = y;
var nn = bones[v++] + v;
for (; v < nn; v++, b += 3) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
}
else {
var deform = deformArray;
for (var w = 0, v = 0, b = 0, f = 0, n = bones.length; v < n; w += 8) {
var wx = x, wy = y;
var nn = bones[v++] + v;
for (; v < nn; v++, b += 3, f += 2) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
}
return worldVertices;
};
MeshAttachment.prototype.applyDeform = function (sourceAttachment) {
return this == sourceAttachment || (this.inheritDeform && this.parentMesh == sourceAttachment);
};
MeshAttachment.prototype.getParentMesh = function () {
return this.parentMesh;
};
MeshAttachment.prototype.setParentMesh = function (parentMesh) {
this.parentMesh = parentMesh;
if (parentMesh != null) {
this.bones = parentMesh.bones;
this.vertices = parentMesh.vertices;
this.regionUVs = parentMesh.regionUVs;
this.triangles = parentMesh.triangles;
this.hullLength = parentMesh.hullLength;
}
};
return MeshAttachment;
}(spine.VertexAttachment));
spine.MeshAttachment = MeshAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var PathAttachment = (function (_super) {
__extends(PathAttachment, _super);
function PathAttachment(name) {
_super.call(this, name);
this.closed = false;
this.constantSpeed = false;
this.color = new spine.Color(1, 1, 1, 1);
}
return PathAttachment;
}(spine.VertexAttachment));
spine.PathAttachment = PathAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var RegionAttachment = (function (_super) {
__extends(RegionAttachment, _super);
function RegionAttachment(name) {
_super.call(this, name);
this.x = 0;
this.y = 0;
this.scaleX = 1;
this.scaleY = 1;
this.rotation = 0;
this.width = 0;
this.height = 0;
this.color = new spine.Color(1, 1, 1, 1);
this.offset = spine.Utils.newFloatArray(8);
this.vertices = spine.Utils.newFloatArray(8 * 4);
this.tempColor = new spine.Color(1, 1, 1, 1);
}
RegionAttachment.prototype.setRegion = function (region) {
var vertices = this.vertices;
if (region.rotate) {
vertices[RegionAttachment.U2] = region.u;
vertices[RegionAttachment.V2] = region.v2;
vertices[RegionAttachment.U3] = region.u;
vertices[RegionAttachment.V3] = region.v;
vertices[RegionAttachment.U4] = region.u2;
vertices[RegionAttachment.V4] = region.v;
vertices[RegionAttachment.U1] = region.u2;
vertices[RegionAttachment.V1] = region.v2;
}
else {
vertices[RegionAttachment.U1] = region.u;
vertices[RegionAttachment.V1] = region.v2;
vertices[RegionAttachment.U2] = region.u;
vertices[RegionAttachment.V2] = region.v;
vertices[RegionAttachment.U3] = region.u2;
vertices[RegionAttachment.V3] = region.v;
vertices[RegionAttachment.U4] = region.u2;
vertices[RegionAttachment.V4] = region.v2;
}
};
RegionAttachment.prototype.updateOffset = function () {
var regionScaleX = this.width / this.region.originalWidth * this.scaleX;
var regionScaleY = this.height / this.region.originalHeight * this.scaleY;
var localX = -this.width / 2 * this.scaleX + this.region.offsetX * regionScaleX;
var localY = -this.height / 2 * this.scaleY + this.region.offsetY * regionScaleY;
var localX2 = localX + this.region.width * regionScaleX;
var localY2 = localY + this.region.height * regionScaleY;
var radians = this.rotation * Math.PI / 180;
var cos = Math.cos(radians);
var sin = Math.sin(radians);
var localXCos = localX * cos + this.x;
var localXSin = localX * sin;
var localYCos = localY * cos + this.y;
var localYSin = localY * sin;
var localX2Cos = localX2 * cos + this.x;
var localX2Sin = localX2 * sin;
var localY2Cos = localY2 * cos + this.y;
var localY2Sin = localY2 * sin;
var offset = this.offset;
offset[RegionAttachment.OX1] = localXCos - localYSin;
offset[RegionAttachment.OY1] = localYCos + localXSin;
offset[RegionAttachment.OX2] = localXCos - localY2Sin;
offset[RegionAttachment.OY2] = localY2Cos + localXSin;
offset[RegionAttachment.OX3] = localX2Cos - localY2Sin;
offset[RegionAttachment.OY3] = localY2Cos + localX2Sin;
offset[RegionAttachment.OX4] = localX2Cos - localYSin;
offset[RegionAttachment.OY4] = localYCos + localX2Sin;
};
RegionAttachment.prototype.updateWorldVertices = function (slot, premultipliedAlpha) {
var skeleton = slot.bone.skeleton;
var skeletonColor = skeleton.color;
var slotColor = slot.color;
var regionColor = this.color;
var alpha = skeletonColor.a * slotColor.a * regionColor.a;
var multiplier = premultipliedAlpha ? alpha : 1;
var color = this.tempColor;
color.set(skeletonColor.r * slotColor.r * regionColor.r * multiplier, skeletonColor.g * slotColor.g * regionColor.g * multiplier, skeletonColor.b * slotColor.b * regionColor.b * multiplier, alpha);
var vertices = this.vertices;
var offset = this.offset;
var bone = slot.bone;
var x = skeleton.x + bone.worldX, y = skeleton.y + bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
var offsetX = 0, offsetY = 0;
offsetX = offset[RegionAttachment.OX1];
offsetY = offset[RegionAttachment.OY1];
vertices[RegionAttachment.X1] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y1] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C1R] = color.r;
vertices[RegionAttachment.C1G] = color.g;
vertices[RegionAttachment.C1B] = color.b;
vertices[RegionAttachment.C1A] = color.a;
offsetX = offset[RegionAttachment.OX2];
offsetY = offset[RegionAttachment.OY2];
vertices[RegionAttachment.X2] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y2] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C2R] = color.r;
vertices[RegionAttachment.C2G] = color.g;
vertices[RegionAttachment.C2B] = color.b;
vertices[RegionAttachment.C2A] = color.a;
offsetX = offset[RegionAttachment.OX3];
offsetY = offset[RegionAttachment.OY3];
vertices[RegionAttachment.X3] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y3] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C3R] = color.r;
vertices[RegionAttachment.C3G] = color.g;
vertices[RegionAttachment.C3B] = color.b;
vertices[RegionAttachment.C3A] = color.a;
offsetX = offset[RegionAttachment.OX4];
offsetY = offset[RegionAttachment.OY4];
vertices[RegionAttachment.X4] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y4] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C4R] = color.r;
vertices[RegionAttachment.C4G] = color.g;
vertices[RegionAttachment.C4B] = color.b;
vertices[RegionAttachment.C4A] = color.a;
return vertices;
};
RegionAttachment.OX1 = 0;
RegionAttachment.OY1 = 1;
RegionAttachment.OX2 = 2;
RegionAttachment.OY2 = 3;
RegionAttachment.OX3 = 4;
RegionAttachment.OY3 = 5;
RegionAttachment.OX4 = 6;
RegionAttachment.OY4 = 7;
RegionAttachment.X1 = 0;
RegionAttachment.Y1 = 1;
RegionAttachment.C1R = 2;
RegionAttachment.C1G = 3;
RegionAttachment.C1B = 4;
RegionAttachment.C1A = 5;
RegionAttachment.U1 = 6;
RegionAttachment.V1 = 7;
RegionAttachment.X2 = 8;
RegionAttachment.Y2 = 9;
RegionAttachment.C2R = 10;
RegionAttachment.C2G = 11;
RegionAttachment.C2B = 12;
RegionAttachment.C2A = 13;
RegionAttachment.U2 = 14;
RegionAttachment.V2 = 15;
RegionAttachment.X3 = 16;
RegionAttachment.Y3 = 17;
RegionAttachment.C3R = 18;
RegionAttachment.C3G = 19;
RegionAttachment.C3B = 20;
RegionAttachment.C3A = 21;
RegionAttachment.U3 = 22;
RegionAttachment.V3 = 23;
RegionAttachment.X4 = 24;
RegionAttachment.Y4 = 25;
RegionAttachment.C4R = 26;
RegionAttachment.C4G = 27;
RegionAttachment.C4B = 28;
RegionAttachment.C4A = 29;
RegionAttachment.U4 = 30;
RegionAttachment.V4 = 31;
return RegionAttachment;
}(spine.Attachment));
spine.RegionAttachment = RegionAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var threejs;
(function (threejs) {
@ -4973,8 +4978,6 @@ var spine;
return THREE.LinearFilter;
else if (filter === spine.TextureFilter.MipMap)
return THREE.LinearMipMapLinearFilter;
else if (filter === spine.TextureFilter.MipMapLinearLinear)
return THREE.LinearMipMapLinearFilter;
else if (filter === spine.TextureFilter.MipMapLinearNearest)
return THREE.LinearMipMapNearestFilter;
else if (filter === spine.TextureFilter.MipMapNearestLinear)

File diff suppressed because one or more lines are too long

View File

@ -256,6 +256,135 @@ declare module spine {
getErrors(): Map<string>;
}
}
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, worldVertices: ArrayLike<number>): void;
computeWorldVerticesWith(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
}
}
declare module spine {
interface AttachmentLoader {
newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
newPathAttachment(skin: Skin, name: string): PathAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
worldVertices: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
updateWorldVertices(slot: Slot, premultipliedAlpha: boolean): ArrayLike<number>;
applyDeform(sourceAttachment: VertexAttachment): boolean;
getParentMesh(): MeshAttachment;
setParentMesh(parentMesh: MeshAttachment): void;
}
}
declare module spine {
class PathAttachment extends VertexAttachment {
lengths: Array<number>;
closed: boolean;
constantSpeed: boolean;
color: Color;
constructor(name: string);
}
}
declare module spine {
class RegionAttachment extends Attachment {
static OX1: number;
static OY1: number;
static OX2: number;
static OY2: number;
static OX3: number;
static OY3: number;
static OX4: number;
static OY4: number;
static X1: number;
static Y1: number;
static C1R: number;
static C1G: number;
static C1B: number;
static C1A: number;
static U1: number;
static V1: number;
static X2: number;
static Y2: number;
static C2R: number;
static C2G: number;
static C2B: number;
static C2A: number;
static U2: number;
static V2: number;
static X3: number;
static Y3: number;
static C3R: number;
static C3G: number;
static C3B: number;
static C3A: number;
static U3: number;
static V3: number;
static X4: number;
static Y4: number;
static C4R: number;
static C4G: number;
static C4B: number;
static C4A: number;
static U4: number;
static V4: number;
x: number;
y: number;
scaleX: number;
scaleY: number;
rotation: number;
width: number;
height: number;
color: Color;
path: string;
rendererObject: any;
region: TextureRegion;
offset: ArrayLike<number>;
vertices: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
setRegion(region: TextureRegion): void;
updateOffset(): void;
updateWorldVertices(slot: Slot, premultipliedAlpha: boolean): ArrayLike<number>;
}
}
declare module spine {
enum BlendMode {
Normal = 0,
@ -757,7 +886,7 @@ declare module spine {
static setArraySize<T>(array: Array<T>, size: number, value?: any): Array<T>;
static newArray<T>(size: number, defaultValue: T): Array<T>;
static newFloatArray(size: number): ArrayLike<number>;
static toFloatArray(array: Array<number>): Float32Array | number[];
static toFloatArray(array: Array<number>): number[] | Float32Array;
}
class DebugUtils {
static logBones(skeleton: Skeleton): void;
@ -789,133 +918,8 @@ declare module spine {
private frameTime;
update(): void;
}
}
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, worldVertices: ArrayLike<number>): void;
computeWorldVerticesWith(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
}
}
declare module spine {
interface AttachmentLoader {
newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
newPathAttachment(skin: Skin, name: string): PathAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
worldVertices: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
updateWorldVertices(slot: Slot, premultipliedAlpha: boolean): ArrayLike<number>;
applyDeform(sourceAttachment: VertexAttachment): boolean;
getParentMesh(): MeshAttachment;
setParentMesh(parentMesh: MeshAttachment): void;
}
}
declare module spine {
class PathAttachment extends VertexAttachment {
lengths: Array<number>;
closed: boolean;
constantSpeed: boolean;
color: Color;
constructor(name: string);
}
}
declare module spine {
class RegionAttachment extends Attachment {
static OX1: number;
static OY1: number;
static OX2: number;
static OY2: number;
static OX3: number;
static OY3: number;
static OX4: number;
static OY4: number;
static X1: number;
static Y1: number;
static C1R: number;
static C1G: number;
static C1B: number;
static C1A: number;
static U1: number;
static V1: number;
static X2: number;
static Y2: number;
static C2R: number;
static C2G: number;
static C2B: number;
static C2A: number;
static U2: number;
static V2: number;
static X3: number;
static Y3: number;
static C3R: number;
static C3G: number;
static C3B: number;
static C3A: number;
static U3: number;
static V3: number;
static X4: number;
static Y4: number;
static C4R: number;
static C4G: number;
static C4B: number;
static C4A: number;
static U4: number;
static V4: number;
x: number;
y: number;
scaleX: number;
scaleY: number;
rotation: number;
width: number;
height: number;
color: Color;
path: string;
rendererObject: any;
region: TextureRegion;
offset: ArrayLike<number>;
vertices: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
setRegion(region: TextureRegion): void;
updateOffset(): void;
updateWorldVertices(slot: Slot, premultipliedAlpha: boolean): ArrayLike<number>;
interface ArrayLike<T> {
length: number;
[n: number]: T;
}
}

View File

@ -770,17 +770,19 @@ var spine;
}
for (var ii = 0, nn = events.length; ii < nn; ii++) {
var event_1 = events[ii];
if (current.listener != null)
if (current.listener != null && current.listener.event != null)
current.listener.event(i, event_1);
for (var iii = 0; iii < listenerCount; iii++)
this.listeners[iii].event(i, event_1);
if (this.listeners[iii].event)
this.listeners[iii].event(i, event_1);
}
if (loop ? (lastTime % endTime > time % endTime) : (lastTime < endTime && time >= endTime)) {
var count = spine.MathUtils.toInt(time / endTime);
if (current.listener != null)
if (current.listener != null && current.listener.complete)
current.listener.complete(i, count);
for (var ii = 0, nn = this.listeners.length; ii < nn; ii++)
this.listeners[ii].complete(i, count);
if (this.listeners[ii].complete)
this.listeners[ii].complete(i, count);
}
current.lastTime = current.time;
}
@ -796,10 +798,11 @@ var spine;
var current = this.tracks[trackIndex];
if (current == null)
return;
if (current.listener != null)
if (current.listener != null && current.listener.end != null)
current.listener.end(trackIndex);
for (var i = 0, n = this.listeners.length; i < n; i++)
this.listeners[i].end(trackIndex);
if (this.listeners[i].end)
this.listeners[i].end(trackIndex);
this.tracks[trackIndex] = null;
this.freeAll(current);
};
@ -821,10 +824,11 @@ var spine;
if (current != null) {
var previous = current.previous;
current.previous = null;
if (current.listener != null)
if (current.listener != null && current.listener.end != null)
current.listener.end(index);
for (var i = 0, n = this.listeners.length; i < n; i++)
this.listeners[i].end(index);
if (this.listeners[i].end)
this.listeners[i].end(index);
entry.mixDuration = this.data.getMix(current.animation, entry.animation);
if (entry.mixDuration > 0) {
entry.mixTime = 0;
@ -837,10 +841,11 @@ var spine;
}
}
this.tracks[index] = entry;
if (entry.listener != null)
if (entry.listener != null && entry.listener.start != null)
entry.listener.start(index);
for (var i = 0, n = this.listeners.length; i < n; i++)
this.listeners[i].start(index);
if (this.listeners[i].start)
this.listeners[i].start(index);
};
AnimationState.prototype.setAnimation = function (trackIndex, animationName, loop) {
var animation = this.data.skeletonData.findAnimation(animationName);
@ -1091,6 +1096,423 @@ var spine;
spine.AssetManager = AssetManager;
})(spine || (spine = {}));
var spine;
(function (spine) {
var Attachment = (function () {
function Attachment(name) {
if (name == null)
throw new Error("name cannot be null.");
this.name = name;
}
return Attachment;
}());
spine.Attachment = Attachment;
var VertexAttachment = (function (_super) {
__extends(VertexAttachment, _super);
function VertexAttachment(name) {
_super.call(this, name);
this.worldVerticesLength = 0;
}
VertexAttachment.prototype.computeWorldVertices = function (slot, worldVertices) {
this.computeWorldVerticesWith(slot, 0, this.worldVerticesLength, worldVertices, 0);
};
VertexAttachment.prototype.computeWorldVerticesWith = function (slot, start, count, worldVertices, offset) {
count += offset;
var skeleton = slot.bone.skeleton;
var x = skeleton.x, y = skeleton.y;
var deformArray = slot.attachmentVertices;
var vertices = this.vertices;
var bones = this.bones;
if (bones == null) {
if (deformArray.length > 0)
vertices = deformArray;
var bone = slot.bone;
x += bone.worldX;
y += bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
for (var v_1 = start, w = offset; w < count; v_1 += 2, w += 2) {
var vx = vertices[v_1], vy = vertices[v_1 + 1];
worldVertices[w] = vx * a + vy * b + x;
worldVertices[w + 1] = vx * c + vy * d + y;
}
return;
}
var v = 0, skip = 0;
for (var i = 0; i < start; i += 2) {
var n = bones[v];
v += n + 1;
skip += n;
}
var skeletonBones = skeleton.bones;
if (deformArray.length == 0) {
for (var w = offset, b = skip * 3; w < count; w += 2) {
var wx = x, wy = y;
var n = bones[v++];
n += v;
for (; v < n; v++, b += 3) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
}
else {
var deform = deformArray;
for (var w = offset, b = skip * 3, f = skip << 1; w < count; w += 2) {
var wx = x, wy = y;
var n = bones[v++];
n += v;
for (; v < n; v++, b += 3, f += 2) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
}
};
VertexAttachment.prototype.applyDeform = function (sourceAttachment) {
return this == sourceAttachment;
};
return VertexAttachment;
}(Attachment));
spine.VertexAttachment = VertexAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
(function (AttachmentType) {
AttachmentType[AttachmentType["Region"] = 0] = "Region";
AttachmentType[AttachmentType["BoundingBox"] = 1] = "BoundingBox";
AttachmentType[AttachmentType["Mesh"] = 2] = "Mesh";
AttachmentType[AttachmentType["LinkedMesh"] = 3] = "LinkedMesh";
AttachmentType[AttachmentType["Path"] = 4] = "Path";
})(spine.AttachmentType || (spine.AttachmentType = {}));
var AttachmentType = spine.AttachmentType;
})(spine || (spine = {}));
var spine;
(function (spine) {
var BoundingBoxAttachment = (function (_super) {
__extends(BoundingBoxAttachment, _super);
function BoundingBoxAttachment(name) {
_super.call(this, name);
this.color = new spine.Color(1, 1, 1, 1);
}
return BoundingBoxAttachment;
}(spine.VertexAttachment));
spine.BoundingBoxAttachment = BoundingBoxAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var MeshAttachment = (function (_super) {
__extends(MeshAttachment, _super);
function MeshAttachment(name) {
_super.call(this, name);
this.color = new spine.Color(1, 1, 1, 1);
this.inheritDeform = false;
this.tempColor = new spine.Color(0, 0, 0, 0);
}
MeshAttachment.prototype.updateUVs = function () {
var regionUVs = this.regionUVs;
var verticesLength = regionUVs.length;
var worldVerticesLength = (verticesLength >> 1) * 8;
if (this.worldVertices == null || this.worldVertices.length != worldVerticesLength)
this.worldVertices = spine.Utils.newFloatArray(worldVerticesLength);
var u = 0, v = 0, width = 0, height = 0;
if (this.region == null) {
u = v = 0;
width = height = 1;
}
else {
u = this.region.u;
v = this.region.v;
width = this.region.u2 - u;
height = this.region.v2 - v;
}
if (this.region.rotate) {
for (var i = 0, w = 6; i < verticesLength; i += 2, w += 8) {
this.worldVertices[w] = u + regionUVs[i + 1] * width;
this.worldVertices[w + 1] = v + height - regionUVs[i] * height;
}
}
else {
for (var i = 0, w = 6; i < verticesLength; i += 2, w += 8) {
this.worldVertices[w] = u + regionUVs[i] * width;
this.worldVertices[w + 1] = v + regionUVs[i + 1] * height;
}
}
};
MeshAttachment.prototype.updateWorldVertices = function (slot, premultipliedAlpha) {
var skeleton = slot.bone.skeleton;
var skeletonColor = skeleton.color, slotColor = slot.color, meshColor = this.color;
var alpha = skeletonColor.a * slotColor.a * meshColor.a;
var multiplier = premultipliedAlpha ? alpha : 1;
var color = this.tempColor;
color.set(skeletonColor.r * slotColor.r * meshColor.r * multiplier, skeletonColor.g * slotColor.g * meshColor.g * multiplier, skeletonColor.b * slotColor.b * meshColor.b * multiplier, alpha);
var x = skeleton.x, y = skeleton.y;
var deformArray = slot.attachmentVertices;
var vertices = this.vertices, worldVertices = this.worldVertices;
var bones = this.bones;
if (bones == null) {
var verticesLength = vertices.length;
if (deformArray.length > 0)
vertices = deformArray;
var bone = slot.bone;
x += bone.worldX;
y += bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
for (var v = 0, w = 0; v < verticesLength; v += 2, w += 8) {
var vx = vertices[v], vy = vertices[v + 1];
worldVertices[w] = vx * a + vy * b + x;
worldVertices[w + 1] = vx * c + vy * d + y;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
return worldVertices;
}
var skeletonBones = skeleton.bones;
if (deformArray.length == 0) {
for (var w = 0, v = 0, b = 0, n = bones.length; v < n; w += 8) {
var wx = x, wy = y;
var nn = bones[v++] + v;
for (; v < nn; v++, b += 3) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
}
else {
var deform = deformArray;
for (var w = 0, v = 0, b = 0, f = 0, n = bones.length; v < n; w += 8) {
var wx = x, wy = y;
var nn = bones[v++] + v;
for (; v < nn; v++, b += 3, f += 2) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
}
return worldVertices;
};
MeshAttachment.prototype.applyDeform = function (sourceAttachment) {
return this == sourceAttachment || (this.inheritDeform && this.parentMesh == sourceAttachment);
};
MeshAttachment.prototype.getParentMesh = function () {
return this.parentMesh;
};
MeshAttachment.prototype.setParentMesh = function (parentMesh) {
this.parentMesh = parentMesh;
if (parentMesh != null) {
this.bones = parentMesh.bones;
this.vertices = parentMesh.vertices;
this.regionUVs = parentMesh.regionUVs;
this.triangles = parentMesh.triangles;
this.hullLength = parentMesh.hullLength;
}
};
return MeshAttachment;
}(spine.VertexAttachment));
spine.MeshAttachment = MeshAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var PathAttachment = (function (_super) {
__extends(PathAttachment, _super);
function PathAttachment(name) {
_super.call(this, name);
this.closed = false;
this.constantSpeed = false;
this.color = new spine.Color(1, 1, 1, 1);
}
return PathAttachment;
}(spine.VertexAttachment));
spine.PathAttachment = PathAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var RegionAttachment = (function (_super) {
__extends(RegionAttachment, _super);
function RegionAttachment(name) {
_super.call(this, name);
this.x = 0;
this.y = 0;
this.scaleX = 1;
this.scaleY = 1;
this.rotation = 0;
this.width = 0;
this.height = 0;
this.color = new spine.Color(1, 1, 1, 1);
this.offset = spine.Utils.newFloatArray(8);
this.vertices = spine.Utils.newFloatArray(8 * 4);
this.tempColor = new spine.Color(1, 1, 1, 1);
}
RegionAttachment.prototype.setRegion = function (region) {
var vertices = this.vertices;
if (region.rotate) {
vertices[RegionAttachment.U2] = region.u;
vertices[RegionAttachment.V2] = region.v2;
vertices[RegionAttachment.U3] = region.u;
vertices[RegionAttachment.V3] = region.v;
vertices[RegionAttachment.U4] = region.u2;
vertices[RegionAttachment.V4] = region.v;
vertices[RegionAttachment.U1] = region.u2;
vertices[RegionAttachment.V1] = region.v2;
}
else {
vertices[RegionAttachment.U1] = region.u;
vertices[RegionAttachment.V1] = region.v2;
vertices[RegionAttachment.U2] = region.u;
vertices[RegionAttachment.V2] = region.v;
vertices[RegionAttachment.U3] = region.u2;
vertices[RegionAttachment.V3] = region.v;
vertices[RegionAttachment.U4] = region.u2;
vertices[RegionAttachment.V4] = region.v2;
}
this.region = region;
};
RegionAttachment.prototype.updateOffset = function () {
var regionScaleX = this.width / this.region.originalWidth * this.scaleX;
var regionScaleY = this.height / this.region.originalHeight * this.scaleY;
var localX = -this.width / 2 * this.scaleX + this.region.offsetX * regionScaleX;
var localY = -this.height / 2 * this.scaleY + this.region.offsetY * regionScaleY;
var localX2 = localX + this.region.width * regionScaleX;
var localY2 = localY + this.region.height * regionScaleY;
var radians = this.rotation * Math.PI / 180;
var cos = Math.cos(radians);
var sin = Math.sin(radians);
var localXCos = localX * cos + this.x;
var localXSin = localX * sin;
var localYCos = localY * cos + this.y;
var localYSin = localY * sin;
var localX2Cos = localX2 * cos + this.x;
var localX2Sin = localX2 * sin;
var localY2Cos = localY2 * cos + this.y;
var localY2Sin = localY2 * sin;
var offset = this.offset;
offset[RegionAttachment.OX1] = localXCos - localYSin;
offset[RegionAttachment.OY1] = localYCos + localXSin;
offset[RegionAttachment.OX2] = localXCos - localY2Sin;
offset[RegionAttachment.OY2] = localY2Cos + localXSin;
offset[RegionAttachment.OX3] = localX2Cos - localY2Sin;
offset[RegionAttachment.OY3] = localY2Cos + localX2Sin;
offset[RegionAttachment.OX4] = localX2Cos - localYSin;
offset[RegionAttachment.OY4] = localYCos + localX2Sin;
};
RegionAttachment.prototype.updateWorldVertices = function (slot, premultipliedAlpha) {
var skeleton = slot.bone.skeleton;
var skeletonColor = skeleton.color;
var slotColor = slot.color;
var regionColor = this.color;
var alpha = skeletonColor.a * slotColor.a * regionColor.a;
var multiplier = premultipliedAlpha ? alpha : 1;
var color = this.tempColor;
color.set(skeletonColor.r * slotColor.r * regionColor.r * multiplier, skeletonColor.g * slotColor.g * regionColor.g * multiplier, skeletonColor.b * slotColor.b * regionColor.b * multiplier, alpha);
var vertices = this.vertices;
var offset = this.offset;
var bone = slot.bone;
var x = skeleton.x + bone.worldX, y = skeleton.y + bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
var offsetX = 0, offsetY = 0;
offsetX = offset[RegionAttachment.OX1];
offsetY = offset[RegionAttachment.OY1];
vertices[RegionAttachment.X1] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y1] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C1R] = color.r;
vertices[RegionAttachment.C1G] = color.g;
vertices[RegionAttachment.C1B] = color.b;
vertices[RegionAttachment.C1A] = color.a;
offsetX = offset[RegionAttachment.OX2];
offsetY = offset[RegionAttachment.OY2];
vertices[RegionAttachment.X2] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y2] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C2R] = color.r;
vertices[RegionAttachment.C2G] = color.g;
vertices[RegionAttachment.C2B] = color.b;
vertices[RegionAttachment.C2A] = color.a;
offsetX = offset[RegionAttachment.OX3];
offsetY = offset[RegionAttachment.OY3];
vertices[RegionAttachment.X3] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y3] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C3R] = color.r;
vertices[RegionAttachment.C3G] = color.g;
vertices[RegionAttachment.C3B] = color.b;
vertices[RegionAttachment.C3A] = color.a;
offsetX = offset[RegionAttachment.OX4];
offsetY = offset[RegionAttachment.OY4];
vertices[RegionAttachment.X4] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y4] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C4R] = color.r;
vertices[RegionAttachment.C4G] = color.g;
vertices[RegionAttachment.C4B] = color.b;
vertices[RegionAttachment.C4A] = color.a;
return vertices;
};
RegionAttachment.OX1 = 0;
RegionAttachment.OY1 = 1;
RegionAttachment.OX2 = 2;
RegionAttachment.OY2 = 3;
RegionAttachment.OX3 = 4;
RegionAttachment.OY3 = 5;
RegionAttachment.OX4 = 6;
RegionAttachment.OY4 = 7;
RegionAttachment.X1 = 0;
RegionAttachment.Y1 = 1;
RegionAttachment.C1R = 2;
RegionAttachment.C1G = 3;
RegionAttachment.C1B = 4;
RegionAttachment.C1A = 5;
RegionAttachment.U1 = 6;
RegionAttachment.V1 = 7;
RegionAttachment.X2 = 8;
RegionAttachment.Y2 = 9;
RegionAttachment.C2R = 10;
RegionAttachment.C2G = 11;
RegionAttachment.C2B = 12;
RegionAttachment.C2A = 13;
RegionAttachment.U2 = 14;
RegionAttachment.V2 = 15;
RegionAttachment.X3 = 16;
RegionAttachment.Y3 = 17;
RegionAttachment.C3R = 18;
RegionAttachment.C3G = 19;
RegionAttachment.C3B = 20;
RegionAttachment.C3A = 21;
RegionAttachment.U3 = 22;
RegionAttachment.V3 = 23;
RegionAttachment.X4 = 24;
RegionAttachment.Y4 = 25;
RegionAttachment.C4R = 26;
RegionAttachment.C4G = 27;
RegionAttachment.C4B = 28;
RegionAttachment.C4A = 29;
RegionAttachment.U4 = 30;
RegionAttachment.V4 = 31;
return RegionAttachment;
}(spine.Attachment));
spine.RegionAttachment = RegionAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
(function (BlendMode) {
BlendMode[BlendMode["Normal"] = 0] = "Normal";
@ -3483,7 +3905,7 @@ var spine;
for (var key in dictionary) {
var skinAttachment = dictionary[key];
if (slotAttachment == skinAttachment) {
var attachment = this.getAttachment(slotIndex, name);
var attachment = this.getAttachment(slotIndex, key);
if (attachment != null)
slot.setAttachment(attachment);
break;
@ -3793,7 +4215,6 @@ var spine;
region.renderObject = region;
var attachment = new spine.RegionAttachment(name);
attachment.setRegion(region);
attachment.region = region;
return attachment;
};
TextureAtlasAttachmentLoader.prototype.newMeshAttachment = function (skin, name, path) {
@ -4162,420 +4583,4 @@ var spine;
}());
spine.TimeKeeper = TimeKeeper;
})(spine || (spine = {}));
var spine;
(function (spine) {
var Attachment = (function () {
function Attachment(name) {
if (name == null)
throw new Error("name cannot be null.");
this.name = name;
}
return Attachment;
}());
spine.Attachment = Attachment;
var VertexAttachment = (function (_super) {
__extends(VertexAttachment, _super);
function VertexAttachment(name) {
_super.call(this, name);
this.worldVerticesLength = 0;
}
VertexAttachment.prototype.computeWorldVertices = function (slot, worldVertices) {
this.computeWorldVerticesWith(slot, 0, this.worldVerticesLength, worldVertices, 0);
};
VertexAttachment.prototype.computeWorldVerticesWith = function (slot, start, count, worldVertices, offset) {
count += offset;
var skeleton = slot.bone.skeleton;
var x = skeleton.x, y = skeleton.y;
var deformArray = slot.attachmentVertices;
var vertices = this.vertices;
var bones = this.bones;
if (bones == null) {
if (deformArray.length > 0)
vertices = deformArray;
var bone = slot.bone;
x += bone.worldX;
y += bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
for (var v_1 = start, w = offset; w < count; v_1 += 2, w += 2) {
var vx = vertices[v_1], vy = vertices[v_1 + 1];
worldVertices[w] = vx * a + vy * b + x;
worldVertices[w + 1] = vx * c + vy * d + y;
}
return;
}
var v = 0, skip = 0;
for (var i = 0; i < start; i += 2) {
var n = bones[v];
v += n + 1;
skip += n;
}
var skeletonBones = skeleton.bones;
if (deformArray.length == 0) {
for (var w = offset, b = skip * 3; w < count; w += 2) {
var wx = x, wy = y;
var n = bones[v++];
n += v;
for (; v < n; v++, b += 3) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
}
else {
var deform = deformArray;
for (var w = offset, b = skip * 3, f = skip << 1; w < count; w += 2) {
var wx = x, wy = y;
var n = bones[v++];
n += v;
for (; v < n; v++, b += 3, f += 2) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
}
};
VertexAttachment.prototype.applyDeform = function (sourceAttachment) {
return this == sourceAttachment;
};
return VertexAttachment;
}(Attachment));
spine.VertexAttachment = VertexAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
(function (AttachmentType) {
AttachmentType[AttachmentType["Region"] = 0] = "Region";
AttachmentType[AttachmentType["BoundingBox"] = 1] = "BoundingBox";
AttachmentType[AttachmentType["Mesh"] = 2] = "Mesh";
AttachmentType[AttachmentType["LinkedMesh"] = 3] = "LinkedMesh";
AttachmentType[AttachmentType["Path"] = 4] = "Path";
})(spine.AttachmentType || (spine.AttachmentType = {}));
var AttachmentType = spine.AttachmentType;
})(spine || (spine = {}));
var spine;
(function (spine) {
var BoundingBoxAttachment = (function (_super) {
__extends(BoundingBoxAttachment, _super);
function BoundingBoxAttachment(name) {
_super.call(this, name);
this.color = new spine.Color(1, 1, 1, 1);
}
return BoundingBoxAttachment;
}(spine.VertexAttachment));
spine.BoundingBoxAttachment = BoundingBoxAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var MeshAttachment = (function (_super) {
__extends(MeshAttachment, _super);
function MeshAttachment(name) {
_super.call(this, name);
this.color = new spine.Color(1, 1, 1, 1);
this.inheritDeform = false;
this.tempColor = new spine.Color(0, 0, 0, 0);
}
MeshAttachment.prototype.updateUVs = function () {
var regionUVs = this.regionUVs;
var verticesLength = regionUVs.length;
var worldVerticesLength = (verticesLength >> 1) * 8;
if (this.worldVertices == null || this.worldVertices.length != worldVerticesLength)
this.worldVertices = spine.Utils.newFloatArray(worldVerticesLength);
var u = 0, v = 0, width = 0, height = 0;
if (this.region == null) {
u = v = 0;
width = height = 1;
}
else {
u = this.region.u;
v = this.region.v;
width = this.region.u2 - u;
height = this.region.v2 - v;
}
if (this.region.rotate) {
for (var i = 0, w = 6; i < verticesLength; i += 2, w += 8) {
this.worldVertices[w] = u + regionUVs[i + 1] * width;
this.worldVertices[w + 1] = v + height - regionUVs[i] * height;
}
}
else {
for (var i = 0, w = 6; i < verticesLength; i += 2, w += 8) {
this.worldVertices[w] = u + regionUVs[i] * width;
this.worldVertices[w + 1] = v + regionUVs[i + 1] * height;
}
}
};
MeshAttachment.prototype.updateWorldVertices = function (slot, premultipliedAlpha) {
var skeleton = slot.bone.skeleton;
var skeletonColor = skeleton.color, slotColor = slot.color, meshColor = this.color;
var alpha = skeletonColor.a * slotColor.a * meshColor.a;
var multiplier = premultipliedAlpha ? alpha : 1;
var color = this.tempColor;
color.set(skeletonColor.r * slotColor.r * meshColor.r * multiplier, skeletonColor.g * slotColor.g * meshColor.g * multiplier, skeletonColor.b * slotColor.b * meshColor.b * multiplier, alpha);
var x = skeleton.x, y = skeleton.y;
var deformArray = slot.attachmentVertices;
var vertices = this.vertices, worldVertices = this.worldVertices;
var bones = this.bones;
if (bones == null) {
var verticesLength = vertices.length;
if (deformArray.length > 0)
vertices = deformArray;
var bone = slot.bone;
x += bone.worldX;
y += bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
for (var v = 0, w = 0; v < verticesLength; v += 2, w += 8) {
var vx = vertices[v], vy = vertices[v + 1];
worldVertices[w] = vx * a + vy * b + x;
worldVertices[w + 1] = vx * c + vy * d + y;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
return worldVertices;
}
var skeletonBones = skeleton.bones;
if (deformArray.length == 0) {
for (var w = 0, v = 0, b = 0, n = bones.length; v < n; w += 8) {
var wx = x, wy = y;
var nn = bones[v++] + v;
for (; v < nn; v++, b += 3) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
}
else {
var deform = deformArray;
for (var w = 0, v = 0, b = 0, f = 0, n = bones.length; v < n; w += 8) {
var wx = x, wy = y;
var nn = bones[v++] + v;
for (; v < nn; v++, b += 3, f += 2) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
}
return worldVertices;
};
MeshAttachment.prototype.applyDeform = function (sourceAttachment) {
return this == sourceAttachment || (this.inheritDeform && this.parentMesh == sourceAttachment);
};
MeshAttachment.prototype.getParentMesh = function () {
return this.parentMesh;
};
MeshAttachment.prototype.setParentMesh = function (parentMesh) {
this.parentMesh = parentMesh;
if (parentMesh != null) {
this.bones = parentMesh.bones;
this.vertices = parentMesh.vertices;
this.regionUVs = parentMesh.regionUVs;
this.triangles = parentMesh.triangles;
this.hullLength = parentMesh.hullLength;
}
};
return MeshAttachment;
}(spine.VertexAttachment));
spine.MeshAttachment = MeshAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var PathAttachment = (function (_super) {
__extends(PathAttachment, _super);
function PathAttachment(name) {
_super.call(this, name);
this.closed = false;
this.constantSpeed = false;
this.color = new spine.Color(1, 1, 1, 1);
}
return PathAttachment;
}(spine.VertexAttachment));
spine.PathAttachment = PathAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var RegionAttachment = (function (_super) {
__extends(RegionAttachment, _super);
function RegionAttachment(name) {
_super.call(this, name);
this.x = 0;
this.y = 0;
this.scaleX = 1;
this.scaleY = 1;
this.rotation = 0;
this.width = 0;
this.height = 0;
this.color = new spine.Color(1, 1, 1, 1);
this.offset = spine.Utils.newFloatArray(8);
this.vertices = spine.Utils.newFloatArray(8 * 4);
this.tempColor = new spine.Color(1, 1, 1, 1);
}
RegionAttachment.prototype.setRegion = function (region) {
var vertices = this.vertices;
if (region.rotate) {
vertices[RegionAttachment.U2] = region.u;
vertices[RegionAttachment.V2] = region.v2;
vertices[RegionAttachment.U3] = region.u;
vertices[RegionAttachment.V3] = region.v;
vertices[RegionAttachment.U4] = region.u2;
vertices[RegionAttachment.V4] = region.v;
vertices[RegionAttachment.U1] = region.u2;
vertices[RegionAttachment.V1] = region.v2;
}
else {
vertices[RegionAttachment.U1] = region.u;
vertices[RegionAttachment.V1] = region.v2;
vertices[RegionAttachment.U2] = region.u;
vertices[RegionAttachment.V2] = region.v;
vertices[RegionAttachment.U3] = region.u2;
vertices[RegionAttachment.V3] = region.v;
vertices[RegionAttachment.U4] = region.u2;
vertices[RegionAttachment.V4] = region.v2;
}
};
RegionAttachment.prototype.updateOffset = function () {
var regionScaleX = this.width / this.region.originalWidth * this.scaleX;
var regionScaleY = this.height / this.region.originalHeight * this.scaleY;
var localX = -this.width / 2 * this.scaleX + this.region.offsetX * regionScaleX;
var localY = -this.height / 2 * this.scaleY + this.region.offsetY * regionScaleY;
var localX2 = localX + this.region.width * regionScaleX;
var localY2 = localY + this.region.height * regionScaleY;
var radians = this.rotation * Math.PI / 180;
var cos = Math.cos(radians);
var sin = Math.sin(radians);
var localXCos = localX * cos + this.x;
var localXSin = localX * sin;
var localYCos = localY * cos + this.y;
var localYSin = localY * sin;
var localX2Cos = localX2 * cos + this.x;
var localX2Sin = localX2 * sin;
var localY2Cos = localY2 * cos + this.y;
var localY2Sin = localY2 * sin;
var offset = this.offset;
offset[RegionAttachment.OX1] = localXCos - localYSin;
offset[RegionAttachment.OY1] = localYCos + localXSin;
offset[RegionAttachment.OX2] = localXCos - localY2Sin;
offset[RegionAttachment.OY2] = localY2Cos + localXSin;
offset[RegionAttachment.OX3] = localX2Cos - localY2Sin;
offset[RegionAttachment.OY3] = localY2Cos + localX2Sin;
offset[RegionAttachment.OX4] = localX2Cos - localYSin;
offset[RegionAttachment.OY4] = localYCos + localX2Sin;
};
RegionAttachment.prototype.updateWorldVertices = function (slot, premultipliedAlpha) {
var skeleton = slot.bone.skeleton;
var skeletonColor = skeleton.color;
var slotColor = slot.color;
var regionColor = this.color;
var alpha = skeletonColor.a * slotColor.a * regionColor.a;
var multiplier = premultipliedAlpha ? alpha : 1;
var color = this.tempColor;
color.set(skeletonColor.r * slotColor.r * regionColor.r * multiplier, skeletonColor.g * slotColor.g * regionColor.g * multiplier, skeletonColor.b * slotColor.b * regionColor.b * multiplier, alpha);
var vertices = this.vertices;
var offset = this.offset;
var bone = slot.bone;
var x = skeleton.x + bone.worldX, y = skeleton.y + bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
var offsetX = 0, offsetY = 0;
offsetX = offset[RegionAttachment.OX1];
offsetY = offset[RegionAttachment.OY1];
vertices[RegionAttachment.X1] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y1] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C1R] = color.r;
vertices[RegionAttachment.C1G] = color.g;
vertices[RegionAttachment.C1B] = color.b;
vertices[RegionAttachment.C1A] = color.a;
offsetX = offset[RegionAttachment.OX2];
offsetY = offset[RegionAttachment.OY2];
vertices[RegionAttachment.X2] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y2] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C2R] = color.r;
vertices[RegionAttachment.C2G] = color.g;
vertices[RegionAttachment.C2B] = color.b;
vertices[RegionAttachment.C2A] = color.a;
offsetX = offset[RegionAttachment.OX3];
offsetY = offset[RegionAttachment.OY3];
vertices[RegionAttachment.X3] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y3] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C3R] = color.r;
vertices[RegionAttachment.C3G] = color.g;
vertices[RegionAttachment.C3B] = color.b;
vertices[RegionAttachment.C3A] = color.a;
offsetX = offset[RegionAttachment.OX4];
offsetY = offset[RegionAttachment.OY4];
vertices[RegionAttachment.X4] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y4] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C4R] = color.r;
vertices[RegionAttachment.C4G] = color.g;
vertices[RegionAttachment.C4B] = color.b;
vertices[RegionAttachment.C4A] = color.a;
return vertices;
};
RegionAttachment.OX1 = 0;
RegionAttachment.OY1 = 1;
RegionAttachment.OX2 = 2;
RegionAttachment.OY2 = 3;
RegionAttachment.OX3 = 4;
RegionAttachment.OY3 = 5;
RegionAttachment.OX4 = 6;
RegionAttachment.OY4 = 7;
RegionAttachment.X1 = 0;
RegionAttachment.Y1 = 1;
RegionAttachment.C1R = 2;
RegionAttachment.C1G = 3;
RegionAttachment.C1B = 4;
RegionAttachment.C1A = 5;
RegionAttachment.U1 = 6;
RegionAttachment.V1 = 7;
RegionAttachment.X2 = 8;
RegionAttachment.Y2 = 9;
RegionAttachment.C2R = 10;
RegionAttachment.C2G = 11;
RegionAttachment.C2B = 12;
RegionAttachment.C2A = 13;
RegionAttachment.U2 = 14;
RegionAttachment.V2 = 15;
RegionAttachment.X3 = 16;
RegionAttachment.Y3 = 17;
RegionAttachment.C3R = 18;
RegionAttachment.C3G = 19;
RegionAttachment.C3B = 20;
RegionAttachment.C3A = 21;
RegionAttachment.U3 = 22;
RegionAttachment.V3 = 23;
RegionAttachment.X4 = 24;
RegionAttachment.Y4 = 25;
RegionAttachment.C4R = 26;
RegionAttachment.C4G = 27;
RegionAttachment.C4B = 28;
RegionAttachment.C4A = 29;
RegionAttachment.U4 = 30;
RegionAttachment.V4 = 31;
return RegionAttachment;
}(spine.Attachment));
spine.RegionAttachment = RegionAttachment;
})(spine || (spine = {}));
//# sourceMappingURL=spine-core.js.map

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@ -256,6 +256,135 @@ declare module spine {
getErrors(): Map<string>;
}
}
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, worldVertices: ArrayLike<number>): void;
computeWorldVerticesWith(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
}
}
declare module spine {
interface AttachmentLoader {
newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
newPathAttachment(skin: Skin, name: string): PathAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
worldVertices: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
updateWorldVertices(slot: Slot, premultipliedAlpha: boolean): ArrayLike<number>;
applyDeform(sourceAttachment: VertexAttachment): boolean;
getParentMesh(): MeshAttachment;
setParentMesh(parentMesh: MeshAttachment): void;
}
}
declare module spine {
class PathAttachment extends VertexAttachment {
lengths: Array<number>;
closed: boolean;
constantSpeed: boolean;
color: Color;
constructor(name: string);
}
}
declare module spine {
class RegionAttachment extends Attachment {
static OX1: number;
static OY1: number;
static OX2: number;
static OY2: number;
static OX3: number;
static OY3: number;
static OX4: number;
static OY4: number;
static X1: number;
static Y1: number;
static C1R: number;
static C1G: number;
static C1B: number;
static C1A: number;
static U1: number;
static V1: number;
static X2: number;
static Y2: number;
static C2R: number;
static C2G: number;
static C2B: number;
static C2A: number;
static U2: number;
static V2: number;
static X3: number;
static Y3: number;
static C3R: number;
static C3G: number;
static C3B: number;
static C3A: number;
static U3: number;
static V3: number;
static X4: number;
static Y4: number;
static C4R: number;
static C4G: number;
static C4B: number;
static C4A: number;
static U4: number;
static V4: number;
x: number;
y: number;
scaleX: number;
scaleY: number;
rotation: number;
width: number;
height: number;
color: Color;
path: string;
rendererObject: any;
region: TextureRegion;
offset: ArrayLike<number>;
vertices: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
setRegion(region: TextureRegion): void;
updateOffset(): void;
updateWorldVertices(slot: Slot, premultipliedAlpha: boolean): ArrayLike<number>;
}
}
declare module spine {
enum BlendMode {
Normal = 0,
@ -757,7 +886,7 @@ declare module spine {
static setArraySize<T>(array: Array<T>, size: number, value?: any): Array<T>;
static newArray<T>(size: number, defaultValue: T): Array<T>;
static newFloatArray(size: number): ArrayLike<number>;
static toFloatArray(array: Array<number>): Float32Array | number[];
static toFloatArray(array: Array<number>): number[] | Float32Array;
}
class DebugUtils {
static logBones(skeleton: Skeleton): void;
@ -789,134 +918,9 @@ declare module spine {
private frameTime;
update(): void;
}
}
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, worldVertices: ArrayLike<number>): void;
computeWorldVerticesWith(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
}
}
declare module spine {
interface AttachmentLoader {
newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
newPathAttachment(skin: Skin, name: string): PathAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
worldVertices: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
updateWorldVertices(slot: Slot, premultipliedAlpha: boolean): ArrayLike<number>;
applyDeform(sourceAttachment: VertexAttachment): boolean;
getParentMesh(): MeshAttachment;
setParentMesh(parentMesh: MeshAttachment): void;
}
}
declare module spine {
class PathAttachment extends VertexAttachment {
lengths: Array<number>;
closed: boolean;
constantSpeed: boolean;
color: Color;
constructor(name: string);
}
}
declare module spine {
class RegionAttachment extends Attachment {
static OX1: number;
static OY1: number;
static OX2: number;
static OY2: number;
static OX3: number;
static OY3: number;
static OX4: number;
static OY4: number;
static X1: number;
static Y1: number;
static C1R: number;
static C1G: number;
static C1B: number;
static C1A: number;
static U1: number;
static V1: number;
static X2: number;
static Y2: number;
static C2R: number;
static C2G: number;
static C2B: number;
static C2A: number;
static U2: number;
static V2: number;
static X3: number;
static Y3: number;
static C3R: number;
static C3G: number;
static C3B: number;
static C3A: number;
static U3: number;
static V3: number;
static X4: number;
static Y4: number;
static C4R: number;
static C4G: number;
static C4B: number;
static C4A: number;
static U4: number;
static V4: number;
x: number;
y: number;
scaleX: number;
scaleY: number;
rotation: number;
width: number;
height: number;
color: Color;
path: string;
rendererObject: any;
region: TextureRegion;
offset: ArrayLike<number>;
vertices: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
setRegion(region: TextureRegion): void;
updateOffset(): void;
updateWorldVertices(slot: Slot, premultipliedAlpha: boolean): ArrayLike<number>;
interface ArrayLike<T> {
length: number;
[n: number]: T;
}
}
declare module spine.threejs {

View File

@ -770,17 +770,19 @@ var spine;
}
for (var ii = 0, nn = events.length; ii < nn; ii++) {
var event_1 = events[ii];
if (current.listener != null)
if (current.listener != null && current.listener.event != null)
current.listener.event(i, event_1);
for (var iii = 0; iii < listenerCount; iii++)
this.listeners[iii].event(i, event_1);
if (this.listeners[iii].event)
this.listeners[iii].event(i, event_1);
}
if (loop ? (lastTime % endTime > time % endTime) : (lastTime < endTime && time >= endTime)) {
var count = spine.MathUtils.toInt(time / endTime);
if (current.listener != null)
if (current.listener != null && current.listener.complete)
current.listener.complete(i, count);
for (var ii = 0, nn = this.listeners.length; ii < nn; ii++)
this.listeners[ii].complete(i, count);
if (this.listeners[ii].complete)
this.listeners[ii].complete(i, count);
}
current.lastTime = current.time;
}
@ -796,10 +798,11 @@ var spine;
var current = this.tracks[trackIndex];
if (current == null)
return;
if (current.listener != null)
if (current.listener != null && current.listener.end != null)
current.listener.end(trackIndex);
for (var i = 0, n = this.listeners.length; i < n; i++)
this.listeners[i].end(trackIndex);
if (this.listeners[i].end)
this.listeners[i].end(trackIndex);
this.tracks[trackIndex] = null;
this.freeAll(current);
};
@ -821,10 +824,11 @@ var spine;
if (current != null) {
var previous = current.previous;
current.previous = null;
if (current.listener != null)
if (current.listener != null && current.listener.end != null)
current.listener.end(index);
for (var i = 0, n = this.listeners.length; i < n; i++)
this.listeners[i].end(index);
if (this.listeners[i].end)
this.listeners[i].end(index);
entry.mixDuration = this.data.getMix(current.animation, entry.animation);
if (entry.mixDuration > 0) {
entry.mixTime = 0;
@ -837,10 +841,11 @@ var spine;
}
}
this.tracks[index] = entry;
if (entry.listener != null)
if (entry.listener != null && entry.listener.start != null)
entry.listener.start(index);
for (var i = 0, n = this.listeners.length; i < n; i++)
this.listeners[i].start(index);
if (this.listeners[i].start)
this.listeners[i].start(index);
};
AnimationState.prototype.setAnimation = function (trackIndex, animationName, loop) {
var animation = this.data.skeletonData.findAnimation(animationName);
@ -1091,6 +1096,423 @@ var spine;
spine.AssetManager = AssetManager;
})(spine || (spine = {}));
var spine;
(function (spine) {
var Attachment = (function () {
function Attachment(name) {
if (name == null)
throw new Error("name cannot be null.");
this.name = name;
}
return Attachment;
}());
spine.Attachment = Attachment;
var VertexAttachment = (function (_super) {
__extends(VertexAttachment, _super);
function VertexAttachment(name) {
_super.call(this, name);
this.worldVerticesLength = 0;
}
VertexAttachment.prototype.computeWorldVertices = function (slot, worldVertices) {
this.computeWorldVerticesWith(slot, 0, this.worldVerticesLength, worldVertices, 0);
};
VertexAttachment.prototype.computeWorldVerticesWith = function (slot, start, count, worldVertices, offset) {
count += offset;
var skeleton = slot.bone.skeleton;
var x = skeleton.x, y = skeleton.y;
var deformArray = slot.attachmentVertices;
var vertices = this.vertices;
var bones = this.bones;
if (bones == null) {
if (deformArray.length > 0)
vertices = deformArray;
var bone = slot.bone;
x += bone.worldX;
y += bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
for (var v_1 = start, w = offset; w < count; v_1 += 2, w += 2) {
var vx = vertices[v_1], vy = vertices[v_1 + 1];
worldVertices[w] = vx * a + vy * b + x;
worldVertices[w + 1] = vx * c + vy * d + y;
}
return;
}
var v = 0, skip = 0;
for (var i = 0; i < start; i += 2) {
var n = bones[v];
v += n + 1;
skip += n;
}
var skeletonBones = skeleton.bones;
if (deformArray.length == 0) {
for (var w = offset, b = skip * 3; w < count; w += 2) {
var wx = x, wy = y;
var n = bones[v++];
n += v;
for (; v < n; v++, b += 3) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
}
else {
var deform = deformArray;
for (var w = offset, b = skip * 3, f = skip << 1; w < count; w += 2) {
var wx = x, wy = y;
var n = bones[v++];
n += v;
for (; v < n; v++, b += 3, f += 2) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
}
};
VertexAttachment.prototype.applyDeform = function (sourceAttachment) {
return this == sourceAttachment;
};
return VertexAttachment;
}(Attachment));
spine.VertexAttachment = VertexAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
(function (AttachmentType) {
AttachmentType[AttachmentType["Region"] = 0] = "Region";
AttachmentType[AttachmentType["BoundingBox"] = 1] = "BoundingBox";
AttachmentType[AttachmentType["Mesh"] = 2] = "Mesh";
AttachmentType[AttachmentType["LinkedMesh"] = 3] = "LinkedMesh";
AttachmentType[AttachmentType["Path"] = 4] = "Path";
})(spine.AttachmentType || (spine.AttachmentType = {}));
var AttachmentType = spine.AttachmentType;
})(spine || (spine = {}));
var spine;
(function (spine) {
var BoundingBoxAttachment = (function (_super) {
__extends(BoundingBoxAttachment, _super);
function BoundingBoxAttachment(name) {
_super.call(this, name);
this.color = new spine.Color(1, 1, 1, 1);
}
return BoundingBoxAttachment;
}(spine.VertexAttachment));
spine.BoundingBoxAttachment = BoundingBoxAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var MeshAttachment = (function (_super) {
__extends(MeshAttachment, _super);
function MeshAttachment(name) {
_super.call(this, name);
this.color = new spine.Color(1, 1, 1, 1);
this.inheritDeform = false;
this.tempColor = new spine.Color(0, 0, 0, 0);
}
MeshAttachment.prototype.updateUVs = function () {
var regionUVs = this.regionUVs;
var verticesLength = regionUVs.length;
var worldVerticesLength = (verticesLength >> 1) * 8;
if (this.worldVertices == null || this.worldVertices.length != worldVerticesLength)
this.worldVertices = spine.Utils.newFloatArray(worldVerticesLength);
var u = 0, v = 0, width = 0, height = 0;
if (this.region == null) {
u = v = 0;
width = height = 1;
}
else {
u = this.region.u;
v = this.region.v;
width = this.region.u2 - u;
height = this.region.v2 - v;
}
if (this.region.rotate) {
for (var i = 0, w = 6; i < verticesLength; i += 2, w += 8) {
this.worldVertices[w] = u + regionUVs[i + 1] * width;
this.worldVertices[w + 1] = v + height - regionUVs[i] * height;
}
}
else {
for (var i = 0, w = 6; i < verticesLength; i += 2, w += 8) {
this.worldVertices[w] = u + regionUVs[i] * width;
this.worldVertices[w + 1] = v + regionUVs[i + 1] * height;
}
}
};
MeshAttachment.prototype.updateWorldVertices = function (slot, premultipliedAlpha) {
var skeleton = slot.bone.skeleton;
var skeletonColor = skeleton.color, slotColor = slot.color, meshColor = this.color;
var alpha = skeletonColor.a * slotColor.a * meshColor.a;
var multiplier = premultipliedAlpha ? alpha : 1;
var color = this.tempColor;
color.set(skeletonColor.r * slotColor.r * meshColor.r * multiplier, skeletonColor.g * slotColor.g * meshColor.g * multiplier, skeletonColor.b * slotColor.b * meshColor.b * multiplier, alpha);
var x = skeleton.x, y = skeleton.y;
var deformArray = slot.attachmentVertices;
var vertices = this.vertices, worldVertices = this.worldVertices;
var bones = this.bones;
if (bones == null) {
var verticesLength = vertices.length;
if (deformArray.length > 0)
vertices = deformArray;
var bone = slot.bone;
x += bone.worldX;
y += bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
for (var v = 0, w = 0; v < verticesLength; v += 2, w += 8) {
var vx = vertices[v], vy = vertices[v + 1];
worldVertices[w] = vx * a + vy * b + x;
worldVertices[w + 1] = vx * c + vy * d + y;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
return worldVertices;
}
var skeletonBones = skeleton.bones;
if (deformArray.length == 0) {
for (var w = 0, v = 0, b = 0, n = bones.length; v < n; w += 8) {
var wx = x, wy = y;
var nn = bones[v++] + v;
for (; v < nn; v++, b += 3) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
}
else {
var deform = deformArray;
for (var w = 0, v = 0, b = 0, f = 0, n = bones.length; v < n; w += 8) {
var wx = x, wy = y;
var nn = bones[v++] + v;
for (; v < nn; v++, b += 3, f += 2) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
}
return worldVertices;
};
MeshAttachment.prototype.applyDeform = function (sourceAttachment) {
return this == sourceAttachment || (this.inheritDeform && this.parentMesh == sourceAttachment);
};
MeshAttachment.prototype.getParentMesh = function () {
return this.parentMesh;
};
MeshAttachment.prototype.setParentMesh = function (parentMesh) {
this.parentMesh = parentMesh;
if (parentMesh != null) {
this.bones = parentMesh.bones;
this.vertices = parentMesh.vertices;
this.regionUVs = parentMesh.regionUVs;
this.triangles = parentMesh.triangles;
this.hullLength = parentMesh.hullLength;
}
};
return MeshAttachment;
}(spine.VertexAttachment));
spine.MeshAttachment = MeshAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var PathAttachment = (function (_super) {
__extends(PathAttachment, _super);
function PathAttachment(name) {
_super.call(this, name);
this.closed = false;
this.constantSpeed = false;
this.color = new spine.Color(1, 1, 1, 1);
}
return PathAttachment;
}(spine.VertexAttachment));
spine.PathAttachment = PathAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var RegionAttachment = (function (_super) {
__extends(RegionAttachment, _super);
function RegionAttachment(name) {
_super.call(this, name);
this.x = 0;
this.y = 0;
this.scaleX = 1;
this.scaleY = 1;
this.rotation = 0;
this.width = 0;
this.height = 0;
this.color = new spine.Color(1, 1, 1, 1);
this.offset = spine.Utils.newFloatArray(8);
this.vertices = spine.Utils.newFloatArray(8 * 4);
this.tempColor = new spine.Color(1, 1, 1, 1);
}
RegionAttachment.prototype.setRegion = function (region) {
var vertices = this.vertices;
if (region.rotate) {
vertices[RegionAttachment.U2] = region.u;
vertices[RegionAttachment.V2] = region.v2;
vertices[RegionAttachment.U3] = region.u;
vertices[RegionAttachment.V3] = region.v;
vertices[RegionAttachment.U4] = region.u2;
vertices[RegionAttachment.V4] = region.v;
vertices[RegionAttachment.U1] = region.u2;
vertices[RegionAttachment.V1] = region.v2;
}
else {
vertices[RegionAttachment.U1] = region.u;
vertices[RegionAttachment.V1] = region.v2;
vertices[RegionAttachment.U2] = region.u;
vertices[RegionAttachment.V2] = region.v;
vertices[RegionAttachment.U3] = region.u2;
vertices[RegionAttachment.V3] = region.v;
vertices[RegionAttachment.U4] = region.u2;
vertices[RegionAttachment.V4] = region.v2;
}
this.region = region;
};
RegionAttachment.prototype.updateOffset = function () {
var regionScaleX = this.width / this.region.originalWidth * this.scaleX;
var regionScaleY = this.height / this.region.originalHeight * this.scaleY;
var localX = -this.width / 2 * this.scaleX + this.region.offsetX * regionScaleX;
var localY = -this.height / 2 * this.scaleY + this.region.offsetY * regionScaleY;
var localX2 = localX + this.region.width * regionScaleX;
var localY2 = localY + this.region.height * regionScaleY;
var radians = this.rotation * Math.PI / 180;
var cos = Math.cos(radians);
var sin = Math.sin(radians);
var localXCos = localX * cos + this.x;
var localXSin = localX * sin;
var localYCos = localY * cos + this.y;
var localYSin = localY * sin;
var localX2Cos = localX2 * cos + this.x;
var localX2Sin = localX2 * sin;
var localY2Cos = localY2 * cos + this.y;
var localY2Sin = localY2 * sin;
var offset = this.offset;
offset[RegionAttachment.OX1] = localXCos - localYSin;
offset[RegionAttachment.OY1] = localYCos + localXSin;
offset[RegionAttachment.OX2] = localXCos - localY2Sin;
offset[RegionAttachment.OY2] = localY2Cos + localXSin;
offset[RegionAttachment.OX3] = localX2Cos - localY2Sin;
offset[RegionAttachment.OY3] = localY2Cos + localX2Sin;
offset[RegionAttachment.OX4] = localX2Cos - localYSin;
offset[RegionAttachment.OY4] = localYCos + localX2Sin;
};
RegionAttachment.prototype.updateWorldVertices = function (slot, premultipliedAlpha) {
var skeleton = slot.bone.skeleton;
var skeletonColor = skeleton.color;
var slotColor = slot.color;
var regionColor = this.color;
var alpha = skeletonColor.a * slotColor.a * regionColor.a;
var multiplier = premultipliedAlpha ? alpha : 1;
var color = this.tempColor;
color.set(skeletonColor.r * slotColor.r * regionColor.r * multiplier, skeletonColor.g * slotColor.g * regionColor.g * multiplier, skeletonColor.b * slotColor.b * regionColor.b * multiplier, alpha);
var vertices = this.vertices;
var offset = this.offset;
var bone = slot.bone;
var x = skeleton.x + bone.worldX, y = skeleton.y + bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
var offsetX = 0, offsetY = 0;
offsetX = offset[RegionAttachment.OX1];
offsetY = offset[RegionAttachment.OY1];
vertices[RegionAttachment.X1] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y1] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C1R] = color.r;
vertices[RegionAttachment.C1G] = color.g;
vertices[RegionAttachment.C1B] = color.b;
vertices[RegionAttachment.C1A] = color.a;
offsetX = offset[RegionAttachment.OX2];
offsetY = offset[RegionAttachment.OY2];
vertices[RegionAttachment.X2] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y2] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C2R] = color.r;
vertices[RegionAttachment.C2G] = color.g;
vertices[RegionAttachment.C2B] = color.b;
vertices[RegionAttachment.C2A] = color.a;
offsetX = offset[RegionAttachment.OX3];
offsetY = offset[RegionAttachment.OY3];
vertices[RegionAttachment.X3] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y3] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C3R] = color.r;
vertices[RegionAttachment.C3G] = color.g;
vertices[RegionAttachment.C3B] = color.b;
vertices[RegionAttachment.C3A] = color.a;
offsetX = offset[RegionAttachment.OX4];
offsetY = offset[RegionAttachment.OY4];
vertices[RegionAttachment.X4] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y4] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C4R] = color.r;
vertices[RegionAttachment.C4G] = color.g;
vertices[RegionAttachment.C4B] = color.b;
vertices[RegionAttachment.C4A] = color.a;
return vertices;
};
RegionAttachment.OX1 = 0;
RegionAttachment.OY1 = 1;
RegionAttachment.OX2 = 2;
RegionAttachment.OY2 = 3;
RegionAttachment.OX3 = 4;
RegionAttachment.OY3 = 5;
RegionAttachment.OX4 = 6;
RegionAttachment.OY4 = 7;
RegionAttachment.X1 = 0;
RegionAttachment.Y1 = 1;
RegionAttachment.C1R = 2;
RegionAttachment.C1G = 3;
RegionAttachment.C1B = 4;
RegionAttachment.C1A = 5;
RegionAttachment.U1 = 6;
RegionAttachment.V1 = 7;
RegionAttachment.X2 = 8;
RegionAttachment.Y2 = 9;
RegionAttachment.C2R = 10;
RegionAttachment.C2G = 11;
RegionAttachment.C2B = 12;
RegionAttachment.C2A = 13;
RegionAttachment.U2 = 14;
RegionAttachment.V2 = 15;
RegionAttachment.X3 = 16;
RegionAttachment.Y3 = 17;
RegionAttachment.C3R = 18;
RegionAttachment.C3G = 19;
RegionAttachment.C3B = 20;
RegionAttachment.C3A = 21;
RegionAttachment.U3 = 22;
RegionAttachment.V3 = 23;
RegionAttachment.X4 = 24;
RegionAttachment.Y4 = 25;
RegionAttachment.C4R = 26;
RegionAttachment.C4G = 27;
RegionAttachment.C4B = 28;
RegionAttachment.C4A = 29;
RegionAttachment.U4 = 30;
RegionAttachment.V4 = 31;
return RegionAttachment;
}(spine.Attachment));
spine.RegionAttachment = RegionAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
(function (BlendMode) {
BlendMode[BlendMode["Normal"] = 0] = "Normal";
@ -3483,7 +3905,7 @@ var spine;
for (var key in dictionary) {
var skinAttachment = dictionary[key];
if (slotAttachment == skinAttachment) {
var attachment = this.getAttachment(slotIndex, name);
var attachment = this.getAttachment(slotIndex, key);
if (attachment != null)
slot.setAttachment(attachment);
break;
@ -3793,7 +4215,6 @@ var spine;
region.renderObject = region;
var attachment = new spine.RegionAttachment(name);
attachment.setRegion(region);
attachment.region = region;
return attachment;
};
TextureAtlasAttachmentLoader.prototype.newMeshAttachment = function (skin, name, path) {
@ -4163,422 +4584,6 @@ var spine;
spine.TimeKeeper = TimeKeeper;
})(spine || (spine = {}));
var spine;
(function (spine) {
var Attachment = (function () {
function Attachment(name) {
if (name == null)
throw new Error("name cannot be null.");
this.name = name;
}
return Attachment;
}());
spine.Attachment = Attachment;
var VertexAttachment = (function (_super) {
__extends(VertexAttachment, _super);
function VertexAttachment(name) {
_super.call(this, name);
this.worldVerticesLength = 0;
}
VertexAttachment.prototype.computeWorldVertices = function (slot, worldVertices) {
this.computeWorldVerticesWith(slot, 0, this.worldVerticesLength, worldVertices, 0);
};
VertexAttachment.prototype.computeWorldVerticesWith = function (slot, start, count, worldVertices, offset) {
count += offset;
var skeleton = slot.bone.skeleton;
var x = skeleton.x, y = skeleton.y;
var deformArray = slot.attachmentVertices;
var vertices = this.vertices;
var bones = this.bones;
if (bones == null) {
if (deformArray.length > 0)
vertices = deformArray;
var bone = slot.bone;
x += bone.worldX;
y += bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
for (var v_1 = start, w = offset; w < count; v_1 += 2, w += 2) {
var vx = vertices[v_1], vy = vertices[v_1 + 1];
worldVertices[w] = vx * a + vy * b + x;
worldVertices[w + 1] = vx * c + vy * d + y;
}
return;
}
var v = 0, skip = 0;
for (var i = 0; i < start; i += 2) {
var n = bones[v];
v += n + 1;
skip += n;
}
var skeletonBones = skeleton.bones;
if (deformArray.length == 0) {
for (var w = offset, b = skip * 3; w < count; w += 2) {
var wx = x, wy = y;
var n = bones[v++];
n += v;
for (; v < n; v++, b += 3) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
}
else {
var deform = deformArray;
for (var w = offset, b = skip * 3, f = skip << 1; w < count; w += 2) {
var wx = x, wy = y;
var n = bones[v++];
n += v;
for (; v < n; v++, b += 3, f += 2) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
}
};
VertexAttachment.prototype.applyDeform = function (sourceAttachment) {
return this == sourceAttachment;
};
return VertexAttachment;
}(Attachment));
spine.VertexAttachment = VertexAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
(function (AttachmentType) {
AttachmentType[AttachmentType["Region"] = 0] = "Region";
AttachmentType[AttachmentType["BoundingBox"] = 1] = "BoundingBox";
AttachmentType[AttachmentType["Mesh"] = 2] = "Mesh";
AttachmentType[AttachmentType["LinkedMesh"] = 3] = "LinkedMesh";
AttachmentType[AttachmentType["Path"] = 4] = "Path";
})(spine.AttachmentType || (spine.AttachmentType = {}));
var AttachmentType = spine.AttachmentType;
})(spine || (spine = {}));
var spine;
(function (spine) {
var BoundingBoxAttachment = (function (_super) {
__extends(BoundingBoxAttachment, _super);
function BoundingBoxAttachment(name) {
_super.call(this, name);
this.color = new spine.Color(1, 1, 1, 1);
}
return BoundingBoxAttachment;
}(spine.VertexAttachment));
spine.BoundingBoxAttachment = BoundingBoxAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var MeshAttachment = (function (_super) {
__extends(MeshAttachment, _super);
function MeshAttachment(name) {
_super.call(this, name);
this.color = new spine.Color(1, 1, 1, 1);
this.inheritDeform = false;
this.tempColor = new spine.Color(0, 0, 0, 0);
}
MeshAttachment.prototype.updateUVs = function () {
var regionUVs = this.regionUVs;
var verticesLength = regionUVs.length;
var worldVerticesLength = (verticesLength >> 1) * 8;
if (this.worldVertices == null || this.worldVertices.length != worldVerticesLength)
this.worldVertices = spine.Utils.newFloatArray(worldVerticesLength);
var u = 0, v = 0, width = 0, height = 0;
if (this.region == null) {
u = v = 0;
width = height = 1;
}
else {
u = this.region.u;
v = this.region.v;
width = this.region.u2 - u;
height = this.region.v2 - v;
}
if (this.region.rotate) {
for (var i = 0, w = 6; i < verticesLength; i += 2, w += 8) {
this.worldVertices[w] = u + regionUVs[i + 1] * width;
this.worldVertices[w + 1] = v + height - regionUVs[i] * height;
}
}
else {
for (var i = 0, w = 6; i < verticesLength; i += 2, w += 8) {
this.worldVertices[w] = u + regionUVs[i] * width;
this.worldVertices[w + 1] = v + regionUVs[i + 1] * height;
}
}
};
MeshAttachment.prototype.updateWorldVertices = function (slot, premultipliedAlpha) {
var skeleton = slot.bone.skeleton;
var skeletonColor = skeleton.color, slotColor = slot.color, meshColor = this.color;
var alpha = skeletonColor.a * slotColor.a * meshColor.a;
var multiplier = premultipliedAlpha ? alpha : 1;
var color = this.tempColor;
color.set(skeletonColor.r * slotColor.r * meshColor.r * multiplier, skeletonColor.g * slotColor.g * meshColor.g * multiplier, skeletonColor.b * slotColor.b * meshColor.b * multiplier, alpha);
var x = skeleton.x, y = skeleton.y;
var deformArray = slot.attachmentVertices;
var vertices = this.vertices, worldVertices = this.worldVertices;
var bones = this.bones;
if (bones == null) {
var verticesLength = vertices.length;
if (deformArray.length > 0)
vertices = deformArray;
var bone = slot.bone;
x += bone.worldX;
y += bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
for (var v = 0, w = 0; v < verticesLength; v += 2, w += 8) {
var vx = vertices[v], vy = vertices[v + 1];
worldVertices[w] = vx * a + vy * b + x;
worldVertices[w + 1] = vx * c + vy * d + y;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
return worldVertices;
}
var skeletonBones = skeleton.bones;
if (deformArray.length == 0) {
for (var w = 0, v = 0, b = 0, n = bones.length; v < n; w += 8) {
var wx = x, wy = y;
var nn = bones[v++] + v;
for (; v < nn; v++, b += 3) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
}
else {
var deform = deformArray;
for (var w = 0, v = 0, b = 0, f = 0, n = bones.length; v < n; w += 8) {
var wx = x, wy = y;
var nn = bones[v++] + v;
for (; v < nn; v++, b += 3, f += 2) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
}
return worldVertices;
};
MeshAttachment.prototype.applyDeform = function (sourceAttachment) {
return this == sourceAttachment || (this.inheritDeform && this.parentMesh == sourceAttachment);
};
MeshAttachment.prototype.getParentMesh = function () {
return this.parentMesh;
};
MeshAttachment.prototype.setParentMesh = function (parentMesh) {
this.parentMesh = parentMesh;
if (parentMesh != null) {
this.bones = parentMesh.bones;
this.vertices = parentMesh.vertices;
this.regionUVs = parentMesh.regionUVs;
this.triangles = parentMesh.triangles;
this.hullLength = parentMesh.hullLength;
}
};
return MeshAttachment;
}(spine.VertexAttachment));
spine.MeshAttachment = MeshAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var PathAttachment = (function (_super) {
__extends(PathAttachment, _super);
function PathAttachment(name) {
_super.call(this, name);
this.closed = false;
this.constantSpeed = false;
this.color = new spine.Color(1, 1, 1, 1);
}
return PathAttachment;
}(spine.VertexAttachment));
spine.PathAttachment = PathAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var RegionAttachment = (function (_super) {
__extends(RegionAttachment, _super);
function RegionAttachment(name) {
_super.call(this, name);
this.x = 0;
this.y = 0;
this.scaleX = 1;
this.scaleY = 1;
this.rotation = 0;
this.width = 0;
this.height = 0;
this.color = new spine.Color(1, 1, 1, 1);
this.offset = spine.Utils.newFloatArray(8);
this.vertices = spine.Utils.newFloatArray(8 * 4);
this.tempColor = new spine.Color(1, 1, 1, 1);
}
RegionAttachment.prototype.setRegion = function (region) {
var vertices = this.vertices;
if (region.rotate) {
vertices[RegionAttachment.U2] = region.u;
vertices[RegionAttachment.V2] = region.v2;
vertices[RegionAttachment.U3] = region.u;
vertices[RegionAttachment.V3] = region.v;
vertices[RegionAttachment.U4] = region.u2;
vertices[RegionAttachment.V4] = region.v;
vertices[RegionAttachment.U1] = region.u2;
vertices[RegionAttachment.V1] = region.v2;
}
else {
vertices[RegionAttachment.U1] = region.u;
vertices[RegionAttachment.V1] = region.v2;
vertices[RegionAttachment.U2] = region.u;
vertices[RegionAttachment.V2] = region.v;
vertices[RegionAttachment.U3] = region.u2;
vertices[RegionAttachment.V3] = region.v;
vertices[RegionAttachment.U4] = region.u2;
vertices[RegionAttachment.V4] = region.v2;
}
};
RegionAttachment.prototype.updateOffset = function () {
var regionScaleX = this.width / this.region.originalWidth * this.scaleX;
var regionScaleY = this.height / this.region.originalHeight * this.scaleY;
var localX = -this.width / 2 * this.scaleX + this.region.offsetX * regionScaleX;
var localY = -this.height / 2 * this.scaleY + this.region.offsetY * regionScaleY;
var localX2 = localX + this.region.width * regionScaleX;
var localY2 = localY + this.region.height * regionScaleY;
var radians = this.rotation * Math.PI / 180;
var cos = Math.cos(radians);
var sin = Math.sin(radians);
var localXCos = localX * cos + this.x;
var localXSin = localX * sin;
var localYCos = localY * cos + this.y;
var localYSin = localY * sin;
var localX2Cos = localX2 * cos + this.x;
var localX2Sin = localX2 * sin;
var localY2Cos = localY2 * cos + this.y;
var localY2Sin = localY2 * sin;
var offset = this.offset;
offset[RegionAttachment.OX1] = localXCos - localYSin;
offset[RegionAttachment.OY1] = localYCos + localXSin;
offset[RegionAttachment.OX2] = localXCos - localY2Sin;
offset[RegionAttachment.OY2] = localY2Cos + localXSin;
offset[RegionAttachment.OX3] = localX2Cos - localY2Sin;
offset[RegionAttachment.OY3] = localY2Cos + localX2Sin;
offset[RegionAttachment.OX4] = localX2Cos - localYSin;
offset[RegionAttachment.OY4] = localYCos + localX2Sin;
};
RegionAttachment.prototype.updateWorldVertices = function (slot, premultipliedAlpha) {
var skeleton = slot.bone.skeleton;
var skeletonColor = skeleton.color;
var slotColor = slot.color;
var regionColor = this.color;
var alpha = skeletonColor.a * slotColor.a * regionColor.a;
var multiplier = premultipliedAlpha ? alpha : 1;
var color = this.tempColor;
color.set(skeletonColor.r * slotColor.r * regionColor.r * multiplier, skeletonColor.g * slotColor.g * regionColor.g * multiplier, skeletonColor.b * slotColor.b * regionColor.b * multiplier, alpha);
var vertices = this.vertices;
var offset = this.offset;
var bone = slot.bone;
var x = skeleton.x + bone.worldX, y = skeleton.y + bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
var offsetX = 0, offsetY = 0;
offsetX = offset[RegionAttachment.OX1];
offsetY = offset[RegionAttachment.OY1];
vertices[RegionAttachment.X1] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y1] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C1R] = color.r;
vertices[RegionAttachment.C1G] = color.g;
vertices[RegionAttachment.C1B] = color.b;
vertices[RegionAttachment.C1A] = color.a;
offsetX = offset[RegionAttachment.OX2];
offsetY = offset[RegionAttachment.OY2];
vertices[RegionAttachment.X2] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y2] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C2R] = color.r;
vertices[RegionAttachment.C2G] = color.g;
vertices[RegionAttachment.C2B] = color.b;
vertices[RegionAttachment.C2A] = color.a;
offsetX = offset[RegionAttachment.OX3];
offsetY = offset[RegionAttachment.OY3];
vertices[RegionAttachment.X3] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y3] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C3R] = color.r;
vertices[RegionAttachment.C3G] = color.g;
vertices[RegionAttachment.C3B] = color.b;
vertices[RegionAttachment.C3A] = color.a;
offsetX = offset[RegionAttachment.OX4];
offsetY = offset[RegionAttachment.OY4];
vertices[RegionAttachment.X4] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y4] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C4R] = color.r;
vertices[RegionAttachment.C4G] = color.g;
vertices[RegionAttachment.C4B] = color.b;
vertices[RegionAttachment.C4A] = color.a;
return vertices;
};
RegionAttachment.OX1 = 0;
RegionAttachment.OY1 = 1;
RegionAttachment.OX2 = 2;
RegionAttachment.OY2 = 3;
RegionAttachment.OX3 = 4;
RegionAttachment.OY3 = 5;
RegionAttachment.OX4 = 6;
RegionAttachment.OY4 = 7;
RegionAttachment.X1 = 0;
RegionAttachment.Y1 = 1;
RegionAttachment.C1R = 2;
RegionAttachment.C1G = 3;
RegionAttachment.C1B = 4;
RegionAttachment.C1A = 5;
RegionAttachment.U1 = 6;
RegionAttachment.V1 = 7;
RegionAttachment.X2 = 8;
RegionAttachment.Y2 = 9;
RegionAttachment.C2R = 10;
RegionAttachment.C2G = 11;
RegionAttachment.C2B = 12;
RegionAttachment.C2A = 13;
RegionAttachment.U2 = 14;
RegionAttachment.V2 = 15;
RegionAttachment.X3 = 16;
RegionAttachment.Y3 = 17;
RegionAttachment.C3R = 18;
RegionAttachment.C3G = 19;
RegionAttachment.C3B = 20;
RegionAttachment.C3A = 21;
RegionAttachment.U3 = 22;
RegionAttachment.V3 = 23;
RegionAttachment.X4 = 24;
RegionAttachment.Y4 = 25;
RegionAttachment.C4R = 26;
RegionAttachment.C4G = 27;
RegionAttachment.C4B = 28;
RegionAttachment.C4A = 29;
RegionAttachment.U4 = 30;
RegionAttachment.V4 = 31;
return RegionAttachment;
}(spine.Attachment));
spine.RegionAttachment = RegionAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var threejs;
(function (threejs) {
@ -4796,8 +4801,6 @@ var spine;
return THREE.LinearFilter;
else if (filter === spine.TextureFilter.MipMap)
return THREE.LinearMipMapLinearFilter;
else if (filter === spine.TextureFilter.MipMapLinearLinear)
return THREE.LinearMipMapLinearFilter;
else if (filter === spine.TextureFilter.MipMapLinearNearest)
return THREE.LinearMipMapNearestFilter;
else if (filter === spine.TextureFilter.MipMapNearestLinear)

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@ -256,6 +256,135 @@ declare module spine {
getErrors(): Map<string>;
}
}
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, worldVertices: ArrayLike<number>): void;
computeWorldVerticesWith(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
}
}
declare module spine {
interface AttachmentLoader {
newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
newPathAttachment(skin: Skin, name: string): PathAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
worldVertices: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
updateWorldVertices(slot: Slot, premultipliedAlpha: boolean): ArrayLike<number>;
applyDeform(sourceAttachment: VertexAttachment): boolean;
getParentMesh(): MeshAttachment;
setParentMesh(parentMesh: MeshAttachment): void;
}
}
declare module spine {
class PathAttachment extends VertexAttachment {
lengths: Array<number>;
closed: boolean;
constantSpeed: boolean;
color: Color;
constructor(name: string);
}
}
declare module spine {
class RegionAttachment extends Attachment {
static OX1: number;
static OY1: number;
static OX2: number;
static OY2: number;
static OX3: number;
static OY3: number;
static OX4: number;
static OY4: number;
static X1: number;
static Y1: number;
static C1R: number;
static C1G: number;
static C1B: number;
static C1A: number;
static U1: number;
static V1: number;
static X2: number;
static Y2: number;
static C2R: number;
static C2G: number;
static C2B: number;
static C2A: number;
static U2: number;
static V2: number;
static X3: number;
static Y3: number;
static C3R: number;
static C3G: number;
static C3B: number;
static C3A: number;
static U3: number;
static V3: number;
static X4: number;
static Y4: number;
static C4R: number;
static C4G: number;
static C4B: number;
static C4A: number;
static U4: number;
static V4: number;
x: number;
y: number;
scaleX: number;
scaleY: number;
rotation: number;
width: number;
height: number;
color: Color;
path: string;
rendererObject: any;
region: TextureRegion;
offset: ArrayLike<number>;
vertices: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
setRegion(region: TextureRegion): void;
updateOffset(): void;
updateWorldVertices(slot: Slot, premultipliedAlpha: boolean): ArrayLike<number>;
}
}
declare module spine {
enum BlendMode {
Normal = 0,
@ -757,7 +886,7 @@ declare module spine {
static setArraySize<T>(array: Array<T>, size: number, value?: any): Array<T>;
static newArray<T>(size: number, defaultValue: T): Array<T>;
static newFloatArray(size: number): ArrayLike<number>;
static toFloatArray(array: Array<number>): Float32Array | number[];
static toFloatArray(array: Array<number>): number[] | Float32Array;
}
class DebugUtils {
static logBones(skeleton: Skeleton): void;
@ -789,134 +918,9 @@ declare module spine {
private frameTime;
update(): void;
}
}
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, worldVertices: ArrayLike<number>): void;
computeWorldVerticesWith(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
}
}
declare module spine {
interface AttachmentLoader {
newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
newPathAttachment(skin: Skin, name: string): PathAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
worldVertices: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
updateWorldVertices(slot: Slot, premultipliedAlpha: boolean): ArrayLike<number>;
applyDeform(sourceAttachment: VertexAttachment): boolean;
getParentMesh(): MeshAttachment;
setParentMesh(parentMesh: MeshAttachment): void;
}
}
declare module spine {
class PathAttachment extends VertexAttachment {
lengths: Array<number>;
closed: boolean;
constantSpeed: boolean;
color: Color;
constructor(name: string);
}
}
declare module spine {
class RegionAttachment extends Attachment {
static OX1: number;
static OY1: number;
static OX2: number;
static OY2: number;
static OX3: number;
static OY3: number;
static OX4: number;
static OY4: number;
static X1: number;
static Y1: number;
static C1R: number;
static C1G: number;
static C1B: number;
static C1A: number;
static U1: number;
static V1: number;
static X2: number;
static Y2: number;
static C2R: number;
static C2G: number;
static C2B: number;
static C2A: number;
static U2: number;
static V2: number;
static X3: number;
static Y3: number;
static C3R: number;
static C3G: number;
static C3B: number;
static C3A: number;
static U3: number;
static V3: number;
static X4: number;
static Y4: number;
static C4R: number;
static C4G: number;
static C4B: number;
static C4A: number;
static U4: number;
static V4: number;
x: number;
y: number;
scaleX: number;
scaleY: number;
rotation: number;
width: number;
height: number;
color: Color;
path: string;
rendererObject: any;
region: TextureRegion;
offset: ArrayLike<number>;
vertices: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
setRegion(region: TextureRegion): void;
updateOffset(): void;
updateWorldVertices(slot: Slot, premultipliedAlpha: boolean): ArrayLike<number>;
interface ArrayLike<T> {
length: number;
[n: number]: T;
}
}
declare module spine.webgl {

View File

@ -770,17 +770,19 @@ var spine;
}
for (var ii = 0, nn = events.length; ii < nn; ii++) {
var event_1 = events[ii];
if (current.listener != null)
if (current.listener != null && current.listener.event != null)
current.listener.event(i, event_1);
for (var iii = 0; iii < listenerCount; iii++)
this.listeners[iii].event(i, event_1);
if (this.listeners[iii].event)
this.listeners[iii].event(i, event_1);
}
if (loop ? (lastTime % endTime > time % endTime) : (lastTime < endTime && time >= endTime)) {
var count = spine.MathUtils.toInt(time / endTime);
if (current.listener != null)
if (current.listener != null && current.listener.complete)
current.listener.complete(i, count);
for (var ii = 0, nn = this.listeners.length; ii < nn; ii++)
this.listeners[ii].complete(i, count);
if (this.listeners[ii].complete)
this.listeners[ii].complete(i, count);
}
current.lastTime = current.time;
}
@ -796,10 +798,11 @@ var spine;
var current = this.tracks[trackIndex];
if (current == null)
return;
if (current.listener != null)
if (current.listener != null && current.listener.end != null)
current.listener.end(trackIndex);
for (var i = 0, n = this.listeners.length; i < n; i++)
this.listeners[i].end(trackIndex);
if (this.listeners[i].end)
this.listeners[i].end(trackIndex);
this.tracks[trackIndex] = null;
this.freeAll(current);
};
@ -821,10 +824,11 @@ var spine;
if (current != null) {
var previous = current.previous;
current.previous = null;
if (current.listener != null)
if (current.listener != null && current.listener.end != null)
current.listener.end(index);
for (var i = 0, n = this.listeners.length; i < n; i++)
this.listeners[i].end(index);
if (this.listeners[i].end)
this.listeners[i].end(index);
entry.mixDuration = this.data.getMix(current.animation, entry.animation);
if (entry.mixDuration > 0) {
entry.mixTime = 0;
@ -837,10 +841,11 @@ var spine;
}
}
this.tracks[index] = entry;
if (entry.listener != null)
if (entry.listener != null && entry.listener.start != null)
entry.listener.start(index);
for (var i = 0, n = this.listeners.length; i < n; i++)
this.listeners[i].start(index);
if (this.listeners[i].start)
this.listeners[i].start(index);
};
AnimationState.prototype.setAnimation = function (trackIndex, animationName, loop) {
var animation = this.data.skeletonData.findAnimation(animationName);
@ -1091,6 +1096,423 @@ var spine;
spine.AssetManager = AssetManager;
})(spine || (spine = {}));
var spine;
(function (spine) {
var Attachment = (function () {
function Attachment(name) {
if (name == null)
throw new Error("name cannot be null.");
this.name = name;
}
return Attachment;
}());
spine.Attachment = Attachment;
var VertexAttachment = (function (_super) {
__extends(VertexAttachment, _super);
function VertexAttachment(name) {
_super.call(this, name);
this.worldVerticesLength = 0;
}
VertexAttachment.prototype.computeWorldVertices = function (slot, worldVertices) {
this.computeWorldVerticesWith(slot, 0, this.worldVerticesLength, worldVertices, 0);
};
VertexAttachment.prototype.computeWorldVerticesWith = function (slot, start, count, worldVertices, offset) {
count += offset;
var skeleton = slot.bone.skeleton;
var x = skeleton.x, y = skeleton.y;
var deformArray = slot.attachmentVertices;
var vertices = this.vertices;
var bones = this.bones;
if (bones == null) {
if (deformArray.length > 0)
vertices = deformArray;
var bone = slot.bone;
x += bone.worldX;
y += bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
for (var v_1 = start, w = offset; w < count; v_1 += 2, w += 2) {
var vx = vertices[v_1], vy = vertices[v_1 + 1];
worldVertices[w] = vx * a + vy * b + x;
worldVertices[w + 1] = vx * c + vy * d + y;
}
return;
}
var v = 0, skip = 0;
for (var i = 0; i < start; i += 2) {
var n = bones[v];
v += n + 1;
skip += n;
}
var skeletonBones = skeleton.bones;
if (deformArray.length == 0) {
for (var w = offset, b = skip * 3; w < count; w += 2) {
var wx = x, wy = y;
var n = bones[v++];
n += v;
for (; v < n; v++, b += 3) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
}
else {
var deform = deformArray;
for (var w = offset, b = skip * 3, f = skip << 1; w < count; w += 2) {
var wx = x, wy = y;
var n = bones[v++];
n += v;
for (; v < n; v++, b += 3, f += 2) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
}
};
VertexAttachment.prototype.applyDeform = function (sourceAttachment) {
return this == sourceAttachment;
};
return VertexAttachment;
}(Attachment));
spine.VertexAttachment = VertexAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
(function (AttachmentType) {
AttachmentType[AttachmentType["Region"] = 0] = "Region";
AttachmentType[AttachmentType["BoundingBox"] = 1] = "BoundingBox";
AttachmentType[AttachmentType["Mesh"] = 2] = "Mesh";
AttachmentType[AttachmentType["LinkedMesh"] = 3] = "LinkedMesh";
AttachmentType[AttachmentType["Path"] = 4] = "Path";
})(spine.AttachmentType || (spine.AttachmentType = {}));
var AttachmentType = spine.AttachmentType;
})(spine || (spine = {}));
var spine;
(function (spine) {
var BoundingBoxAttachment = (function (_super) {
__extends(BoundingBoxAttachment, _super);
function BoundingBoxAttachment(name) {
_super.call(this, name);
this.color = new spine.Color(1, 1, 1, 1);
}
return BoundingBoxAttachment;
}(spine.VertexAttachment));
spine.BoundingBoxAttachment = BoundingBoxAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var MeshAttachment = (function (_super) {
__extends(MeshAttachment, _super);
function MeshAttachment(name) {
_super.call(this, name);
this.color = new spine.Color(1, 1, 1, 1);
this.inheritDeform = false;
this.tempColor = new spine.Color(0, 0, 0, 0);
}
MeshAttachment.prototype.updateUVs = function () {
var regionUVs = this.regionUVs;
var verticesLength = regionUVs.length;
var worldVerticesLength = (verticesLength >> 1) * 8;
if (this.worldVertices == null || this.worldVertices.length != worldVerticesLength)
this.worldVertices = spine.Utils.newFloatArray(worldVerticesLength);
var u = 0, v = 0, width = 0, height = 0;
if (this.region == null) {
u = v = 0;
width = height = 1;
}
else {
u = this.region.u;
v = this.region.v;
width = this.region.u2 - u;
height = this.region.v2 - v;
}
if (this.region.rotate) {
for (var i = 0, w = 6; i < verticesLength; i += 2, w += 8) {
this.worldVertices[w] = u + regionUVs[i + 1] * width;
this.worldVertices[w + 1] = v + height - regionUVs[i] * height;
}
}
else {
for (var i = 0, w = 6; i < verticesLength; i += 2, w += 8) {
this.worldVertices[w] = u + regionUVs[i] * width;
this.worldVertices[w + 1] = v + regionUVs[i + 1] * height;
}
}
};
MeshAttachment.prototype.updateWorldVertices = function (slot, premultipliedAlpha) {
var skeleton = slot.bone.skeleton;
var skeletonColor = skeleton.color, slotColor = slot.color, meshColor = this.color;
var alpha = skeletonColor.a * slotColor.a * meshColor.a;
var multiplier = premultipliedAlpha ? alpha : 1;
var color = this.tempColor;
color.set(skeletonColor.r * slotColor.r * meshColor.r * multiplier, skeletonColor.g * slotColor.g * meshColor.g * multiplier, skeletonColor.b * slotColor.b * meshColor.b * multiplier, alpha);
var x = skeleton.x, y = skeleton.y;
var deformArray = slot.attachmentVertices;
var vertices = this.vertices, worldVertices = this.worldVertices;
var bones = this.bones;
if (bones == null) {
var verticesLength = vertices.length;
if (deformArray.length > 0)
vertices = deformArray;
var bone = slot.bone;
x += bone.worldX;
y += bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
for (var v = 0, w = 0; v < verticesLength; v += 2, w += 8) {
var vx = vertices[v], vy = vertices[v + 1];
worldVertices[w] = vx * a + vy * b + x;
worldVertices[w + 1] = vx * c + vy * d + y;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
return worldVertices;
}
var skeletonBones = skeleton.bones;
if (deformArray.length == 0) {
for (var w = 0, v = 0, b = 0, n = bones.length; v < n; w += 8) {
var wx = x, wy = y;
var nn = bones[v++] + v;
for (; v < nn; v++, b += 3) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
}
else {
var deform = deformArray;
for (var w = 0, v = 0, b = 0, f = 0, n = bones.length; v < n; w += 8) {
var wx = x, wy = y;
var nn = bones[v++] + v;
for (; v < nn; v++, b += 3, f += 2) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
}
return worldVertices;
};
MeshAttachment.prototype.applyDeform = function (sourceAttachment) {
return this == sourceAttachment || (this.inheritDeform && this.parentMesh == sourceAttachment);
};
MeshAttachment.prototype.getParentMesh = function () {
return this.parentMesh;
};
MeshAttachment.prototype.setParentMesh = function (parentMesh) {
this.parentMesh = parentMesh;
if (parentMesh != null) {
this.bones = parentMesh.bones;
this.vertices = parentMesh.vertices;
this.regionUVs = parentMesh.regionUVs;
this.triangles = parentMesh.triangles;
this.hullLength = parentMesh.hullLength;
}
};
return MeshAttachment;
}(spine.VertexAttachment));
spine.MeshAttachment = MeshAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var PathAttachment = (function (_super) {
__extends(PathAttachment, _super);
function PathAttachment(name) {
_super.call(this, name);
this.closed = false;
this.constantSpeed = false;
this.color = new spine.Color(1, 1, 1, 1);
}
return PathAttachment;
}(spine.VertexAttachment));
spine.PathAttachment = PathAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var RegionAttachment = (function (_super) {
__extends(RegionAttachment, _super);
function RegionAttachment(name) {
_super.call(this, name);
this.x = 0;
this.y = 0;
this.scaleX = 1;
this.scaleY = 1;
this.rotation = 0;
this.width = 0;
this.height = 0;
this.color = new spine.Color(1, 1, 1, 1);
this.offset = spine.Utils.newFloatArray(8);
this.vertices = spine.Utils.newFloatArray(8 * 4);
this.tempColor = new spine.Color(1, 1, 1, 1);
}
RegionAttachment.prototype.setRegion = function (region) {
var vertices = this.vertices;
if (region.rotate) {
vertices[RegionAttachment.U2] = region.u;
vertices[RegionAttachment.V2] = region.v2;
vertices[RegionAttachment.U3] = region.u;
vertices[RegionAttachment.V3] = region.v;
vertices[RegionAttachment.U4] = region.u2;
vertices[RegionAttachment.V4] = region.v;
vertices[RegionAttachment.U1] = region.u2;
vertices[RegionAttachment.V1] = region.v2;
}
else {
vertices[RegionAttachment.U1] = region.u;
vertices[RegionAttachment.V1] = region.v2;
vertices[RegionAttachment.U2] = region.u;
vertices[RegionAttachment.V2] = region.v;
vertices[RegionAttachment.U3] = region.u2;
vertices[RegionAttachment.V3] = region.v;
vertices[RegionAttachment.U4] = region.u2;
vertices[RegionAttachment.V4] = region.v2;
}
this.region = region;
};
RegionAttachment.prototype.updateOffset = function () {
var regionScaleX = this.width / this.region.originalWidth * this.scaleX;
var regionScaleY = this.height / this.region.originalHeight * this.scaleY;
var localX = -this.width / 2 * this.scaleX + this.region.offsetX * regionScaleX;
var localY = -this.height / 2 * this.scaleY + this.region.offsetY * regionScaleY;
var localX2 = localX + this.region.width * regionScaleX;
var localY2 = localY + this.region.height * regionScaleY;
var radians = this.rotation * Math.PI / 180;
var cos = Math.cos(radians);
var sin = Math.sin(radians);
var localXCos = localX * cos + this.x;
var localXSin = localX * sin;
var localYCos = localY * cos + this.y;
var localYSin = localY * sin;
var localX2Cos = localX2 * cos + this.x;
var localX2Sin = localX2 * sin;
var localY2Cos = localY2 * cos + this.y;
var localY2Sin = localY2 * sin;
var offset = this.offset;
offset[RegionAttachment.OX1] = localXCos - localYSin;
offset[RegionAttachment.OY1] = localYCos + localXSin;
offset[RegionAttachment.OX2] = localXCos - localY2Sin;
offset[RegionAttachment.OY2] = localY2Cos + localXSin;
offset[RegionAttachment.OX3] = localX2Cos - localY2Sin;
offset[RegionAttachment.OY3] = localY2Cos + localX2Sin;
offset[RegionAttachment.OX4] = localX2Cos - localYSin;
offset[RegionAttachment.OY4] = localYCos + localX2Sin;
};
RegionAttachment.prototype.updateWorldVertices = function (slot, premultipliedAlpha) {
var skeleton = slot.bone.skeleton;
var skeletonColor = skeleton.color;
var slotColor = slot.color;
var regionColor = this.color;
var alpha = skeletonColor.a * slotColor.a * regionColor.a;
var multiplier = premultipliedAlpha ? alpha : 1;
var color = this.tempColor;
color.set(skeletonColor.r * slotColor.r * regionColor.r * multiplier, skeletonColor.g * slotColor.g * regionColor.g * multiplier, skeletonColor.b * slotColor.b * regionColor.b * multiplier, alpha);
var vertices = this.vertices;
var offset = this.offset;
var bone = slot.bone;
var x = skeleton.x + bone.worldX, y = skeleton.y + bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
var offsetX = 0, offsetY = 0;
offsetX = offset[RegionAttachment.OX1];
offsetY = offset[RegionAttachment.OY1];
vertices[RegionAttachment.X1] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y1] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C1R] = color.r;
vertices[RegionAttachment.C1G] = color.g;
vertices[RegionAttachment.C1B] = color.b;
vertices[RegionAttachment.C1A] = color.a;
offsetX = offset[RegionAttachment.OX2];
offsetY = offset[RegionAttachment.OY2];
vertices[RegionAttachment.X2] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y2] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C2R] = color.r;
vertices[RegionAttachment.C2G] = color.g;
vertices[RegionAttachment.C2B] = color.b;
vertices[RegionAttachment.C2A] = color.a;
offsetX = offset[RegionAttachment.OX3];
offsetY = offset[RegionAttachment.OY3];
vertices[RegionAttachment.X3] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y3] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C3R] = color.r;
vertices[RegionAttachment.C3G] = color.g;
vertices[RegionAttachment.C3B] = color.b;
vertices[RegionAttachment.C3A] = color.a;
offsetX = offset[RegionAttachment.OX4];
offsetY = offset[RegionAttachment.OY4];
vertices[RegionAttachment.X4] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y4] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C4R] = color.r;
vertices[RegionAttachment.C4G] = color.g;
vertices[RegionAttachment.C4B] = color.b;
vertices[RegionAttachment.C4A] = color.a;
return vertices;
};
RegionAttachment.OX1 = 0;
RegionAttachment.OY1 = 1;
RegionAttachment.OX2 = 2;
RegionAttachment.OY2 = 3;
RegionAttachment.OX3 = 4;
RegionAttachment.OY3 = 5;
RegionAttachment.OX4 = 6;
RegionAttachment.OY4 = 7;
RegionAttachment.X1 = 0;
RegionAttachment.Y1 = 1;
RegionAttachment.C1R = 2;
RegionAttachment.C1G = 3;
RegionAttachment.C1B = 4;
RegionAttachment.C1A = 5;
RegionAttachment.U1 = 6;
RegionAttachment.V1 = 7;
RegionAttachment.X2 = 8;
RegionAttachment.Y2 = 9;
RegionAttachment.C2R = 10;
RegionAttachment.C2G = 11;
RegionAttachment.C2B = 12;
RegionAttachment.C2A = 13;
RegionAttachment.U2 = 14;
RegionAttachment.V2 = 15;
RegionAttachment.X3 = 16;
RegionAttachment.Y3 = 17;
RegionAttachment.C3R = 18;
RegionAttachment.C3G = 19;
RegionAttachment.C3B = 20;
RegionAttachment.C3A = 21;
RegionAttachment.U3 = 22;
RegionAttachment.V3 = 23;
RegionAttachment.X4 = 24;
RegionAttachment.Y4 = 25;
RegionAttachment.C4R = 26;
RegionAttachment.C4G = 27;
RegionAttachment.C4B = 28;
RegionAttachment.C4A = 29;
RegionAttachment.U4 = 30;
RegionAttachment.V4 = 31;
return RegionAttachment;
}(spine.Attachment));
spine.RegionAttachment = RegionAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
(function (BlendMode) {
BlendMode[BlendMode["Normal"] = 0] = "Normal";
@ -3483,7 +3905,7 @@ var spine;
for (var key in dictionary) {
var skinAttachment = dictionary[key];
if (slotAttachment == skinAttachment) {
var attachment = this.getAttachment(slotIndex, name);
var attachment = this.getAttachment(slotIndex, key);
if (attachment != null)
slot.setAttachment(attachment);
break;
@ -3793,7 +4215,6 @@ var spine;
region.renderObject = region;
var attachment = new spine.RegionAttachment(name);
attachment.setRegion(region);
attachment.region = region;
return attachment;
};
TextureAtlasAttachmentLoader.prototype.newMeshAttachment = function (skin, name, path) {
@ -4163,422 +4584,6 @@ var spine;
spine.TimeKeeper = TimeKeeper;
})(spine || (spine = {}));
var spine;
(function (spine) {
var Attachment = (function () {
function Attachment(name) {
if (name == null)
throw new Error("name cannot be null.");
this.name = name;
}
return Attachment;
}());
spine.Attachment = Attachment;
var VertexAttachment = (function (_super) {
__extends(VertexAttachment, _super);
function VertexAttachment(name) {
_super.call(this, name);
this.worldVerticesLength = 0;
}
VertexAttachment.prototype.computeWorldVertices = function (slot, worldVertices) {
this.computeWorldVerticesWith(slot, 0, this.worldVerticesLength, worldVertices, 0);
};
VertexAttachment.prototype.computeWorldVerticesWith = function (slot, start, count, worldVertices, offset) {
count += offset;
var skeleton = slot.bone.skeleton;
var x = skeleton.x, y = skeleton.y;
var deformArray = slot.attachmentVertices;
var vertices = this.vertices;
var bones = this.bones;
if (bones == null) {
if (deformArray.length > 0)
vertices = deformArray;
var bone = slot.bone;
x += bone.worldX;
y += bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
for (var v_1 = start, w = offset; w < count; v_1 += 2, w += 2) {
var vx = vertices[v_1], vy = vertices[v_1 + 1];
worldVertices[w] = vx * a + vy * b + x;
worldVertices[w + 1] = vx * c + vy * d + y;
}
return;
}
var v = 0, skip = 0;
for (var i = 0; i < start; i += 2) {
var n = bones[v];
v += n + 1;
skip += n;
}
var skeletonBones = skeleton.bones;
if (deformArray.length == 0) {
for (var w = offset, b = skip * 3; w < count; w += 2) {
var wx = x, wy = y;
var n = bones[v++];
n += v;
for (; v < n; v++, b += 3) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
}
else {
var deform = deformArray;
for (var w = offset, b = skip * 3, f = skip << 1; w < count; w += 2) {
var wx = x, wy = y;
var n = bones[v++];
n += v;
for (; v < n; v++, b += 3, f += 2) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
}
};
VertexAttachment.prototype.applyDeform = function (sourceAttachment) {
return this == sourceAttachment;
};
return VertexAttachment;
}(Attachment));
spine.VertexAttachment = VertexAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
(function (AttachmentType) {
AttachmentType[AttachmentType["Region"] = 0] = "Region";
AttachmentType[AttachmentType["BoundingBox"] = 1] = "BoundingBox";
AttachmentType[AttachmentType["Mesh"] = 2] = "Mesh";
AttachmentType[AttachmentType["LinkedMesh"] = 3] = "LinkedMesh";
AttachmentType[AttachmentType["Path"] = 4] = "Path";
})(spine.AttachmentType || (spine.AttachmentType = {}));
var AttachmentType = spine.AttachmentType;
})(spine || (spine = {}));
var spine;
(function (spine) {
var BoundingBoxAttachment = (function (_super) {
__extends(BoundingBoxAttachment, _super);
function BoundingBoxAttachment(name) {
_super.call(this, name);
this.color = new spine.Color(1, 1, 1, 1);
}
return BoundingBoxAttachment;
}(spine.VertexAttachment));
spine.BoundingBoxAttachment = BoundingBoxAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var MeshAttachment = (function (_super) {
__extends(MeshAttachment, _super);
function MeshAttachment(name) {
_super.call(this, name);
this.color = new spine.Color(1, 1, 1, 1);
this.inheritDeform = false;
this.tempColor = new spine.Color(0, 0, 0, 0);
}
MeshAttachment.prototype.updateUVs = function () {
var regionUVs = this.regionUVs;
var verticesLength = regionUVs.length;
var worldVerticesLength = (verticesLength >> 1) * 8;
if (this.worldVertices == null || this.worldVertices.length != worldVerticesLength)
this.worldVertices = spine.Utils.newFloatArray(worldVerticesLength);
var u = 0, v = 0, width = 0, height = 0;
if (this.region == null) {
u = v = 0;
width = height = 1;
}
else {
u = this.region.u;
v = this.region.v;
width = this.region.u2 - u;
height = this.region.v2 - v;
}
if (this.region.rotate) {
for (var i = 0, w = 6; i < verticesLength; i += 2, w += 8) {
this.worldVertices[w] = u + regionUVs[i + 1] * width;
this.worldVertices[w + 1] = v + height - regionUVs[i] * height;
}
}
else {
for (var i = 0, w = 6; i < verticesLength; i += 2, w += 8) {
this.worldVertices[w] = u + regionUVs[i] * width;
this.worldVertices[w + 1] = v + regionUVs[i + 1] * height;
}
}
};
MeshAttachment.prototype.updateWorldVertices = function (slot, premultipliedAlpha) {
var skeleton = slot.bone.skeleton;
var skeletonColor = skeleton.color, slotColor = slot.color, meshColor = this.color;
var alpha = skeletonColor.a * slotColor.a * meshColor.a;
var multiplier = premultipliedAlpha ? alpha : 1;
var color = this.tempColor;
color.set(skeletonColor.r * slotColor.r * meshColor.r * multiplier, skeletonColor.g * slotColor.g * meshColor.g * multiplier, skeletonColor.b * slotColor.b * meshColor.b * multiplier, alpha);
var x = skeleton.x, y = skeleton.y;
var deformArray = slot.attachmentVertices;
var vertices = this.vertices, worldVertices = this.worldVertices;
var bones = this.bones;
if (bones == null) {
var verticesLength = vertices.length;
if (deformArray.length > 0)
vertices = deformArray;
var bone = slot.bone;
x += bone.worldX;
y += bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
for (var v = 0, w = 0; v < verticesLength; v += 2, w += 8) {
var vx = vertices[v], vy = vertices[v + 1];
worldVertices[w] = vx * a + vy * b + x;
worldVertices[w + 1] = vx * c + vy * d + y;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
return worldVertices;
}
var skeletonBones = skeleton.bones;
if (deformArray.length == 0) {
for (var w = 0, v = 0, b = 0, n = bones.length; v < n; w += 8) {
var wx = x, wy = y;
var nn = bones[v++] + v;
for (; v < nn; v++, b += 3) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
}
else {
var deform = deformArray;
for (var w = 0, v = 0, b = 0, f = 0, n = bones.length; v < n; w += 8) {
var wx = x, wy = y;
var nn = bones[v++] + v;
for (; v < nn; v++, b += 3, f += 2) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
}
return worldVertices;
};
MeshAttachment.prototype.applyDeform = function (sourceAttachment) {
return this == sourceAttachment || (this.inheritDeform && this.parentMesh == sourceAttachment);
};
MeshAttachment.prototype.getParentMesh = function () {
return this.parentMesh;
};
MeshAttachment.prototype.setParentMesh = function (parentMesh) {
this.parentMesh = parentMesh;
if (parentMesh != null) {
this.bones = parentMesh.bones;
this.vertices = parentMesh.vertices;
this.regionUVs = parentMesh.regionUVs;
this.triangles = parentMesh.triangles;
this.hullLength = parentMesh.hullLength;
}
};
return MeshAttachment;
}(spine.VertexAttachment));
spine.MeshAttachment = MeshAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var PathAttachment = (function (_super) {
__extends(PathAttachment, _super);
function PathAttachment(name) {
_super.call(this, name);
this.closed = false;
this.constantSpeed = false;
this.color = new spine.Color(1, 1, 1, 1);
}
return PathAttachment;
}(spine.VertexAttachment));
spine.PathAttachment = PathAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var RegionAttachment = (function (_super) {
__extends(RegionAttachment, _super);
function RegionAttachment(name) {
_super.call(this, name);
this.x = 0;
this.y = 0;
this.scaleX = 1;
this.scaleY = 1;
this.rotation = 0;
this.width = 0;
this.height = 0;
this.color = new spine.Color(1, 1, 1, 1);
this.offset = spine.Utils.newFloatArray(8);
this.vertices = spine.Utils.newFloatArray(8 * 4);
this.tempColor = new spine.Color(1, 1, 1, 1);
}
RegionAttachment.prototype.setRegion = function (region) {
var vertices = this.vertices;
if (region.rotate) {
vertices[RegionAttachment.U2] = region.u;
vertices[RegionAttachment.V2] = region.v2;
vertices[RegionAttachment.U3] = region.u;
vertices[RegionAttachment.V3] = region.v;
vertices[RegionAttachment.U4] = region.u2;
vertices[RegionAttachment.V4] = region.v;
vertices[RegionAttachment.U1] = region.u2;
vertices[RegionAttachment.V1] = region.v2;
}
else {
vertices[RegionAttachment.U1] = region.u;
vertices[RegionAttachment.V1] = region.v2;
vertices[RegionAttachment.U2] = region.u;
vertices[RegionAttachment.V2] = region.v;
vertices[RegionAttachment.U3] = region.u2;
vertices[RegionAttachment.V3] = region.v;
vertices[RegionAttachment.U4] = region.u2;
vertices[RegionAttachment.V4] = region.v2;
}
};
RegionAttachment.prototype.updateOffset = function () {
var regionScaleX = this.width / this.region.originalWidth * this.scaleX;
var regionScaleY = this.height / this.region.originalHeight * this.scaleY;
var localX = -this.width / 2 * this.scaleX + this.region.offsetX * regionScaleX;
var localY = -this.height / 2 * this.scaleY + this.region.offsetY * regionScaleY;
var localX2 = localX + this.region.width * regionScaleX;
var localY2 = localY + this.region.height * regionScaleY;
var radians = this.rotation * Math.PI / 180;
var cos = Math.cos(radians);
var sin = Math.sin(radians);
var localXCos = localX * cos + this.x;
var localXSin = localX * sin;
var localYCos = localY * cos + this.y;
var localYSin = localY * sin;
var localX2Cos = localX2 * cos + this.x;
var localX2Sin = localX2 * sin;
var localY2Cos = localY2 * cos + this.y;
var localY2Sin = localY2 * sin;
var offset = this.offset;
offset[RegionAttachment.OX1] = localXCos - localYSin;
offset[RegionAttachment.OY1] = localYCos + localXSin;
offset[RegionAttachment.OX2] = localXCos - localY2Sin;
offset[RegionAttachment.OY2] = localY2Cos + localXSin;
offset[RegionAttachment.OX3] = localX2Cos - localY2Sin;
offset[RegionAttachment.OY3] = localY2Cos + localX2Sin;
offset[RegionAttachment.OX4] = localX2Cos - localYSin;
offset[RegionAttachment.OY4] = localYCos + localX2Sin;
};
RegionAttachment.prototype.updateWorldVertices = function (slot, premultipliedAlpha) {
var skeleton = slot.bone.skeleton;
var skeletonColor = skeleton.color;
var slotColor = slot.color;
var regionColor = this.color;
var alpha = skeletonColor.a * slotColor.a * regionColor.a;
var multiplier = premultipliedAlpha ? alpha : 1;
var color = this.tempColor;
color.set(skeletonColor.r * slotColor.r * regionColor.r * multiplier, skeletonColor.g * slotColor.g * regionColor.g * multiplier, skeletonColor.b * slotColor.b * regionColor.b * multiplier, alpha);
var vertices = this.vertices;
var offset = this.offset;
var bone = slot.bone;
var x = skeleton.x + bone.worldX, y = skeleton.y + bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
var offsetX = 0, offsetY = 0;
offsetX = offset[RegionAttachment.OX1];
offsetY = offset[RegionAttachment.OY1];
vertices[RegionAttachment.X1] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y1] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C1R] = color.r;
vertices[RegionAttachment.C1G] = color.g;
vertices[RegionAttachment.C1B] = color.b;
vertices[RegionAttachment.C1A] = color.a;
offsetX = offset[RegionAttachment.OX2];
offsetY = offset[RegionAttachment.OY2];
vertices[RegionAttachment.X2] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y2] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C2R] = color.r;
vertices[RegionAttachment.C2G] = color.g;
vertices[RegionAttachment.C2B] = color.b;
vertices[RegionAttachment.C2A] = color.a;
offsetX = offset[RegionAttachment.OX3];
offsetY = offset[RegionAttachment.OY3];
vertices[RegionAttachment.X3] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y3] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C3R] = color.r;
vertices[RegionAttachment.C3G] = color.g;
vertices[RegionAttachment.C3B] = color.b;
vertices[RegionAttachment.C3A] = color.a;
offsetX = offset[RegionAttachment.OX4];
offsetY = offset[RegionAttachment.OY4];
vertices[RegionAttachment.X4] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y4] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C4R] = color.r;
vertices[RegionAttachment.C4G] = color.g;
vertices[RegionAttachment.C4B] = color.b;
vertices[RegionAttachment.C4A] = color.a;
return vertices;
};
RegionAttachment.OX1 = 0;
RegionAttachment.OY1 = 1;
RegionAttachment.OX2 = 2;
RegionAttachment.OY2 = 3;
RegionAttachment.OX3 = 4;
RegionAttachment.OY3 = 5;
RegionAttachment.OX4 = 6;
RegionAttachment.OY4 = 7;
RegionAttachment.X1 = 0;
RegionAttachment.Y1 = 1;
RegionAttachment.C1R = 2;
RegionAttachment.C1G = 3;
RegionAttachment.C1B = 4;
RegionAttachment.C1A = 5;
RegionAttachment.U1 = 6;
RegionAttachment.V1 = 7;
RegionAttachment.X2 = 8;
RegionAttachment.Y2 = 9;
RegionAttachment.C2R = 10;
RegionAttachment.C2G = 11;
RegionAttachment.C2B = 12;
RegionAttachment.C2A = 13;
RegionAttachment.U2 = 14;
RegionAttachment.V2 = 15;
RegionAttachment.X3 = 16;
RegionAttachment.Y3 = 17;
RegionAttachment.C3R = 18;
RegionAttachment.C3G = 19;
RegionAttachment.C3B = 20;
RegionAttachment.C3A = 21;
RegionAttachment.U3 = 22;
RegionAttachment.V3 = 23;
RegionAttachment.X4 = 24;
RegionAttachment.Y4 = 25;
RegionAttachment.C4R = 26;
RegionAttachment.C4G = 27;
RegionAttachment.C4B = 28;
RegionAttachment.C4A = 29;
RegionAttachment.U4 = 30;
RegionAttachment.V4 = 31;
return RegionAttachment;
}(spine.Attachment));
spine.RegionAttachment = RegionAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var webgl;
(function (webgl) {

File diff suppressed because one or more lines are too long

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@ -256,6 +256,135 @@ declare module spine {
getErrors(): Map<string>;
}
}
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, worldVertices: ArrayLike<number>): void;
computeWorldVerticesWith(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
}
}
declare module spine {
interface AttachmentLoader {
newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
newPathAttachment(skin: Skin, name: string): PathAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
worldVertices: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
updateWorldVertices(slot: Slot, premultipliedAlpha: boolean): ArrayLike<number>;
applyDeform(sourceAttachment: VertexAttachment): boolean;
getParentMesh(): MeshAttachment;
setParentMesh(parentMesh: MeshAttachment): void;
}
}
declare module spine {
class PathAttachment extends VertexAttachment {
lengths: Array<number>;
closed: boolean;
constantSpeed: boolean;
color: Color;
constructor(name: string);
}
}
declare module spine {
class RegionAttachment extends Attachment {
static OX1: number;
static OY1: number;
static OX2: number;
static OY2: number;
static OX3: number;
static OY3: number;
static OX4: number;
static OY4: number;
static X1: number;
static Y1: number;
static C1R: number;
static C1G: number;
static C1B: number;
static C1A: number;
static U1: number;
static V1: number;
static X2: number;
static Y2: number;
static C2R: number;
static C2G: number;
static C2B: number;
static C2A: number;
static U2: number;
static V2: number;
static X3: number;
static Y3: number;
static C3R: number;
static C3G: number;
static C3B: number;
static C3A: number;
static U3: number;
static V3: number;
static X4: number;
static Y4: number;
static C4R: number;
static C4G: number;
static C4B: number;
static C4A: number;
static U4: number;
static V4: number;
x: number;
y: number;
scaleX: number;
scaleY: number;
rotation: number;
width: number;
height: number;
color: Color;
path: string;
rendererObject: any;
region: TextureRegion;
offset: ArrayLike<number>;
vertices: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
setRegion(region: TextureRegion): void;
updateOffset(): void;
updateWorldVertices(slot: Slot, premultipliedAlpha: boolean): ArrayLike<number>;
}
}
declare module spine {
enum BlendMode {
Normal = 0,
@ -757,7 +886,7 @@ declare module spine {
static setArraySize<T>(array: Array<T>, size: number, value?: any): Array<T>;
static newArray<T>(size: number, defaultValue: T): Array<T>;
static newFloatArray(size: number): ArrayLike<number>;
static toFloatArray(array: Array<number>): Float32Array | number[];
static toFloatArray(array: Array<number>): number[] | Float32Array;
}
class DebugUtils {
static logBones(skeleton: Skeleton): void;
@ -789,134 +918,9 @@ declare module spine {
private frameTime;
update(): void;
}
}
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, worldVertices: ArrayLike<number>): void;
computeWorldVerticesWith(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
}
}
declare module spine {
interface AttachmentLoader {
newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
newPathAttachment(skin: Skin, name: string): PathAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
worldVertices: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
updateWorldVertices(slot: Slot, premultipliedAlpha: boolean): ArrayLike<number>;
applyDeform(sourceAttachment: VertexAttachment): boolean;
getParentMesh(): MeshAttachment;
setParentMesh(parentMesh: MeshAttachment): void;
}
}
declare module spine {
class PathAttachment extends VertexAttachment {
lengths: Array<number>;
closed: boolean;
constantSpeed: boolean;
color: Color;
constructor(name: string);
}
}
declare module spine {
class RegionAttachment extends Attachment {
static OX1: number;
static OY1: number;
static OX2: number;
static OY2: number;
static OX3: number;
static OY3: number;
static OX4: number;
static OY4: number;
static X1: number;
static Y1: number;
static C1R: number;
static C1G: number;
static C1B: number;
static C1A: number;
static U1: number;
static V1: number;
static X2: number;
static Y2: number;
static C2R: number;
static C2G: number;
static C2B: number;
static C2A: number;
static U2: number;
static V2: number;
static X3: number;
static Y3: number;
static C3R: number;
static C3G: number;
static C3B: number;
static C3A: number;
static U3: number;
static V3: number;
static X4: number;
static Y4: number;
static C4R: number;
static C4G: number;
static C4B: number;
static C4A: number;
static U4: number;
static V4: number;
x: number;
y: number;
scaleX: number;
scaleY: number;
rotation: number;
width: number;
height: number;
color: Color;
path: string;
rendererObject: any;
region: TextureRegion;
offset: ArrayLike<number>;
vertices: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
setRegion(region: TextureRegion): void;
updateOffset(): void;
updateWorldVertices(slot: Slot, premultipliedAlpha: boolean): ArrayLike<number>;
interface ArrayLike<T> {
length: number;
[n: number]: T;
}
}
declare module spine.webgl {

View File

@ -770,17 +770,19 @@ var spine;
}
for (var ii = 0, nn = events.length; ii < nn; ii++) {
var event_1 = events[ii];
if (current.listener != null)
if (current.listener != null && current.listener.event != null)
current.listener.event(i, event_1);
for (var iii = 0; iii < listenerCount; iii++)
this.listeners[iii].event(i, event_1);
if (this.listeners[iii].event)
this.listeners[iii].event(i, event_1);
}
if (loop ? (lastTime % endTime > time % endTime) : (lastTime < endTime && time >= endTime)) {
var count = spine.MathUtils.toInt(time / endTime);
if (current.listener != null)
if (current.listener != null && current.listener.complete)
current.listener.complete(i, count);
for (var ii = 0, nn = this.listeners.length; ii < nn; ii++)
this.listeners[ii].complete(i, count);
if (this.listeners[ii].complete)
this.listeners[ii].complete(i, count);
}
current.lastTime = current.time;
}
@ -796,10 +798,11 @@ var spine;
var current = this.tracks[trackIndex];
if (current == null)
return;
if (current.listener != null)
if (current.listener != null && current.listener.end != null)
current.listener.end(trackIndex);
for (var i = 0, n = this.listeners.length; i < n; i++)
this.listeners[i].end(trackIndex);
if (this.listeners[i].end)
this.listeners[i].end(trackIndex);
this.tracks[trackIndex] = null;
this.freeAll(current);
};
@ -821,10 +824,11 @@ var spine;
if (current != null) {
var previous = current.previous;
current.previous = null;
if (current.listener != null)
if (current.listener != null && current.listener.end != null)
current.listener.end(index);
for (var i = 0, n = this.listeners.length; i < n; i++)
this.listeners[i].end(index);
if (this.listeners[i].end)
this.listeners[i].end(index);
entry.mixDuration = this.data.getMix(current.animation, entry.animation);
if (entry.mixDuration > 0) {
entry.mixTime = 0;
@ -837,10 +841,11 @@ var spine;
}
}
this.tracks[index] = entry;
if (entry.listener != null)
if (entry.listener != null && entry.listener.start != null)
entry.listener.start(index);
for (var i = 0, n = this.listeners.length; i < n; i++)
this.listeners[i].start(index);
if (this.listeners[i].start)
this.listeners[i].start(index);
};
AnimationState.prototype.setAnimation = function (trackIndex, animationName, loop) {
var animation = this.data.skeletonData.findAnimation(animationName);
@ -1091,6 +1096,423 @@ var spine;
spine.AssetManager = AssetManager;
})(spine || (spine = {}));
var spine;
(function (spine) {
var Attachment = (function () {
function Attachment(name) {
if (name == null)
throw new Error("name cannot be null.");
this.name = name;
}
return Attachment;
}());
spine.Attachment = Attachment;
var VertexAttachment = (function (_super) {
__extends(VertexAttachment, _super);
function VertexAttachment(name) {
_super.call(this, name);
this.worldVerticesLength = 0;
}
VertexAttachment.prototype.computeWorldVertices = function (slot, worldVertices) {
this.computeWorldVerticesWith(slot, 0, this.worldVerticesLength, worldVertices, 0);
};
VertexAttachment.prototype.computeWorldVerticesWith = function (slot, start, count, worldVertices, offset) {
count += offset;
var skeleton = slot.bone.skeleton;
var x = skeleton.x, y = skeleton.y;
var deformArray = slot.attachmentVertices;
var vertices = this.vertices;
var bones = this.bones;
if (bones == null) {
if (deformArray.length > 0)
vertices = deformArray;
var bone = slot.bone;
x += bone.worldX;
y += bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
for (var v_1 = start, w = offset; w < count; v_1 += 2, w += 2) {
var vx = vertices[v_1], vy = vertices[v_1 + 1];
worldVertices[w] = vx * a + vy * b + x;
worldVertices[w + 1] = vx * c + vy * d + y;
}
return;
}
var v = 0, skip = 0;
for (var i = 0; i < start; i += 2) {
var n = bones[v];
v += n + 1;
skip += n;
}
var skeletonBones = skeleton.bones;
if (deformArray.length == 0) {
for (var w = offset, b = skip * 3; w < count; w += 2) {
var wx = x, wy = y;
var n = bones[v++];
n += v;
for (; v < n; v++, b += 3) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
}
else {
var deform = deformArray;
for (var w = offset, b = skip * 3, f = skip << 1; w < count; w += 2) {
var wx = x, wy = y;
var n = bones[v++];
n += v;
for (; v < n; v++, b += 3, f += 2) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
}
};
VertexAttachment.prototype.applyDeform = function (sourceAttachment) {
return this == sourceAttachment;
};
return VertexAttachment;
}(Attachment));
spine.VertexAttachment = VertexAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
(function (AttachmentType) {
AttachmentType[AttachmentType["Region"] = 0] = "Region";
AttachmentType[AttachmentType["BoundingBox"] = 1] = "BoundingBox";
AttachmentType[AttachmentType["Mesh"] = 2] = "Mesh";
AttachmentType[AttachmentType["LinkedMesh"] = 3] = "LinkedMesh";
AttachmentType[AttachmentType["Path"] = 4] = "Path";
})(spine.AttachmentType || (spine.AttachmentType = {}));
var AttachmentType = spine.AttachmentType;
})(spine || (spine = {}));
var spine;
(function (spine) {
var BoundingBoxAttachment = (function (_super) {
__extends(BoundingBoxAttachment, _super);
function BoundingBoxAttachment(name) {
_super.call(this, name);
this.color = new spine.Color(1, 1, 1, 1);
}
return BoundingBoxAttachment;
}(spine.VertexAttachment));
spine.BoundingBoxAttachment = BoundingBoxAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var MeshAttachment = (function (_super) {
__extends(MeshAttachment, _super);
function MeshAttachment(name) {
_super.call(this, name);
this.color = new spine.Color(1, 1, 1, 1);
this.inheritDeform = false;
this.tempColor = new spine.Color(0, 0, 0, 0);
}
MeshAttachment.prototype.updateUVs = function () {
var regionUVs = this.regionUVs;
var verticesLength = regionUVs.length;
var worldVerticesLength = (verticesLength >> 1) * 8;
if (this.worldVertices == null || this.worldVertices.length != worldVerticesLength)
this.worldVertices = spine.Utils.newFloatArray(worldVerticesLength);
var u = 0, v = 0, width = 0, height = 0;
if (this.region == null) {
u = v = 0;
width = height = 1;
}
else {
u = this.region.u;
v = this.region.v;
width = this.region.u2 - u;
height = this.region.v2 - v;
}
if (this.region.rotate) {
for (var i = 0, w = 6; i < verticesLength; i += 2, w += 8) {
this.worldVertices[w] = u + regionUVs[i + 1] * width;
this.worldVertices[w + 1] = v + height - regionUVs[i] * height;
}
}
else {
for (var i = 0, w = 6; i < verticesLength; i += 2, w += 8) {
this.worldVertices[w] = u + regionUVs[i] * width;
this.worldVertices[w + 1] = v + regionUVs[i + 1] * height;
}
}
};
MeshAttachment.prototype.updateWorldVertices = function (slot, premultipliedAlpha) {
var skeleton = slot.bone.skeleton;
var skeletonColor = skeleton.color, slotColor = slot.color, meshColor = this.color;
var alpha = skeletonColor.a * slotColor.a * meshColor.a;
var multiplier = premultipliedAlpha ? alpha : 1;
var color = this.tempColor;
color.set(skeletonColor.r * slotColor.r * meshColor.r * multiplier, skeletonColor.g * slotColor.g * meshColor.g * multiplier, skeletonColor.b * slotColor.b * meshColor.b * multiplier, alpha);
var x = skeleton.x, y = skeleton.y;
var deformArray = slot.attachmentVertices;
var vertices = this.vertices, worldVertices = this.worldVertices;
var bones = this.bones;
if (bones == null) {
var verticesLength = vertices.length;
if (deformArray.length > 0)
vertices = deformArray;
var bone = slot.bone;
x += bone.worldX;
y += bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
for (var v = 0, w = 0; v < verticesLength; v += 2, w += 8) {
var vx = vertices[v], vy = vertices[v + 1];
worldVertices[w] = vx * a + vy * b + x;
worldVertices[w + 1] = vx * c + vy * d + y;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
return worldVertices;
}
var skeletonBones = skeleton.bones;
if (deformArray.length == 0) {
for (var w = 0, v = 0, b = 0, n = bones.length; v < n; w += 8) {
var wx = x, wy = y;
var nn = bones[v++] + v;
for (; v < nn; v++, b += 3) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
}
else {
var deform = deformArray;
for (var w = 0, v = 0, b = 0, f = 0, n = bones.length; v < n; w += 8) {
var wx = x, wy = y;
var nn = bones[v++] + v;
for (; v < nn; v++, b += 3, f += 2) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
}
return worldVertices;
};
MeshAttachment.prototype.applyDeform = function (sourceAttachment) {
return this == sourceAttachment || (this.inheritDeform && this.parentMesh == sourceAttachment);
};
MeshAttachment.prototype.getParentMesh = function () {
return this.parentMesh;
};
MeshAttachment.prototype.setParentMesh = function (parentMesh) {
this.parentMesh = parentMesh;
if (parentMesh != null) {
this.bones = parentMesh.bones;
this.vertices = parentMesh.vertices;
this.regionUVs = parentMesh.regionUVs;
this.triangles = parentMesh.triangles;
this.hullLength = parentMesh.hullLength;
}
};
return MeshAttachment;
}(spine.VertexAttachment));
spine.MeshAttachment = MeshAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var PathAttachment = (function (_super) {
__extends(PathAttachment, _super);
function PathAttachment(name) {
_super.call(this, name);
this.closed = false;
this.constantSpeed = false;
this.color = new spine.Color(1, 1, 1, 1);
}
return PathAttachment;
}(spine.VertexAttachment));
spine.PathAttachment = PathAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var RegionAttachment = (function (_super) {
__extends(RegionAttachment, _super);
function RegionAttachment(name) {
_super.call(this, name);
this.x = 0;
this.y = 0;
this.scaleX = 1;
this.scaleY = 1;
this.rotation = 0;
this.width = 0;
this.height = 0;
this.color = new spine.Color(1, 1, 1, 1);
this.offset = spine.Utils.newFloatArray(8);
this.vertices = spine.Utils.newFloatArray(8 * 4);
this.tempColor = new spine.Color(1, 1, 1, 1);
}
RegionAttachment.prototype.setRegion = function (region) {
var vertices = this.vertices;
if (region.rotate) {
vertices[RegionAttachment.U2] = region.u;
vertices[RegionAttachment.V2] = region.v2;
vertices[RegionAttachment.U3] = region.u;
vertices[RegionAttachment.V3] = region.v;
vertices[RegionAttachment.U4] = region.u2;
vertices[RegionAttachment.V4] = region.v;
vertices[RegionAttachment.U1] = region.u2;
vertices[RegionAttachment.V1] = region.v2;
}
else {
vertices[RegionAttachment.U1] = region.u;
vertices[RegionAttachment.V1] = region.v2;
vertices[RegionAttachment.U2] = region.u;
vertices[RegionAttachment.V2] = region.v;
vertices[RegionAttachment.U3] = region.u2;
vertices[RegionAttachment.V3] = region.v;
vertices[RegionAttachment.U4] = region.u2;
vertices[RegionAttachment.V4] = region.v2;
}
this.region = region;
};
RegionAttachment.prototype.updateOffset = function () {
var regionScaleX = this.width / this.region.originalWidth * this.scaleX;
var regionScaleY = this.height / this.region.originalHeight * this.scaleY;
var localX = -this.width / 2 * this.scaleX + this.region.offsetX * regionScaleX;
var localY = -this.height / 2 * this.scaleY + this.region.offsetY * regionScaleY;
var localX2 = localX + this.region.width * regionScaleX;
var localY2 = localY + this.region.height * regionScaleY;
var radians = this.rotation * Math.PI / 180;
var cos = Math.cos(radians);
var sin = Math.sin(radians);
var localXCos = localX * cos + this.x;
var localXSin = localX * sin;
var localYCos = localY * cos + this.y;
var localYSin = localY * sin;
var localX2Cos = localX2 * cos + this.x;
var localX2Sin = localX2 * sin;
var localY2Cos = localY2 * cos + this.y;
var localY2Sin = localY2 * sin;
var offset = this.offset;
offset[RegionAttachment.OX1] = localXCos - localYSin;
offset[RegionAttachment.OY1] = localYCos + localXSin;
offset[RegionAttachment.OX2] = localXCos - localY2Sin;
offset[RegionAttachment.OY2] = localY2Cos + localXSin;
offset[RegionAttachment.OX3] = localX2Cos - localY2Sin;
offset[RegionAttachment.OY3] = localY2Cos + localX2Sin;
offset[RegionAttachment.OX4] = localX2Cos - localYSin;
offset[RegionAttachment.OY4] = localYCos + localX2Sin;
};
RegionAttachment.prototype.updateWorldVertices = function (slot, premultipliedAlpha) {
var skeleton = slot.bone.skeleton;
var skeletonColor = skeleton.color;
var slotColor = slot.color;
var regionColor = this.color;
var alpha = skeletonColor.a * slotColor.a * regionColor.a;
var multiplier = premultipliedAlpha ? alpha : 1;
var color = this.tempColor;
color.set(skeletonColor.r * slotColor.r * regionColor.r * multiplier, skeletonColor.g * slotColor.g * regionColor.g * multiplier, skeletonColor.b * slotColor.b * regionColor.b * multiplier, alpha);
var vertices = this.vertices;
var offset = this.offset;
var bone = slot.bone;
var x = skeleton.x + bone.worldX, y = skeleton.y + bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
var offsetX = 0, offsetY = 0;
offsetX = offset[RegionAttachment.OX1];
offsetY = offset[RegionAttachment.OY1];
vertices[RegionAttachment.X1] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y1] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C1R] = color.r;
vertices[RegionAttachment.C1G] = color.g;
vertices[RegionAttachment.C1B] = color.b;
vertices[RegionAttachment.C1A] = color.a;
offsetX = offset[RegionAttachment.OX2];
offsetY = offset[RegionAttachment.OY2];
vertices[RegionAttachment.X2] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y2] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C2R] = color.r;
vertices[RegionAttachment.C2G] = color.g;
vertices[RegionAttachment.C2B] = color.b;
vertices[RegionAttachment.C2A] = color.a;
offsetX = offset[RegionAttachment.OX3];
offsetY = offset[RegionAttachment.OY3];
vertices[RegionAttachment.X3] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y3] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C3R] = color.r;
vertices[RegionAttachment.C3G] = color.g;
vertices[RegionAttachment.C3B] = color.b;
vertices[RegionAttachment.C3A] = color.a;
offsetX = offset[RegionAttachment.OX4];
offsetY = offset[RegionAttachment.OY4];
vertices[RegionAttachment.X4] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y4] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C4R] = color.r;
vertices[RegionAttachment.C4G] = color.g;
vertices[RegionAttachment.C4B] = color.b;
vertices[RegionAttachment.C4A] = color.a;
return vertices;
};
RegionAttachment.OX1 = 0;
RegionAttachment.OY1 = 1;
RegionAttachment.OX2 = 2;
RegionAttachment.OY2 = 3;
RegionAttachment.OX3 = 4;
RegionAttachment.OY3 = 5;
RegionAttachment.OX4 = 6;
RegionAttachment.OY4 = 7;
RegionAttachment.X1 = 0;
RegionAttachment.Y1 = 1;
RegionAttachment.C1R = 2;
RegionAttachment.C1G = 3;
RegionAttachment.C1B = 4;
RegionAttachment.C1A = 5;
RegionAttachment.U1 = 6;
RegionAttachment.V1 = 7;
RegionAttachment.X2 = 8;
RegionAttachment.Y2 = 9;
RegionAttachment.C2R = 10;
RegionAttachment.C2G = 11;
RegionAttachment.C2B = 12;
RegionAttachment.C2A = 13;
RegionAttachment.U2 = 14;
RegionAttachment.V2 = 15;
RegionAttachment.X3 = 16;
RegionAttachment.Y3 = 17;
RegionAttachment.C3R = 18;
RegionAttachment.C3G = 19;
RegionAttachment.C3B = 20;
RegionAttachment.C3A = 21;
RegionAttachment.U3 = 22;
RegionAttachment.V3 = 23;
RegionAttachment.X4 = 24;
RegionAttachment.Y4 = 25;
RegionAttachment.C4R = 26;
RegionAttachment.C4G = 27;
RegionAttachment.C4B = 28;
RegionAttachment.C4A = 29;
RegionAttachment.U4 = 30;
RegionAttachment.V4 = 31;
return RegionAttachment;
}(spine.Attachment));
spine.RegionAttachment = RegionAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
(function (BlendMode) {
BlendMode[BlendMode["Normal"] = 0] = "Normal";
@ -3483,7 +3905,7 @@ var spine;
for (var key in dictionary) {
var skinAttachment = dictionary[key];
if (slotAttachment == skinAttachment) {
var attachment = this.getAttachment(slotIndex, name);
var attachment = this.getAttachment(slotIndex, key);
if (attachment != null)
slot.setAttachment(attachment);
break;
@ -3793,7 +4215,6 @@ var spine;
region.renderObject = region;
var attachment = new spine.RegionAttachment(name);
attachment.setRegion(region);
attachment.region = region;
return attachment;
};
TextureAtlasAttachmentLoader.prototype.newMeshAttachment = function (skin, name, path) {
@ -4163,422 +4584,6 @@ var spine;
spine.TimeKeeper = TimeKeeper;
})(spine || (spine = {}));
var spine;
(function (spine) {
var Attachment = (function () {
function Attachment(name) {
if (name == null)
throw new Error("name cannot be null.");
this.name = name;
}
return Attachment;
}());
spine.Attachment = Attachment;
var VertexAttachment = (function (_super) {
__extends(VertexAttachment, _super);
function VertexAttachment(name) {
_super.call(this, name);
this.worldVerticesLength = 0;
}
VertexAttachment.prototype.computeWorldVertices = function (slot, worldVertices) {
this.computeWorldVerticesWith(slot, 0, this.worldVerticesLength, worldVertices, 0);
};
VertexAttachment.prototype.computeWorldVerticesWith = function (slot, start, count, worldVertices, offset) {
count += offset;
var skeleton = slot.bone.skeleton;
var x = skeleton.x, y = skeleton.y;
var deformArray = slot.attachmentVertices;
var vertices = this.vertices;
var bones = this.bones;
if (bones == null) {
if (deformArray.length > 0)
vertices = deformArray;
var bone = slot.bone;
x += bone.worldX;
y += bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
for (var v_1 = start, w = offset; w < count; v_1 += 2, w += 2) {
var vx = vertices[v_1], vy = vertices[v_1 + 1];
worldVertices[w] = vx * a + vy * b + x;
worldVertices[w + 1] = vx * c + vy * d + y;
}
return;
}
var v = 0, skip = 0;
for (var i = 0; i < start; i += 2) {
var n = bones[v];
v += n + 1;
skip += n;
}
var skeletonBones = skeleton.bones;
if (deformArray.length == 0) {
for (var w = offset, b = skip * 3; w < count; w += 2) {
var wx = x, wy = y;
var n = bones[v++];
n += v;
for (; v < n; v++, b += 3) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
}
else {
var deform = deformArray;
for (var w = offset, b = skip * 3, f = skip << 1; w < count; w += 2) {
var wx = x, wy = y;
var n = bones[v++];
n += v;
for (; v < n; v++, b += 3, f += 2) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
}
};
VertexAttachment.prototype.applyDeform = function (sourceAttachment) {
return this == sourceAttachment;
};
return VertexAttachment;
}(Attachment));
spine.VertexAttachment = VertexAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
(function (AttachmentType) {
AttachmentType[AttachmentType["Region"] = 0] = "Region";
AttachmentType[AttachmentType["BoundingBox"] = 1] = "BoundingBox";
AttachmentType[AttachmentType["Mesh"] = 2] = "Mesh";
AttachmentType[AttachmentType["LinkedMesh"] = 3] = "LinkedMesh";
AttachmentType[AttachmentType["Path"] = 4] = "Path";
})(spine.AttachmentType || (spine.AttachmentType = {}));
var AttachmentType = spine.AttachmentType;
})(spine || (spine = {}));
var spine;
(function (spine) {
var BoundingBoxAttachment = (function (_super) {
__extends(BoundingBoxAttachment, _super);
function BoundingBoxAttachment(name) {
_super.call(this, name);
this.color = new spine.Color(1, 1, 1, 1);
}
return BoundingBoxAttachment;
}(spine.VertexAttachment));
spine.BoundingBoxAttachment = BoundingBoxAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var MeshAttachment = (function (_super) {
__extends(MeshAttachment, _super);
function MeshAttachment(name) {
_super.call(this, name);
this.color = new spine.Color(1, 1, 1, 1);
this.inheritDeform = false;
this.tempColor = new spine.Color(0, 0, 0, 0);
}
MeshAttachment.prototype.updateUVs = function () {
var regionUVs = this.regionUVs;
var verticesLength = regionUVs.length;
var worldVerticesLength = (verticesLength >> 1) * 8;
if (this.worldVertices == null || this.worldVertices.length != worldVerticesLength)
this.worldVertices = spine.Utils.newFloatArray(worldVerticesLength);
var u = 0, v = 0, width = 0, height = 0;
if (this.region == null) {
u = v = 0;
width = height = 1;
}
else {
u = this.region.u;
v = this.region.v;
width = this.region.u2 - u;
height = this.region.v2 - v;
}
if (this.region.rotate) {
for (var i = 0, w = 6; i < verticesLength; i += 2, w += 8) {
this.worldVertices[w] = u + regionUVs[i + 1] * width;
this.worldVertices[w + 1] = v + height - regionUVs[i] * height;
}
}
else {
for (var i = 0, w = 6; i < verticesLength; i += 2, w += 8) {
this.worldVertices[w] = u + regionUVs[i] * width;
this.worldVertices[w + 1] = v + regionUVs[i + 1] * height;
}
}
};
MeshAttachment.prototype.updateWorldVertices = function (slot, premultipliedAlpha) {
var skeleton = slot.bone.skeleton;
var skeletonColor = skeleton.color, slotColor = slot.color, meshColor = this.color;
var alpha = skeletonColor.a * slotColor.a * meshColor.a;
var multiplier = premultipliedAlpha ? alpha : 1;
var color = this.tempColor;
color.set(skeletonColor.r * slotColor.r * meshColor.r * multiplier, skeletonColor.g * slotColor.g * meshColor.g * multiplier, skeletonColor.b * slotColor.b * meshColor.b * multiplier, alpha);
var x = skeleton.x, y = skeleton.y;
var deformArray = slot.attachmentVertices;
var vertices = this.vertices, worldVertices = this.worldVertices;
var bones = this.bones;
if (bones == null) {
var verticesLength = vertices.length;
if (deformArray.length > 0)
vertices = deformArray;
var bone = slot.bone;
x += bone.worldX;
y += bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
for (var v = 0, w = 0; v < verticesLength; v += 2, w += 8) {
var vx = vertices[v], vy = vertices[v + 1];
worldVertices[w] = vx * a + vy * b + x;
worldVertices[w + 1] = vx * c + vy * d + y;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
return worldVertices;
}
var skeletonBones = skeleton.bones;
if (deformArray.length == 0) {
for (var w = 0, v = 0, b = 0, n = bones.length; v < n; w += 8) {
var wx = x, wy = y;
var nn = bones[v++] + v;
for (; v < nn; v++, b += 3) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
}
else {
var deform = deformArray;
for (var w = 0, v = 0, b = 0, f = 0, n = bones.length; v < n; w += 8) {
var wx = x, wy = y;
var nn = bones[v++] + v;
for (; v < nn; v++, b += 3, f += 2) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
worldVertices[w + 2] = color.r;
worldVertices[w + 3] = color.g;
worldVertices[w + 4] = color.b;
worldVertices[w + 5] = color.a;
}
}
return worldVertices;
};
MeshAttachment.prototype.applyDeform = function (sourceAttachment) {
return this == sourceAttachment || (this.inheritDeform && this.parentMesh == sourceAttachment);
};
MeshAttachment.prototype.getParentMesh = function () {
return this.parentMesh;
};
MeshAttachment.prototype.setParentMesh = function (parentMesh) {
this.parentMesh = parentMesh;
if (parentMesh != null) {
this.bones = parentMesh.bones;
this.vertices = parentMesh.vertices;
this.regionUVs = parentMesh.regionUVs;
this.triangles = parentMesh.triangles;
this.hullLength = parentMesh.hullLength;
}
};
return MeshAttachment;
}(spine.VertexAttachment));
spine.MeshAttachment = MeshAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var PathAttachment = (function (_super) {
__extends(PathAttachment, _super);
function PathAttachment(name) {
_super.call(this, name);
this.closed = false;
this.constantSpeed = false;
this.color = new spine.Color(1, 1, 1, 1);
}
return PathAttachment;
}(spine.VertexAttachment));
spine.PathAttachment = PathAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var RegionAttachment = (function (_super) {
__extends(RegionAttachment, _super);
function RegionAttachment(name) {
_super.call(this, name);
this.x = 0;
this.y = 0;
this.scaleX = 1;
this.scaleY = 1;
this.rotation = 0;
this.width = 0;
this.height = 0;
this.color = new spine.Color(1, 1, 1, 1);
this.offset = spine.Utils.newFloatArray(8);
this.vertices = spine.Utils.newFloatArray(8 * 4);
this.tempColor = new spine.Color(1, 1, 1, 1);
}
RegionAttachment.prototype.setRegion = function (region) {
var vertices = this.vertices;
if (region.rotate) {
vertices[RegionAttachment.U2] = region.u;
vertices[RegionAttachment.V2] = region.v2;
vertices[RegionAttachment.U3] = region.u;
vertices[RegionAttachment.V3] = region.v;
vertices[RegionAttachment.U4] = region.u2;
vertices[RegionAttachment.V4] = region.v;
vertices[RegionAttachment.U1] = region.u2;
vertices[RegionAttachment.V1] = region.v2;
}
else {
vertices[RegionAttachment.U1] = region.u;
vertices[RegionAttachment.V1] = region.v2;
vertices[RegionAttachment.U2] = region.u;
vertices[RegionAttachment.V2] = region.v;
vertices[RegionAttachment.U3] = region.u2;
vertices[RegionAttachment.V3] = region.v;
vertices[RegionAttachment.U4] = region.u2;
vertices[RegionAttachment.V4] = region.v2;
}
};
RegionAttachment.prototype.updateOffset = function () {
var regionScaleX = this.width / this.region.originalWidth * this.scaleX;
var regionScaleY = this.height / this.region.originalHeight * this.scaleY;
var localX = -this.width / 2 * this.scaleX + this.region.offsetX * regionScaleX;
var localY = -this.height / 2 * this.scaleY + this.region.offsetY * regionScaleY;
var localX2 = localX + this.region.width * regionScaleX;
var localY2 = localY + this.region.height * regionScaleY;
var radians = this.rotation * Math.PI / 180;
var cos = Math.cos(radians);
var sin = Math.sin(radians);
var localXCos = localX * cos + this.x;
var localXSin = localX * sin;
var localYCos = localY * cos + this.y;
var localYSin = localY * sin;
var localX2Cos = localX2 * cos + this.x;
var localX2Sin = localX2 * sin;
var localY2Cos = localY2 * cos + this.y;
var localY2Sin = localY2 * sin;
var offset = this.offset;
offset[RegionAttachment.OX1] = localXCos - localYSin;
offset[RegionAttachment.OY1] = localYCos + localXSin;
offset[RegionAttachment.OX2] = localXCos - localY2Sin;
offset[RegionAttachment.OY2] = localY2Cos + localXSin;
offset[RegionAttachment.OX3] = localX2Cos - localY2Sin;
offset[RegionAttachment.OY3] = localY2Cos + localX2Sin;
offset[RegionAttachment.OX4] = localX2Cos - localYSin;
offset[RegionAttachment.OY4] = localYCos + localX2Sin;
};
RegionAttachment.prototype.updateWorldVertices = function (slot, premultipliedAlpha) {
var skeleton = slot.bone.skeleton;
var skeletonColor = skeleton.color;
var slotColor = slot.color;
var regionColor = this.color;
var alpha = skeletonColor.a * slotColor.a * regionColor.a;
var multiplier = premultipliedAlpha ? alpha : 1;
var color = this.tempColor;
color.set(skeletonColor.r * slotColor.r * regionColor.r * multiplier, skeletonColor.g * slotColor.g * regionColor.g * multiplier, skeletonColor.b * slotColor.b * regionColor.b * multiplier, alpha);
var vertices = this.vertices;
var offset = this.offset;
var bone = slot.bone;
var x = skeleton.x + bone.worldX, y = skeleton.y + bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
var offsetX = 0, offsetY = 0;
offsetX = offset[RegionAttachment.OX1];
offsetY = offset[RegionAttachment.OY1];
vertices[RegionAttachment.X1] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y1] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C1R] = color.r;
vertices[RegionAttachment.C1G] = color.g;
vertices[RegionAttachment.C1B] = color.b;
vertices[RegionAttachment.C1A] = color.a;
offsetX = offset[RegionAttachment.OX2];
offsetY = offset[RegionAttachment.OY2];
vertices[RegionAttachment.X2] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y2] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C2R] = color.r;
vertices[RegionAttachment.C2G] = color.g;
vertices[RegionAttachment.C2B] = color.b;
vertices[RegionAttachment.C2A] = color.a;
offsetX = offset[RegionAttachment.OX3];
offsetY = offset[RegionAttachment.OY3];
vertices[RegionAttachment.X3] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y3] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C3R] = color.r;
vertices[RegionAttachment.C3G] = color.g;
vertices[RegionAttachment.C3B] = color.b;
vertices[RegionAttachment.C3A] = color.a;
offsetX = offset[RegionAttachment.OX4];
offsetY = offset[RegionAttachment.OY4];
vertices[RegionAttachment.X4] = offsetX * a + offsetY * b + x;
vertices[RegionAttachment.Y4] = offsetX * c + offsetY * d + y;
vertices[RegionAttachment.C4R] = color.r;
vertices[RegionAttachment.C4G] = color.g;
vertices[RegionAttachment.C4B] = color.b;
vertices[RegionAttachment.C4A] = color.a;
return vertices;
};
RegionAttachment.OX1 = 0;
RegionAttachment.OY1 = 1;
RegionAttachment.OX2 = 2;
RegionAttachment.OY2 = 3;
RegionAttachment.OX3 = 4;
RegionAttachment.OY3 = 5;
RegionAttachment.OX4 = 6;
RegionAttachment.OY4 = 7;
RegionAttachment.X1 = 0;
RegionAttachment.Y1 = 1;
RegionAttachment.C1R = 2;
RegionAttachment.C1G = 3;
RegionAttachment.C1B = 4;
RegionAttachment.C1A = 5;
RegionAttachment.U1 = 6;
RegionAttachment.V1 = 7;
RegionAttachment.X2 = 8;
RegionAttachment.Y2 = 9;
RegionAttachment.C2R = 10;
RegionAttachment.C2G = 11;
RegionAttachment.C2B = 12;
RegionAttachment.C2A = 13;
RegionAttachment.U2 = 14;
RegionAttachment.V2 = 15;
RegionAttachment.X3 = 16;
RegionAttachment.Y3 = 17;
RegionAttachment.C3R = 18;
RegionAttachment.C3G = 19;
RegionAttachment.C3B = 20;
RegionAttachment.C3A = 21;
RegionAttachment.U3 = 22;
RegionAttachment.V3 = 23;
RegionAttachment.X4 = 24;
RegionAttachment.Y4 = 25;
RegionAttachment.C4R = 26;
RegionAttachment.C4G = 27;
RegionAttachment.C4B = 28;
RegionAttachment.C4A = 29;
RegionAttachment.U4 = 30;
RegionAttachment.V4 = 31;
return RegionAttachment;
}(spine.Attachment));
spine.RegionAttachment = RegionAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var webgl;
(function (webgl) {

File diff suppressed because one or more lines are too long

View File

@ -108,17 +108,17 @@ module spine {
for (let ii = 0, nn = events.length; ii < nn; ii++) {
let event = events[ii];
if (current.listener != null) current.listener.event(i, event);
if (current.listener != null && current.listener.event != null) current.listener.event(i, event);
for (let iii = 0; iii < listenerCount; iii++)
this.listeners[iii].event(i, event);
if (this.listeners[iii].event) this.listeners[iii].event(i, event);
}
// Check if completed the animation or a loop iteration.
if (loop ? (lastTime % endTime > time % endTime) : (lastTime < endTime && time >= endTime)) {
let count = MathUtils.toInt(time / endTime);
if (current.listener != null) current.listener.complete(i, count);
if (current.listener != null && current.listener.complete) current.listener.complete(i, count);
for (let ii = 0, nn = this.listeners.length; ii < nn; ii++)
this.listeners[ii].complete(i, count);
if (this.listeners[ii].complete) this.listeners[ii].complete(i, count);
}
current.lastTime = current.time;
@ -136,9 +136,9 @@ module spine {
let current = this.tracks[trackIndex];
if (current == null) return;
if (current.listener != null) current.listener.end(trackIndex);
for (let i = 0, n = this.listeners.length; i < n; i++)
this.listeners[i].end(trackIndex);
if (current.listener != null && current.listener.end != null) current.listener.end(trackIndex);
for (let i = 0, n = this.listeners.length; i < n; i++)
if (this.listeners[i].end) this.listeners[i].end(trackIndex);
this.tracks[trackIndex] = null;
@ -165,9 +165,9 @@ module spine {
let previous = current.previous;
current.previous = null;
if (current.listener != null) current.listener.end(index);
if (current.listener != null && current.listener.end != null) current.listener.end(index);
for (let i = 0, n = this.listeners.length; i < n; i++)
this.listeners[i].end(index);
if (this.listeners[i].end) this.listeners[i].end(index);
entry.mixDuration = this.data.getMix(current.animation, entry.animation);
if (entry.mixDuration > 0) {
@ -183,9 +183,9 @@ module spine {
this.tracks[index] = entry;
if (entry.listener != null) entry.listener.start(index);
if (entry.listener != null && entry.listener.start != null) entry.listener.start(index);
for (let i = 0, n = this.listeners.length; i < n; i++)
this.listeners[i].start(index);
if (this.listeners[i].start) this.listeners[i].start(index);
}
/** @see #setAnimation(int, Animation, boolean) */

View File

@ -64,7 +64,7 @@ module spine {
for (let key in dictionary) {
let skinAttachment:Attachment = dictionary[key];
if (slotAttachment == skinAttachment) {
let attachment = this.getAttachment(slotIndex, name);
let attachment = this.getAttachment(slotIndex, key);
if (attachment != null) slot.setAttachment(attachment);
break;
}

View File

@ -43,8 +43,7 @@ module spine {
if (region == null) throw new Error("Region not found in atlas: " + path + " (region attachment: " + name + ")");
region.renderObject = region;
let attachment = new RegionAttachment(name);
attachment.setRegion(region);
attachment.region = region;
attachment.setRegion(region);
return attachment;
}

View File

@ -261,4 +261,9 @@ module spine {
}
}
}
export interface ArrayLike<T> {
length: number;
[n: number]: T;
}
}

View File

@ -113,6 +113,7 @@ module spine {
vertices[RegionAttachment.U4] = region.u2;
vertices[RegionAttachment.V4] = region.v2;
}
this.region = region;
}
updateOffset () : void {

View File

@ -56,8 +56,7 @@ module spine.threejs {
static toThreeJsTextureFilter(filter: TextureFilter) {
if (filter === TextureFilter.Linear) return THREE.LinearFilter;
else if (filter === TextureFilter.MipMap) return THREE.LinearMipMapLinearFilter;
else if (filter === TextureFilter.MipMapLinearLinear) return THREE.LinearMipMapLinearFilter;
else if (filter === TextureFilter.MipMap) return THREE.LinearMipMapLinearFilter; // also includes TextureFilter.MipMapLinearLinear
else if (filter === TextureFilter.MipMapLinearNearest) return THREE.LinearMipMapNearestFilter;
else if (filter === TextureFilter.MipMapNearestLinear) return THREE.NearestMipMapLinearFilter;
else if (filter === TextureFilter.MipMapNearestNearest) return THREE.NearestMipMapNearestFilter;

View File

@ -84,7 +84,7 @@ function load () {
skeletons["spineboy"] = loadSkeleton("spineboy", "run", false);
skeletons["raptor"] = loadSkeleton("raptor", "walk", false);
skeletons["tank"] = loadSkeleton("tank", "drive", false);
skeletons["goblins"] = loadSkeleton("goblins-mesh", "walk", true, "goblin");
skeletons["goblins"] = loadSkeleton("goblins-mesh", "walk", false, "goblin");
skeletons["vine"] = loadSkeleton("vine", "animation", false);
skeletons["stretchyman"] = loadSkeleton("stretchyman", "sneak", false);
setupUI();

View File

@ -46,6 +46,11 @@ namespace Spine.Unity.Editor {
private SerializedProperty atlasFile, materials;
private AtlasAsset atlasAsset;
static List<AtlasRegion> GetRegions (Atlas atlas) {
FieldInfo regionsField = typeof(Atlas).GetField("regions", BindingFlags.Instance | BindingFlags.NonPublic);
return (List<AtlasRegion>)regionsField.GetValue(atlas);
}
void OnEnable () {
SpineEditorUtilities.ConfirmInitialization();
atlasFile = serializedObject.FindProperty("atlasFile");
@ -56,7 +61,7 @@ namespace Spine.Unity.Editor {
UpdateBakedList();
#endif
}
#if REGION_BAKING_MESH
private List<bool> baked;
private List<GameObject> bakedObjects;
@ -66,14 +71,10 @@ namespace Spine.Unity.Editor {
baked = new List<bool>();
bakedObjects = new List<GameObject>();
if (atlasFile.objectReferenceValue != null) {
Atlas atlas = asset.GetAtlas();
FieldInfo field = typeof(Atlas).GetField("regions", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.NonPublic);
List<AtlasRegion> regions = (List<AtlasRegion>)field.GetValue(atlas);
List<AtlasRegion> regions = this.Regions;
string atlasAssetPath = AssetDatabase.GetAssetPath(atlasAsset);
string atlasAssetDirPath = Path.GetDirectoryName(atlasAssetPath);
string bakedDirPath = Path.Combine(atlasAssetDirPath, atlasAsset.name);
for (int i = 0; i < regions.Count; i++) {
AtlasRegion region = regions[i];
string bakedPrefabPath = Path.Combine(bakedDirPath, SpineEditorUtilities.GetPathSafeRegionName(region) + ".prefab").Replace("\\", "/");
@ -92,8 +93,7 @@ namespace Spine.Unity.Editor {
var spriteSheet = t.spritesheet;
var sprites = new List<SpriteMetaData>(spriteSheet);
FieldInfo field = typeof(Atlas).GetField("regions", BindingFlags.Instance | BindingFlags.NonPublic);
var regions = (List<AtlasRegion>)field.GetValue(atlas);
var regions = AtlasAssetInspector.GetRegions(atlas);
int textureHeight = texture.height;
char[] FilenameDelimiter = {'.'};
int updatedCount = 0;
@ -168,20 +168,27 @@ namespace Spine.Unity.Editor {
}
}
EditorGUILayout.Space();
if (atlasFile.objectReferenceValue != null) {
if (GUILayout.Button(
new GUIContent(
"Apply Regions as Texture Sprite Slices",
"Adds Sprite slices to atlas texture(s). " +
"Updates existing slices if ones with matching names exist. \n\n" +
"If your atlas was exported with Premultiply Alpha, " +
"your SpriteRenderer should use the generated Spine _Material asset (or any Material with a PMA shader) instead of Sprites-Default.")
, GUILayout.Height(70f))) {
var atlas = atlasAsset.GetAtlas();
foreach (var m in atlasAsset.materials)
UpdateSpriteSlices(m.mainTexture, atlas);
using (new EditorGUILayout.HorizontalScope()) {
EditorGUILayout.Space();
if (GUILayout.Button(
new GUIContent(
"Apply Regions as Texture Sprite Slices",
SpineEditorUtilities.Icons.unityIcon,
"Adds Sprite slices to atlas texture(s). " +
"Updates existing slices if ones with matching names exist. \n\n" +
"If your atlas was exported with Premultiply Alpha, " +
"your SpriteRenderer should use the generated Spine _Material asset (or any Material with a PMA shader) instead of Sprites-Default.")
, GUILayout.Height(30f))) {
var atlas = atlasAsset.GetAtlas();
foreach (var m in atlasAsset.materials)
UpdateSpriteSlices(m.mainTexture, atlas);
}
EditorGUILayout.Space();
}
}
EditorGUILayout.Space();
#if REGION_BAKING_MESH
if (atlasFile.objectReferenceValue != null) {
@ -289,6 +296,39 @@ namespace Spine.Unity.Editor {
#endif
}
#else
if (atlasFile.objectReferenceValue != null) {
EditorGUILayout.LabelField("Atlas Regions", EditorStyles.boldLabel);
var regions = AtlasAssetInspector.GetRegions(atlasAsset.GetAtlas());
AtlasPage lastPage = null;
for (int i = 0; i < regions.Count; i++) {
if (lastPage != regions[i].page) {
if (lastPage != null) {
EditorGUILayout.Separator();
EditorGUILayout.Separator();
}
lastPage = regions[i].page;
Material mat = ((Material)lastPage.rendererObject);
if (mat != null) {
GUILayout.BeginHorizontal();
{
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.ObjectField(mat, typeof(Material), false, GUILayout.Width(250));
EditorGUI.EndDisabledGroup();
EditorGUI.indentLevel++;
}
GUILayout.EndHorizontal();
} else {
EditorGUILayout.LabelField(new GUIContent("Page missing material!", SpineEditorUtilities.Icons.warning));
}
}
EditorGUILayout.LabelField(new GUIContent(regions[i].name, SpineEditorUtilities.Icons.image));
}
EditorGUI.indentLevel--;
}
#endif
if (serializedObject.ApplyModifiedProperties() ||

View File

@ -1434,6 +1434,67 @@ namespace Spine.Unity.Editor {
}
#endregion
#region Handles
static public void DrawBone (Matrix4x4 transformMatrix) {
SpineEditorUtilities.Icons.BoneMaterial.SetPass(0);
Graphics.DrawMeshNow(SpineEditorUtilities.Icons.BoneMesh, transformMatrix);
}
static float[] pathVertexBuffer;
static public void DrawPath (Slot s, PathAttachment p, Transform t) {
int worldVerticesLength = p.WorldVerticesLength;
if (pathVertexBuffer == null || pathVertexBuffer.Length < worldVerticesLength)
pathVertexBuffer = new float[worldVerticesLength];
float[] pv = pathVertexBuffer;
p.ComputeWorldVertices(s, pv);
var ocolor = Handles.color;
Handles.color = new Color(254f/255f, 127f/255f, 0); // Path orange
Matrix4x4 m = t.localToWorldMatrix;
const int step = 6;
int n = worldVerticesLength - step;
Vector3 p0, p1, p2, p3;
for (int i = 2; i < n; i += step) {
p0 = m.MultiplyPoint(new Vector3(pv[i], pv[i+1]));
p1 = m.MultiplyPoint(new Vector3(pv[i+2], pv[i+3]));
p2 = m.MultiplyPoint(new Vector3(pv[i+4], pv[i+5]));
p3 = m.MultiplyPoint(new Vector3(pv[i+6], pv[i+7]));
DrawCubicBezier(p0, p1, p2, p3);
}
n += step;
if (p.Closed) {
p0 = m.MultiplyPoint(new Vector3(pv[n - 4], pv[n - 3]));
p1 = m.MultiplyPoint(new Vector3(pv[n - 2], pv[n - 1]));
p2 = m.MultiplyPoint(new Vector3(pv[0], pv[1]));
p3 = m.MultiplyPoint(new Vector3(pv[2], pv[3]));
DrawCubicBezier(p0, p1, p2, p3);
}
const float endCapSize = 0.05f;
var q = Quaternion.identity;
Handles.DotCap(0, m.MultiplyPoint(new Vector3(pv[2], pv[3])), q, endCapSize);
// if (!p.Closed) Handles.DotCap(0, m.MultiplyPoint(new Vector3(pv[n - 4], pv[n - 3])), q, endCapSize);
Handles.color = ocolor;
}
static public void DrawCubicBezier (Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3) {
Handles.DrawBezier(p0, p3, p1, p2, Handles.color, Texture2D.whiteTexture, 2f);
// const float dotSize = 0.01f;
// Quaternion q = Quaternion.identity;
// Handles.DotCap(0, p0, q, dotSize);
// Handles.DotCap(0, p1, q, dotSize);
// Handles.DotCap(0, p2, q, dotSize);
// Handles.DotCap(0, p3, q, dotSize);
// Handles.DrawLine(p0, p1);
// Handles.DrawLine(p3, p2);
}
#endregion
public static string GetPathSafeRegionName (AtlasRegion region) {
return region.name.Replace("/", "_");
}

View File

@ -1,4 +1,4 @@
/******************************************************************************
/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
@ -46,7 +46,7 @@ namespace Spine.Unity.Editor {
public static void PropertyFieldWideLabel (SerializedProperty property, GUIContent label = null, float minimumLabelWidth = 150) {
using (new EditorGUILayout.HorizontalScope()) {
GUILayout.Label(label ?? new GUIContent(property.name, property.tooltip), GUILayout.MinWidth(minimumLabelWidth));
GUILayout.Label(label ?? new GUIContent(property.displayName, property.tooltip), GUILayout.MinWidth(minimumLabelWidth));
//GUILayout.FlexibleSpace();
EditorGUILayout.PropertyField(property, GUIContent.none, true, GUILayout.MinWidth(100));
}

View File

@ -1,4 +1,4 @@
/******************************************************************************
/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
@ -162,9 +162,8 @@ namespace Spine.Unity.MeshGeneration {
uvs[vi + 2].x = regionUVs[RegionAttachment.X2]; uvs[vi + 2].y = regionUVs[RegionAttachment.Y2];
uvs[vi + 3].x = regionUVs[RegionAttachment.X3]; uvs[vi + 3].y = regionUVs[RegionAttachment.Y3];
// Calculate min/max X
if (x1 < bmin.x) bmin.x = x1;
else if (x1 > bmax.x) bmax.x = x1;
if (x1 < bmin.x) bmin.x = x1; // Potential first attachment bounds initialization. Initial min should not block initial max. Same for Y below.
if (x1 > bmax.x) bmax.x = x1;
if (x2 < bmin.x) bmin.x = x2;
else if (x2 > bmax.x) bmax.x = x2;
if (x3 < bmin.x) bmin.x = x3;
@ -172,9 +171,8 @@ namespace Spine.Unity.MeshGeneration {
if (x4 < bmin.x) bmin.x = x4;
else if (x4 > bmax.x) bmax.x = x4;
// Calculate min/max Y
if (y1 < bmin.y) bmin.y = y1;
else if (y1 > bmax.y) bmax.y = y1;
if (y1 > bmax.y) bmax.y = y1;
if (y2 < bmin.y) bmin.y = y2;
else if (y2 > bmax.y) bmax.y = y2;
if (y3 < bmin.y) bmin.y = y3;
@ -204,6 +202,19 @@ namespace Spine.Unity.MeshGeneration {
}
float[] attachmentUVs = meshAttachment.uvs;
// Potential first attachment bounds initialization. See conditions in RegionAttachment logic.
if (vi == vertexIndex) {
// Initial min should not block initial max.
// vi == vertexIndex does not always mean the bounds are fresh. It could be a submesh. Do not nuke old values by omitting the check.
// Should know that this is the first attachment in the submesh. slotIndex == startSlot could be an empty slot.
float fx = tempVerts[0], fy = tempVerts[1];
if (fx < bmin.x) bmin.x = fx;
if (fx > bmax.x) bmax.x = fx;
if (fy < bmin.y) bmin.y = fy;
if (fy > bmax.y) bmax.y = fy;
}
for (int iii = 0; iii < meshVertexCount; iii += 2) {
float x = tempVerts[iii], y = tempVerts[iii + 1];
verts[vi].x = x; verts[vi].y = y; verts[vi].z = z;
@ -314,8 +325,7 @@ namespace Spine.Unity.MeshGeneration {
/// <summary>Creates a UnityEngine.Bounds struct from minimum and maximum value vectors.</summary>
public static Bounds ToBounds (Vector3 boundsMin, Vector3 boundsMax) {
Vector3 size = (boundsMax - boundsMin);
Vector3 center = boundsMin + size * 0.5f;
return new Bounds(center, size);
return new Bounds((boundsMin + (size * 0.5f)), size);
}
#region TangentSolver2D

View File

@ -47,7 +47,6 @@ namespace Spine.Unity {
string currentAttachmentName;
PolygonCollider2D currentCollider;
bool valid = false;
bool hasReset;
public readonly Dictionary<BoundingBoxAttachment, PolygonCollider2D> colliderTable = new Dictionary<BoundingBoxAttachment, PolygonCollider2D>();
@ -128,7 +127,7 @@ namespace Spine.Unity {
}
#if UNITY_EDITOR
valid = colliderTable.Count != 0;
bool valid = colliderTable.Count != 0;
if (!valid) {
if (this.gameObject.activeInHierarchy)
Debug.LogWarning("Bounding Box Follower not valid! Slot [" + slotName + "] does not contain any Bounding Box Attachments!");

View File

@ -130,6 +130,7 @@ namespace Spine {
drawOrder.Clear(false);
drawOrder.GrowIfNeeded(n);
System.Array.Copy(slotsItems, drawOrder.Items, n);
drawOrder.Count = n;
}
/// <summary>Resets the color of a slot to Setup Pose value.</summary>
@ -149,8 +150,13 @@ namespace Spine {
/// <summary>Resets the attachment of slot at a given slotIndex to setup pose. This is faster than Slot.SetAttachmentToSetupPose.</summary>
public static void SetSlotAttachmentToSetupPose (this Skeleton skeleton, int slotIndex) {
var slot = skeleton.slots.Items[slotIndex];
var attachment = skeleton.GetAttachment(slotIndex, slot.data.attachmentName);
slot.Attachment = attachment;
// Based on Slot.SetToSetupPose
if (slot.data.attachmentName == null)
slot.Attachment = null;
else {
slot.attachment = null;
slot.Attachment = skeleton.GetAttachment(slotIndex, slot.data.attachmentName);
}
}
/// <summary>Resets Skeleton parts to Setup Pose according to a Spine.Animation's keyed items.</summary>

View File

@ -449,10 +449,12 @@ namespace Spine.Unity {
int oldSubmeshCount = submeshes.Count;
submeshes.Capacity = submeshCount;
if (submeshes.Capacity < submeshCount)
submeshes.Capacity = submeshCount;
for (int i = oldSubmeshCount; i < submeshCount; i++)
submeshes.Items[i] = new ArraysMeshGenerator.SubmeshTriangleBuffer(workingSubmeshInstructions.Items[i].triangleCount);
submeshes.Count = submeshCount;
var mutableTriangles = !workingInstruction.immutableTriangles;
for (int i = 0, last = submeshCount - 1; i < submeshCount; i++) {
var submeshInstruction = workingSubmeshInstructions.Items[i];

View File

@ -98,13 +98,19 @@ namespace Spine.Unity.Editor {
return;
}
var m = transform.localToWorldMatrix;
foreach (Bone b in skeleton.Bones) {
Vector3 pos = new Vector3(b.WorldX, b.WorldY, 0);
Quaternion rot = Quaternion.Euler(0, 0, b.WorldRotationX - 90f);
Vector3 scale = Vector3.one * b.Data.Length * b.WorldScaleX;
const float mx = 2.5f;
scale.x = Mathf.Clamp(scale.x, -mx, mx);
SpineEditorUtilities.DrawBone(m * Matrix4x4.TRS(pos, rot, scale));
}
SpineEditorUtilities.Icons.BoneMaterial.SetPass(0);
Graphics.DrawMeshNow(SpineEditorUtilities.Icons.BoneMesh, transform.localToWorldMatrix * Matrix4x4.TRS(pos, rot, scale));
foreach (Slot s in skeleton.DrawOrder) {
var p = s.Attachment as PathAttachment;
if (p != null) SpineEditorUtilities.DrawPath(s, p, transform);
}
}