mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-06 02:36:56 +08:00
Merge remote-tracking branch 'origin/3.6' into 3.7-beta
This commit is contained in:
commit
bd209b77d6
@ -862,6 +862,8 @@ public class Animation {
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/** Changes a slot's {@link Slot#getAttachmentVertices()} to deform a {@link VertexAttachment}. */
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/** Changes a slot's {@link Slot#getAttachmentVertices()} to deform a {@link VertexAttachment}. */
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static public class DeformTimeline extends CurveTimeline {
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static public class DeformTimeline extends CurveTimeline {
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static private float[] zeros = new float[64];
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int slotIndex;
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int slotIndex;
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VertexAttachment attachment;
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VertexAttachment attachment;
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private final float[] frames; // time, ...
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private final float[] frames; // time, ...
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@ -923,20 +925,43 @@ public class Animation {
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FloatArray verticesArray = slot.getAttachmentVertices();
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FloatArray verticesArray = slot.getAttachmentVertices();
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float[][] frameVertices = this.frameVertices;
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float[][] frameVertices = this.frameVertices;
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int vertexCount = frameVertices[0].length;
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int vertexCount = frameVertices[0].length;
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if (verticesArray.size != vertexCount && pose != setup) alpha = 1; // Don't mix from uninitialized slot vertices.
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float[] vertices = verticesArray.setSize(vertexCount);
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float[] vertices = verticesArray.setSize(vertexCount);
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float[] frames = this.frames;
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float[] frames = this.frames;
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if (time < frames[0]) { // Time is before first frame.
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if (time < frames[0]) { // Time is before first frame.
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VertexAttachment vertexAttachment = (VertexAttachment)slotAttachment;
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switch (pose) {
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switch (pose) {
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case setup:
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case setup:
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verticesArray.size = 0;
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break;
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return;
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case current:
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case current:
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alpha = 1 - alpha;
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if (alpha == 1) break;
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for (int i = 0; i < vertexCount; i++)
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if (vertexAttachment.getBones() == null) {
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vertices[i] *= alpha;
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// Unweighted vertex positions.
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float[] setupVertices = vertexAttachment.getVertices();
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for (int i = 0; i < vertexCount; i++)
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vertices[i] += (setupVertices[i] - vertices[i]) * alpha;
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} else {
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// Weighted deform offsets.
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alpha = 1 - alpha;
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for (int i = 0; i < vertexCount; i++)
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vertices[i] *= alpha;
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}
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// Fall thru.
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default:
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return;
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}
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}
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float[] zeroVertices;
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if (vertexAttachment.getBones() == null) {
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// Unweighted vertex positions (setup pose).
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zeroVertices = vertexAttachment.getVertices();
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} else {
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// Weighted deform offsets (zeros).
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zeroVertices = zeros;
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if (zeroVertices.length < vertexCount) zeros = zeroVertices = new float[vertexCount];
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}
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System.arraycopy(zeroVertices, 0, vertices, 0, vertexCount);
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return;
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return;
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}
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}
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35
spine-ts/build/spine-webgl.d.ts
vendored
35
spine-ts/build/spine-webgl.d.ts
vendored
@ -962,6 +962,8 @@ declare module spine {
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static signum(value: number): number;
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static signum(value: number): number;
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static toInt(x: number): number;
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static toInt(x: number): number;
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||||||
static cbrt(x: number): number;
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static cbrt(x: number): number;
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static randomTriangular(min: number, max: number): number;
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static randomTriangularWith(min: number, max: number, mode: number): number;
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||||||
}
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}
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||||||
class Utils {
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class Utils {
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static SUPPORTS_TYPED_ARRAYS: boolean;
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static SUPPORTS_TYPED_ARRAYS: boolean;
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@ -1022,8 +1024,8 @@ declare module spine {
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|||||||
declare module spine {
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declare module spine {
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||||||
interface VertexEffect {
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interface VertexEffect {
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begin(skeleton: Skeleton): void;
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begin(skeleton: Skeleton): void;
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||||||
transform(): any;
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transform(position: Vector2, uv: Vector2, light: Color, dark: Color): void;
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||||||
end(): any;
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end(): void;
|
||||||
}
|
}
|
||||||
}
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}
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||||||
declare module spine {
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declare module spine {
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||||||
@ -1176,6 +1178,30 @@ declare module spine {
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|||||||
computeWorldVertices(bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
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computeWorldVertices(bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
|
||||||
}
|
}
|
||||||
}
|
}
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||||||
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declare module spine {
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class JitterEffect implements VertexEffect {
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jitterX: number;
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||||||
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jitterY: number;
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||||||
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constructor(jitterX: number, jitterY: number);
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||||||
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begin(skeleton: Skeleton): void;
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||||||
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transform(position: Vector2, uv: Vector2, light: Color, dark: Color): void;
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||||||
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end(): void;
|
||||||
|
}
|
||||||
|
}
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||||||
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declare module spine {
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class SwirlEffect implements VertexEffect {
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centerX: number;
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centerY: number;
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||||||
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radius: number;
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||||||
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angle: number;
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||||||
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private worldX;
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||||||
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private worldY;
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||||||
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constructor(radius: number);
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||||||
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begin(skeleton: Skeleton): void;
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||||||
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transform(position: Vector2, uv: Vector2, light: Color, dark: Color): void;
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||||||
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end(): void;
|
||||||
|
}
|
||||||
|
}
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||||||
declare module spine.webgl {
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declare module spine.webgl {
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class AssetManager extends spine.AssetManager {
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class AssetManager extends spine.AssetManager {
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constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, pathPrefix?: string);
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constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, pathPrefix?: string);
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@ -1547,6 +1573,7 @@ declare module spine.webgl {
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|||||||
class SkeletonRenderer {
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class SkeletonRenderer {
|
||||||
static QUAD_TRIANGLES: number[];
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static QUAD_TRIANGLES: number[];
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||||||
premultipliedAlpha: boolean;
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premultipliedAlpha: boolean;
|
||||||
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vertexEffect: VertexEffect;
|
||||||
private tempColor;
|
private tempColor;
|
||||||
private tempColor2;
|
private tempColor2;
|
||||||
private vertices;
|
private vertices;
|
||||||
@ -1554,6 +1581,10 @@ declare module spine.webgl {
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|||||||
private twoColorTint;
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private twoColorTint;
|
||||||
private renderable;
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private renderable;
|
||||||
private clipper;
|
private clipper;
|
||||||
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private temp;
|
||||||
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private temp2;
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||||||
|
private temp3;
|
||||||
|
private temp4;
|
||||||
constructor(context: ManagedWebGLRenderingContext, twoColorTint?: boolean);
|
constructor(context: ManagedWebGLRenderingContext, twoColorTint?: boolean);
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||||||
draw(batcher: PolygonBatcher, skeleton: Skeleton): void;
|
draw(batcher: PolygonBatcher, skeleton: Skeleton): void;
|
||||||
}
|
}
|
||||||
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|||||||
@ -5747,6 +5747,16 @@ var spine;
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|||||||
var y = Math.pow(Math.abs(x), 1 / 3);
|
var y = Math.pow(Math.abs(x), 1 / 3);
|
||||||
return x < 0 ? -y : y;
|
return x < 0 ? -y : y;
|
||||||
};
|
};
|
||||||
|
MathUtils.randomTriangular = function (min, max) {
|
||||||
|
return MathUtils.randomTriangularWith(min, max, (min + max) * 0.5);
|
||||||
|
};
|
||||||
|
MathUtils.randomTriangularWith = function (min, max, mode) {
|
||||||
|
var u = Math.random();
|
||||||
|
var d = max - min;
|
||||||
|
if (u <= (mode - min) / d)
|
||||||
|
return min + Math.sqrt(u * d * (mode - min));
|
||||||
|
return max - Math.sqrt((1 - u) * d * (max - mode));
|
||||||
|
};
|
||||||
return MathUtils;
|
return MathUtils;
|
||||||
}());
|
}());
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||||||
MathUtils.PI = 3.1415927;
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MathUtils.PI = 3.1415927;
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||||||
@ -6317,6 +6327,62 @@ var spine;
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|||||||
spine.RegionAttachment = RegionAttachment;
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spine.RegionAttachment = RegionAttachment;
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||||||
})(spine || (spine = {}));
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})(spine || (spine = {}));
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||||||
var spine;
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var spine;
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||||||
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(function (spine) {
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||||||
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var JitterEffect = (function () {
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||||||
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function JitterEffect(jitterX, jitterY) {
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||||||
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this.jitterX = 0;
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||||||
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this.jitterY = 0;
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||||||
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this.jitterX = jitterX;
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||||||
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this.jitterY = jitterY;
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||||||
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}
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||||||
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JitterEffect.prototype.begin = function (skeleton) {
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||||||
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};
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||||||
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JitterEffect.prototype.transform = function (position, uv, light, dark) {
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position.x += spine.MathUtils.randomTriangular(-this.jitterX, this.jitterY);
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position.y += spine.MathUtils.randomTriangular(-this.jitterX, this.jitterY);
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||||||
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};
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JitterEffect.prototype.end = function () {
|
||||||
|
};
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||||||
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return JitterEffect;
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||||||
|
}());
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spine.JitterEffect = JitterEffect;
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})(spine || (spine = {}));
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var spine;
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(function (spine) {
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var SwirlEffect = (function () {
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||||||
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function SwirlEffect(radius) {
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|
this.centerX = 0;
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||||||
|
this.centerY = 0;
|
||||||
|
this.radius = 0;
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||||||
|
this.angle = 0;
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||||||
|
this.worldX = 0;
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||||||
|
this.worldY = 0;
|
||||||
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this.radius = radius;
|
||||||
|
}
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||||||
|
SwirlEffect.prototype.begin = function (skeleton) {
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||||||
|
this.worldX = skeleton.x + this.centerX;
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||||||
|
this.worldY = skeleton.y + this.centerY;
|
||||||
|
};
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||||||
|
SwirlEffect.prototype.transform = function (position, uv, light, dark) {
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||||||
|
var radAngle = this.angle * spine.MathUtils.degreesToRadians;
|
||||||
|
var x = position.x - this.worldX;
|
||||||
|
var y = position.y - this.worldY;
|
||||||
|
var dist = Math.sqrt(x * x + y * y);
|
||||||
|
if (dist < this.radius) {
|
||||||
|
var theta = radAngle * (Math.pow(((this.radius - dist) / this.radius) - 1, 2) * (2 % 2 == 0 ? -1 : 1) + 1);
|
||||||
|
var cos = Math.cos(theta);
|
||||||
|
var sin = Math.sin(theta);
|
||||||
|
position.x = cos * x - sin * y + this.worldX;
|
||||||
|
position.y = sin * x + cos * y + this.worldY;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
SwirlEffect.prototype.end = function () {
|
||||||
|
};
|
||||||
|
return SwirlEffect;
|
||||||
|
}());
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||||||
|
spine.SwirlEffect = SwirlEffect;
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||||||
|
})(spine || (spine = {}));
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||||||
|
var spine;
|
||||||
(function (spine) {
|
(function (spine) {
|
||||||
var webgl;
|
var webgl;
|
||||||
(function (webgl) {
|
(function (webgl) {
|
||||||
@ -8420,12 +8486,17 @@ var spine;
|
|||||||
function SkeletonRenderer(context, twoColorTint) {
|
function SkeletonRenderer(context, twoColorTint) {
|
||||||
if (twoColorTint === void 0) { twoColorTint = true; }
|
if (twoColorTint === void 0) { twoColorTint = true; }
|
||||||
this.premultipliedAlpha = false;
|
this.premultipliedAlpha = false;
|
||||||
|
this.vertexEffect = null;
|
||||||
this.tempColor = new spine.Color();
|
this.tempColor = new spine.Color();
|
||||||
this.tempColor2 = new spine.Color();
|
this.tempColor2 = new spine.Color();
|
||||||
this.vertexSize = 2 + 2 + 4;
|
this.vertexSize = 2 + 2 + 4;
|
||||||
this.twoColorTint = false;
|
this.twoColorTint = false;
|
||||||
this.renderable = new Renderable(null, 0, 0);
|
this.renderable = new Renderable(null, 0, 0);
|
||||||
this.clipper = new spine.SkeletonClipping();
|
this.clipper = new spine.SkeletonClipping();
|
||||||
|
this.temp = new spine.Vector2();
|
||||||
|
this.temp2 = new spine.Vector2();
|
||||||
|
this.temp3 = new spine.Color();
|
||||||
|
this.temp4 = new spine.Color();
|
||||||
this.twoColorTint = twoColorTint;
|
this.twoColorTint = twoColorTint;
|
||||||
if (twoColorTint)
|
if (twoColorTint)
|
||||||
this.vertexSize += 4;
|
this.vertexSize += 4;
|
||||||
@ -8436,6 +8507,10 @@ var spine;
|
|||||||
var premultipliedAlpha = this.premultipliedAlpha;
|
var premultipliedAlpha = this.premultipliedAlpha;
|
||||||
var twoColorTint = this.twoColorTint;
|
var twoColorTint = this.twoColorTint;
|
||||||
var blendMode = null;
|
var blendMode = null;
|
||||||
|
var tempPos = this.temp;
|
||||||
|
var tempUv = this.temp2;
|
||||||
|
var tempLight = this.temp3;
|
||||||
|
var tempDark = this.temp4;
|
||||||
var renderable = this.renderable;
|
var renderable = this.renderable;
|
||||||
var uvs = null;
|
var uvs = null;
|
||||||
var triangles = null;
|
var triangles = null;
|
||||||
@ -8510,28 +8585,75 @@ var spine;
|
|||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
var verts = renderable.vertices;
|
var verts = renderable.vertices;
|
||||||
if (!twoColorTint) {
|
if (this.vertexEffect != null) {
|
||||||
for (var v = 2, u = 0, n_3 = renderable.numFloats; v < n_3; v += vertexSize, u += 2) {
|
var vertexEffect = this.vertexEffect;
|
||||||
verts[v] = finalColor.r;
|
if (!twoColorTint) {
|
||||||
verts[v + 1] = finalColor.g;
|
for (var v = 0, u = 0, n_3 = renderable.numFloats; v < n_3; v += vertexSize, u += 2) {
|
||||||
verts[v + 2] = finalColor.b;
|
tempPos.x = verts[v];
|
||||||
verts[v + 3] = finalColor.a;
|
tempPos.y = verts[v + 1];
|
||||||
verts[v + 4] = uvs[u];
|
tempUv.x = uvs[u];
|
||||||
verts[v + 5] = uvs[u + 1];
|
tempUv.y = uvs[u + 1];
|
||||||
|
tempLight.setFromColor(finalColor);
|
||||||
|
tempDark.set(0, 0, 0, 0);
|
||||||
|
vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
|
||||||
|
verts[v] = tempPos.x;
|
||||||
|
verts[v + 1] = tempPos.y;
|
||||||
|
verts[v + 2] = tempLight.r;
|
||||||
|
verts[v + 3] = tempLight.g;
|
||||||
|
verts[v + 4] = tempLight.b;
|
||||||
|
verts[v + 5] = tempLight.a;
|
||||||
|
verts[v + 6] = tempUv.x;
|
||||||
|
verts[v + 7] = tempUv.y;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
for (var v = 0, u = 0, n_4 = renderable.numFloats; v < n_4; v += vertexSize, u += 2) {
|
||||||
|
tempPos.x = verts[v];
|
||||||
|
tempPos.y = verts[v + 1];
|
||||||
|
tempUv.x = uvs[u];
|
||||||
|
tempUv.y = uvs[u + 1];
|
||||||
|
tempLight.setFromColor(finalColor);
|
||||||
|
tempDark.setFromColor(darkColor);
|
||||||
|
vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
|
||||||
|
verts[v] = tempPos.x;
|
||||||
|
verts[v + 1] = tempPos.y;
|
||||||
|
verts[v + 2] = tempLight.r;
|
||||||
|
verts[v + 3] = tempLight.g;
|
||||||
|
verts[v + 4] = tempLight.b;
|
||||||
|
verts[v + 5] = tempLight.a;
|
||||||
|
verts[v + 6] = tempUv.x;
|
||||||
|
verts[v + 7] = tempUv.y;
|
||||||
|
verts[v + 8] = tempDark.r;
|
||||||
|
verts[v + 9] = tempDark.g;
|
||||||
|
verts[v + 10] = tempDark.b;
|
||||||
|
verts[v + 11] = tempDark.a;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
for (var v = 2, u = 0, n_4 = renderable.numFloats; v < n_4; v += vertexSize, u += 2) {
|
if (!twoColorTint) {
|
||||||
verts[v] = finalColor.r;
|
for (var v = 2, u = 0, n_5 = renderable.numFloats; v < n_5; v += vertexSize, u += 2) {
|
||||||
verts[v + 1] = finalColor.g;
|
verts[v] = finalColor.r;
|
||||||
verts[v + 2] = finalColor.b;
|
verts[v + 1] = finalColor.g;
|
||||||
verts[v + 3] = finalColor.a;
|
verts[v + 2] = finalColor.b;
|
||||||
verts[v + 4] = uvs[u];
|
verts[v + 3] = finalColor.a;
|
||||||
verts[v + 5] = uvs[u + 1];
|
verts[v + 4] = uvs[u];
|
||||||
verts[v + 6] = darkColor.r;
|
verts[v + 5] = uvs[u + 1];
|
||||||
verts[v + 7] = darkColor.g;
|
}
|
||||||
verts[v + 8] = darkColor.b;
|
}
|
||||||
verts[v + 9] = darkColor.a;
|
else {
|
||||||
|
for (var v = 2, u = 0, n_6 = renderable.numFloats; v < n_6; v += vertexSize, u += 2) {
|
||||||
|
verts[v] = finalColor.r;
|
||||||
|
verts[v + 1] = finalColor.g;
|
||||||
|
verts[v + 2] = finalColor.b;
|
||||||
|
verts[v + 3] = finalColor.a;
|
||||||
|
verts[v + 4] = uvs[u];
|
||||||
|
verts[v + 5] = uvs[u + 1];
|
||||||
|
verts[v + 6] = darkColor.r;
|
||||||
|
verts[v + 7] = darkColor.g;
|
||||||
|
verts[v + 8] = darkColor.b;
|
||||||
|
verts[v + 9] = darkColor.a;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
var view = renderable.vertices.subarray(0, renderable.numFloats);
|
var view = renderable.vertices.subarray(0, renderable.numFloats);
|
||||||
|
|||||||
File diff suppressed because one or more lines are too long
@ -158,6 +158,17 @@ module spine {
|
|||||||
var y = Math.pow(Math.abs(x), 1/3);
|
var y = Math.pow(Math.abs(x), 1/3);
|
||||||
return x < 0 ? -y : y;
|
return x < 0 ? -y : y;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static randomTriangular (min: number, max: number): number {
|
||||||
|
return MathUtils.randomTriangularWith(min, max, (min + max) * 0.5);
|
||||||
|
}
|
||||||
|
|
||||||
|
static randomTriangularWith (min: number, max: number, mode: number): number {
|
||||||
|
let u = Math.random();
|
||||||
|
let d = max - min;
|
||||||
|
if (u <= (mode - min) / d) return min + Math.sqrt(u * d * (mode - min));
|
||||||
|
return max - Math.sqrt((1 - u) * d * (max - mode));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
export class Utils {
|
export class Utils {
|
||||||
|
|||||||
37
spine-ts/core/src/VertexEffect.ts
Normal file
37
spine-ts/core/src/VertexEffect.ts
Normal file
@ -0,0 +1,37 @@
|
|||||||
|
/******************************************************************************
|
||||||
|
* Spine Runtimes Software License v2.5
|
||||||
|
*
|
||||||
|
* Copyright (c) 2013-2016, Esoteric Software
|
||||||
|
* All rights reserved.
|
||||||
|
*
|
||||||
|
* You are granted a perpetual, non-exclusive, non-sublicensable, and
|
||||||
|
* non-transferable license to use, install, execute, and perform the Spine
|
||||||
|
* Runtimes software and derivative works solely for personal or internal
|
||||||
|
* use. Without the written permission of Esoteric Software (see Section 2 of
|
||||||
|
* the Spine Software License Agreement), you may not (a) modify, translate,
|
||||||
|
* adapt, or develop new applications using the Spine Runtimes or otherwise
|
||||||
|
* create derivative works or improvements of the Spine Runtimes or (b) remove,
|
||||||
|
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
|
||||||
|
* or other intellectual property or proprietary rights notices on or in the
|
||||||
|
* Software, including any copy thereof. Redistributions in binary or source
|
||||||
|
* form must include this license and terms.
|
||||||
|
*
|
||||||
|
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
|
||||||
|
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||||
|
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
|
||||||
|
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||||
|
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||||
|
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
|
||||||
|
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
|
||||||
|
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||||
|
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||||
|
* POSSIBILITY OF SUCH DAMAGE.
|
||||||
|
*****************************************************************************/
|
||||||
|
|
||||||
|
module spine {
|
||||||
|
export interface VertexEffect {
|
||||||
|
begin(skeleton: Skeleton): void;
|
||||||
|
transform(position: Vector2, uv: Vector2, light: Color, dark: Color): void;
|
||||||
|
end(): void;
|
||||||
|
}
|
||||||
|
}
|
||||||
52
spine-ts/core/src/vertexeffects/JitterEffect.ts
Normal file
52
spine-ts/core/src/vertexeffects/JitterEffect.ts
Normal file
@ -0,0 +1,52 @@
|
|||||||
|
/******************************************************************************
|
||||||
|
* Spine Runtimes Software License v2.5
|
||||||
|
*
|
||||||
|
* Copyright (c) 2013-2016, Esoteric Software
|
||||||
|
* All rights reserved.
|
||||||
|
*
|
||||||
|
* You are granted a perpetual, non-exclusive, non-sublicensable, and
|
||||||
|
* non-transferable license to use, install, execute, and perform the Spine
|
||||||
|
* Runtimes software and derivative works solely for personal or internal
|
||||||
|
* use. Without the written permission of Esoteric Software (see Section 2 of
|
||||||
|
* the Spine Software License Agreement), you may not (a) modify, translate,
|
||||||
|
* adapt, or develop new applications using the Spine Runtimes or otherwise
|
||||||
|
* create derivative works or improvements of the Spine Runtimes or (b) remove,
|
||||||
|
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
|
||||||
|
* or other intellectual property or proprietary rights notices on or in the
|
||||||
|
* Software, including any copy thereof. Redistributions in binary or source
|
||||||
|
* form must include this license and terms.
|
||||||
|
*
|
||||||
|
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
|
||||||
|
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||||
|
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
|
||||||
|
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||||
|
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||||
|
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
|
||||||
|
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
|
||||||
|
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||||
|
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||||
|
* POSSIBILITY OF SUCH DAMAGE.
|
||||||
|
*****************************************************************************/
|
||||||
|
|
||||||
|
module spine {
|
||||||
|
export class JitterEffect implements VertexEffect {
|
||||||
|
jitterX = 0;
|
||||||
|
jitterY = 0;
|
||||||
|
|
||||||
|
constructor (jitterX: number, jitterY: number) {
|
||||||
|
this.jitterX = jitterX;
|
||||||
|
this.jitterY = jitterY;
|
||||||
|
}
|
||||||
|
|
||||||
|
begin(skeleton: Skeleton): void {
|
||||||
|
}
|
||||||
|
|
||||||
|
transform(position: Vector2, uv: Vector2, light: Color, dark: Color): void {
|
||||||
|
position.x += MathUtils.randomTriangular(-this.jitterX, this.jitterY);
|
||||||
|
position.y += MathUtils.randomTriangular(-this.jitterX, this.jitterY);
|
||||||
|
}
|
||||||
|
|
||||||
|
end(): void {
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
67
spine-ts/core/src/vertexeffects/SwirlEffect.ts
Normal file
67
spine-ts/core/src/vertexeffects/SwirlEffect.ts
Normal file
@ -0,0 +1,67 @@
|
|||||||
|
/******************************************************************************
|
||||||
|
* Spine Runtimes Software License v2.5
|
||||||
|
*
|
||||||
|
* Copyright (c) 2013-2016, Esoteric Software
|
||||||
|
* All rights reserved.
|
||||||
|
*
|
||||||
|
* You are granted a perpetual, non-exclusive, non-sublicensable, and
|
||||||
|
* non-transferable license to use, install, execute, and perform the Spine
|
||||||
|
* Runtimes software and derivative works solely for personal or internal
|
||||||
|
* use. Without the written permission of Esoteric Software (see Section 2 of
|
||||||
|
* the Spine Software License Agreement), you may not (a) modify, translate,
|
||||||
|
* adapt, or develop new applications using the Spine Runtimes or otherwise
|
||||||
|
* create derivative works or improvements of the Spine Runtimes or (b) remove,
|
||||||
|
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
|
||||||
|
* or other intellectual property or proprietary rights notices on or in the
|
||||||
|
* Software, including any copy thereof. Redistributions in binary or source
|
||||||
|
* form must include this license and terms.
|
||||||
|
*
|
||||||
|
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
|
||||||
|
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||||
|
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
|
||||||
|
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||||
|
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||||
|
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
|
||||||
|
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
|
||||||
|
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||||
|
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||||
|
* POSSIBILITY OF SUCH DAMAGE.
|
||||||
|
*****************************************************************************/
|
||||||
|
|
||||||
|
module spine {
|
||||||
|
export class SwirlEffect implements VertexEffect {
|
||||||
|
|
||||||
|
centerX = 0;
|
||||||
|
centerY = 0;
|
||||||
|
radius = 0;
|
||||||
|
angle = 0;
|
||||||
|
private worldX = 0;
|
||||||
|
private worldY = 0;
|
||||||
|
|
||||||
|
constructor (radius: number) {
|
||||||
|
this.radius = radius;
|
||||||
|
}
|
||||||
|
|
||||||
|
begin(skeleton: Skeleton): void {
|
||||||
|
this.worldX = skeleton.x + this.centerX;
|
||||||
|
this.worldY = skeleton.y + this.centerY;
|
||||||
|
}
|
||||||
|
|
||||||
|
transform(position: Vector2, uv: Vector2, light: Color, dark: Color): void {
|
||||||
|
let radAngle = this.angle * MathUtils.degreesToRadians;
|
||||||
|
let x = position.x - this.worldX;
|
||||||
|
let y = position.y - this.worldY;
|
||||||
|
let dist = Math.sqrt(x * x + y * y);
|
||||||
|
if (dist < this.radius) {
|
||||||
|
let theta = radAngle * (Math.pow(((this.radius - dist) / this.radius) - 1, 2) * (2 % 2 == 0 ? -1 : 1) + 1);
|
||||||
|
let cos = Math.cos(theta);
|
||||||
|
let sin = Math.sin(theta);
|
||||||
|
position.x = cos * x - sin * y + this.worldX;
|
||||||
|
position.y = sin * x + cos * y + this.worldY;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
end(): void {
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -13,6 +13,8 @@
|
|||||||
<span>Skeleton:</span><select id="skeletonList"></select>
|
<span>Skeleton:</span><select id="skeletonList"></select>
|
||||||
<span>Animation:</span><select id="animationList"></select>
|
<span>Animation:</span><select id="animationList"></select>
|
||||||
<span>Skin:</span><select id="skinList"></select>
|
<span>Skin:</span><select id="skinList"></select>
|
||||||
|
<span>Vertex Effect:</span><select id="effectList"></select>
|
||||||
|
<span>Debug:</span><input type="checkbox" id="debug">
|
||||||
<div>
|
<div>
|
||||||
</center>
|
</center>
|
||||||
</body>
|
</body>
|
||||||
@ -29,7 +31,10 @@ var skeletonRenderer;
|
|||||||
var debugRenderer;
|
var debugRenderer;
|
||||||
var shapes;
|
var shapes;
|
||||||
var skeletons = {};
|
var skeletons = {};
|
||||||
var activeSkeleton = "vine";
|
var activeSkeleton = "spineboy";
|
||||||
|
var swirlEffect = new spine.SwirlEffect(0);
|
||||||
|
var jitterEffect = new spine.JitterEffect(20, 20);
|
||||||
|
var swirlTime = 0;
|
||||||
|
|
||||||
function init () {
|
function init () {
|
||||||
// Setup canvas and WebGL context. We pass alpha: false to canvas.getContext() so we don't use premultiplied alpha when
|
// Setup canvas and WebGL context. We pass alpha: false to canvas.getContext() so we don't use premultiplied alpha when
|
||||||
@ -177,6 +182,14 @@ function setupUI () {
|
|||||||
if (skeletonName === activeSkeleton) option.attr("selected", "selected");
|
if (skeletonName === activeSkeleton) option.attr("selected", "selected");
|
||||||
skeletonList.append(option);
|
skeletonList.append(option);
|
||||||
}
|
}
|
||||||
|
var effectList = $("#effectList");
|
||||||
|
var effects = ["None", "Swirl", "Jitter"];
|
||||||
|
for (var effect in effects) {
|
||||||
|
var effectName = effects[effect];
|
||||||
|
var option = $("<option></option>");
|
||||||
|
option.attr("value", effectName).text(effectName);
|
||||||
|
effectList.append(option);
|
||||||
|
}
|
||||||
var setupAnimationUI = function() {
|
var setupAnimationUI = function() {
|
||||||
var animationList = $("#animationList");
|
var animationList = $("#animationList");
|
||||||
animationList.empty();
|
animationList.empty();
|
||||||
@ -244,6 +257,7 @@ function render () {
|
|||||||
// Apply the animation state based on the delta time.
|
// Apply the animation state based on the delta time.
|
||||||
var state = skeletons[activeSkeleton].state;
|
var state = skeletons[activeSkeleton].state;
|
||||||
var skeleton = skeletons[activeSkeleton].skeleton;
|
var skeleton = skeletons[activeSkeleton].skeleton;
|
||||||
|
var bounds = skeletons[activeSkeleton].bounds;
|
||||||
var premultipliedAlpha = skeletons[activeSkeleton].premultipliedAlpha;
|
var premultipliedAlpha = skeletons[activeSkeleton].premultipliedAlpha;
|
||||||
state.update(delta);
|
state.update(delta);
|
||||||
state.apply(skeleton);
|
state.apply(skeleton);
|
||||||
@ -256,6 +270,24 @@ function render () {
|
|||||||
|
|
||||||
// Start the batch and tell the SkeletonRenderer to render the active skeleton.
|
// Start the batch and tell the SkeletonRenderer to render the active skeleton.
|
||||||
batcher.begin(shader);
|
batcher.begin(shader);
|
||||||
|
|
||||||
|
var effect = $("#effectList option:selected").text();
|
||||||
|
if (effect == "None") {
|
||||||
|
skeletonRenderer.vertexEffect = null;
|
||||||
|
} else if (effect == "Swirl") {
|
||||||
|
swirlTime += delta;
|
||||||
|
var percent = swirlTime % 2;
|
||||||
|
if (percent > 1) percent = 1 - (percent -1 );
|
||||||
|
// swirlEffect.angle = -60 + 120 * (perecent < 0.5 ? Math.pow(percent * 2, 2) / 2 : Math.pow((percent - 1) * 2, 2) / -2 + 1);
|
||||||
|
swirlEffect.angle = 360 * percent;
|
||||||
|
swirlEffect.centerX = 200; //bounds.offset.x + bounds.size.x / 2
|
||||||
|
swirlEffect.centerY = 200; //bounds.offset.y + bounds.size.y / 2
|
||||||
|
swirlEffect.radius = Math.sqrt(bounds.size.x * bounds.size.x + bounds.size.y * bounds.size.y);
|
||||||
|
skeletonRenderer.vertexEffect = swirlEffect;
|
||||||
|
} else if (effect == "Jitter") {
|
||||||
|
skeletonRenderer.vertexEffect = jitterEffect;
|
||||||
|
}
|
||||||
|
|
||||||
skeletonRenderer.premultipliedAlpha = premultipliedAlpha;
|
skeletonRenderer.premultipliedAlpha = premultipliedAlpha;
|
||||||
skeletonRenderer.draw(batcher, skeleton);
|
skeletonRenderer.draw(batcher, skeleton);
|
||||||
batcher.end();
|
batcher.end();
|
||||||
@ -263,13 +295,16 @@ function render () {
|
|||||||
shader.unbind();
|
shader.unbind();
|
||||||
|
|
||||||
// draw debug information
|
// draw debug information
|
||||||
debugShader.bind();
|
var debug = $('#debug').is(':checked');
|
||||||
debugShader.setUniform4x4f(spine.webgl.Shader.MVP_MATRIX, mvp.values);
|
if (debug) {
|
||||||
debugRenderer.premultipliedAlpha = premultipliedAlpha;
|
debugShader.bind();
|
||||||
shapes.begin(debugShader);
|
debugShader.setUniform4x4f(spine.webgl.Shader.MVP_MATRIX, mvp.values);
|
||||||
debugRenderer.draw(shapes, skeleton);
|
debugRenderer.premultipliedAlpha = premultipliedAlpha;
|
||||||
shapes.end();
|
shapes.begin(debugShader);
|
||||||
debugShader.unbind();
|
debugRenderer.draw(shapes, skeleton);
|
||||||
|
shapes.end();
|
||||||
|
debugShader.unbind();
|
||||||
|
}
|
||||||
|
|
||||||
requestAnimationFrame(render);
|
requestAnimationFrame(render);
|
||||||
}
|
}
|
||||||
|
|||||||
@ -37,6 +37,7 @@ module spine.webgl {
|
|||||||
static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
|
static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
|
||||||
|
|
||||||
premultipliedAlpha = false;
|
premultipliedAlpha = false;
|
||||||
|
vertexEffect: VertexEffect = null;
|
||||||
private tempColor = new Color();
|
private tempColor = new Color();
|
||||||
private tempColor2 = new Color();
|
private tempColor2 = new Color();
|
||||||
private vertices:ArrayLike<number>;
|
private vertices:ArrayLike<number>;
|
||||||
@ -44,6 +45,10 @@ module spine.webgl {
|
|||||||
private twoColorTint = false;
|
private twoColorTint = false;
|
||||||
private renderable: Renderable = new Renderable(null, 0, 0);
|
private renderable: Renderable = new Renderable(null, 0, 0);
|
||||||
private clipper: SkeletonClipping = new SkeletonClipping();
|
private clipper: SkeletonClipping = new SkeletonClipping();
|
||||||
|
private temp = new Vector2();
|
||||||
|
private temp2 = new Vector2();
|
||||||
|
private temp3 = new Color();
|
||||||
|
private temp4 = new Color();
|
||||||
|
|
||||||
constructor (context: ManagedWebGLRenderingContext, twoColorTint: boolean = true) {
|
constructor (context: ManagedWebGLRenderingContext, twoColorTint: boolean = true) {
|
||||||
this.twoColorTint = twoColorTint;
|
this.twoColorTint = twoColorTint;
|
||||||
@ -58,6 +63,11 @@ module spine.webgl {
|
|||||||
let twoColorTint = this.twoColorTint;
|
let twoColorTint = this.twoColorTint;
|
||||||
let blendMode: BlendMode = null;
|
let blendMode: BlendMode = null;
|
||||||
|
|
||||||
|
let tempPos = this.temp;
|
||||||
|
let tempUv = this.temp2;
|
||||||
|
let tempLight = this.temp3;
|
||||||
|
let tempDark = this.temp4;
|
||||||
|
|
||||||
let renderable: Renderable = this.renderable;
|
let renderable: Renderable = this.renderable;
|
||||||
let uvs: ArrayLike<number> = null;
|
let uvs: ArrayLike<number> = null;
|
||||||
let triangles: Array<number> = null;
|
let triangles: Array<number> = null;
|
||||||
@ -128,27 +138,72 @@ module spine.webgl {
|
|||||||
batcher.draw(texture, clippedVertices, clippedTriangles);
|
batcher.draw(texture, clippedVertices, clippedTriangles);
|
||||||
} else {
|
} else {
|
||||||
let verts = renderable.vertices;
|
let verts = renderable.vertices;
|
||||||
if (!twoColorTint) {
|
if (this.vertexEffect != null) {
|
||||||
for (let v = 2, u = 0, n = renderable.numFloats; v < n; v += vertexSize, u += 2) {
|
let vertexEffect = this.vertexEffect;
|
||||||
verts[v] = finalColor.r;
|
if (!twoColorTint) {
|
||||||
verts[v + 1] = finalColor.g;
|
for (let v = 0, u = 0, n = renderable.numFloats; v < n; v += vertexSize, u += 2) {
|
||||||
verts[v + 2] = finalColor.b;
|
tempPos.x = verts[v];
|
||||||
verts[v + 3] = finalColor.a;
|
tempPos.y = verts[v + 1];
|
||||||
verts[v + 4] = uvs[u];
|
tempUv.x = uvs[u];
|
||||||
verts[v + 5] = uvs[u + 1];
|
tempUv.y = uvs[u + 1]
|
||||||
|
tempLight.setFromColor(finalColor);
|
||||||
|
tempDark.set(0, 0, 0, 0);
|
||||||
|
vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
|
||||||
|
verts[v] = tempPos.x;
|
||||||
|
verts[v + 1] = tempPos.y;
|
||||||
|
verts[v + 2] = tempLight.r;
|
||||||
|
verts[v + 3] = tempLight.g;
|
||||||
|
verts[v + 4] = tempLight.b;
|
||||||
|
verts[v + 5] = tempLight.a;
|
||||||
|
verts[v + 6] = tempUv.x;
|
||||||
|
verts[v + 7] = tempUv.y
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
for (let v = 0, u = 0, n = renderable.numFloats; v < n; v += vertexSize, u += 2) {
|
||||||
|
tempPos.x = verts[v];
|
||||||
|
tempPos.y = verts[v + 1];
|
||||||
|
tempUv.x = uvs[u];
|
||||||
|
tempUv.y = uvs[u + 1]
|
||||||
|
tempLight.setFromColor(finalColor);
|
||||||
|
tempDark.setFromColor(darkColor);
|
||||||
|
vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
|
||||||
|
verts[v] = tempPos.x;
|
||||||
|
verts[v + 1] = tempPos.y;
|
||||||
|
verts[v + 2] = tempLight.r;
|
||||||
|
verts[v + 3] = tempLight.g;
|
||||||
|
verts[v + 4] = tempLight.b;
|
||||||
|
verts[v + 5] = tempLight.a;
|
||||||
|
verts[v + 6] = tempUv.x;
|
||||||
|
verts[v + 7] = tempUv.y
|
||||||
|
verts[v + 8] = tempDark.r;
|
||||||
|
verts[v + 9] = tempDark.g;
|
||||||
|
verts[v + 10] = tempDark.b;
|
||||||
|
verts[v + 11] = tempDark.a;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
for (let v = 2, u = 0, n = renderable.numFloats; v < n; v += vertexSize, u += 2) {
|
if (!twoColorTint) {
|
||||||
verts[v] = finalColor.r;
|
for (let v = 2, u = 0, n = renderable.numFloats; v < n; v += vertexSize, u += 2) {
|
||||||
verts[v + 1] = finalColor.g;
|
verts[v] = finalColor.r;
|
||||||
verts[v + 2] = finalColor.b;
|
verts[v + 1] = finalColor.g;
|
||||||
verts[v + 3] = finalColor.a;
|
verts[v + 2] = finalColor.b;
|
||||||
verts[v + 4] = uvs[u];
|
verts[v + 3] = finalColor.a;
|
||||||
verts[v + 5] = uvs[u + 1];
|
verts[v + 4] = uvs[u];
|
||||||
verts[v + 6] = darkColor.r;
|
verts[v + 5] = uvs[u + 1];
|
||||||
verts[v + 7] = darkColor.g;
|
}
|
||||||
verts[v + 8] = darkColor.b;
|
} else {
|
||||||
verts[v + 9] = darkColor.a;
|
for (let v = 2, u = 0, n = renderable.numFloats; v < n; v += vertexSize, u += 2) {
|
||||||
|
verts[v] = finalColor.r;
|
||||||
|
verts[v + 1] = finalColor.g;
|
||||||
|
verts[v + 2] = finalColor.b;
|
||||||
|
verts[v + 3] = finalColor.a;
|
||||||
|
verts[v + 4] = uvs[u];
|
||||||
|
verts[v + 5] = uvs[u + 1];
|
||||||
|
verts[v + 6] = darkColor.r;
|
||||||
|
verts[v + 7] = darkColor.g;
|
||||||
|
verts[v + 8] = darkColor.b;
|
||||||
|
verts[v + 9] = darkColor.a;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
let view = (renderable.vertices as Float32Array).subarray(0, renderable.numFloats);
|
let view = (renderable.vertices as Float32Array).subarray(0, renderable.numFloats);
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user