mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 07:14:55 +08:00
Fixed bug in SkeletonJson, used = instead of == in condition. Fixed vertex component order for mesh attachment. Fixed SkeletonRenderer.
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parent
fcade28c7a
commit
be1a2e3cbb
2933
spine-ts/build/spine-all.d.ts
vendored
2933
spine-ts/build/spine-all.d.ts
vendored
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@ -499,13 +499,19 @@ var spine;
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g2 += (frames[frame + TwoColorTimeline.G2] - g2) * percent;
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b2 += (frames[frame + TwoColorTimeline.B2] - b2) * percent;
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}
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if (alpha == 1)
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if (alpha == 1) {
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slot.color.set(r, g, b, a);
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slot.darkColor.set(r2, g2, b2, 1);
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}
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else {
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var color = slot.color;
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if (setupPose)
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color.setFromColor(slot.data.color);
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color.add((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha);
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var light = slot.color;
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var dark = slot.darkColor;
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if (setupPose) {
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light.setFromColor(slot.data.color);
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dark.setFromColor(slot.data.darkColor);
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}
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light.add((r - light.r) * alpha, (g - light.g) * alpha, (b - light.b) * alpha, (a - light.a) * alpha);
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dark.add((r2 - dark.r) * alpha, (g2 - dark.g) * alpha, (b2 - dark.b) * alpha, 0);
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}
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};
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TwoColorTimeline.ENTRIES = 8;
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@ -1991,7 +1997,7 @@ var spine;
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else {
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for (var i = 0, n = uvs.length; i < n; i += 2) {
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uvs[i] = u + regionUVs[i] * width;
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uvs[i] = v + regionUVs[i + 1] * height;
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uvs[i + 1] = v + regionUVs[i + 1] * height;
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}
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}
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};
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@ -4321,7 +4327,7 @@ var spine;
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throw new Error("Slot not found: " + slotName);
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for (var timelineName in slotMap) {
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var timelineMap = slotMap[timelineName];
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if (timelineName = "attachment") {
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if (timelineName == "attachment") {
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var timeline = new spine.AttachmentTimeline(timelineMap.length);
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timeline.slotIndex = slotIndex;
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var frameIndex = 0;
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@ -7545,30 +7551,30 @@ var spine;
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var vertices = spine.Utils.newFloatArray(4 * SkeletonRenderer.VERTEX_SIZE);
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region.computeWorldVertices(slot.bone, vertices, 0, SkeletonRenderer.VERTEX_SIZE);
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var uvs = region.uvs;
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vertices[spine.RegionAttachment.U1] = uvs[0];
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vertices[spine.RegionAttachment.V1] = uvs[1];
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vertices[spine.RegionAttachment.C1R] = color.r;
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vertices[spine.RegionAttachment.C1G] = color.g;
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vertices[spine.RegionAttachment.C1B] = color.b;
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vertices[spine.RegionAttachment.C1A] = color.a;
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vertices[spine.RegionAttachment.U2] = uvs[2];
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vertices[spine.RegionAttachment.V2] = uvs[3];
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vertices[spine.RegionAttachment.U1] = uvs[0];
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vertices[spine.RegionAttachment.V1] = uvs[1];
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vertices[spine.RegionAttachment.C2R] = color.r;
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vertices[spine.RegionAttachment.C2G] = color.g;
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vertices[spine.RegionAttachment.C2B] = color.b;
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vertices[spine.RegionAttachment.C2A] = color.a;
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vertices[spine.RegionAttachment.U3] = uvs[4];
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vertices[spine.RegionAttachment.V3] = uvs[5];
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vertices[spine.RegionAttachment.U2] = uvs[2];
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vertices[spine.RegionAttachment.V2] = uvs[3];
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vertices[spine.RegionAttachment.C3R] = color.r;
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vertices[spine.RegionAttachment.C3G] = color.g;
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vertices[spine.RegionAttachment.C3B] = color.b;
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vertices[spine.RegionAttachment.C3A] = color.a;
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vertices[spine.RegionAttachment.U4] = uvs[6];
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vertices[spine.RegionAttachment.V4] = uvs[7];
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vertices[spine.RegionAttachment.U3] = uvs[4];
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vertices[spine.RegionAttachment.V3] = uvs[5];
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vertices[spine.RegionAttachment.C4R] = color.r;
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vertices[spine.RegionAttachment.C4G] = color.g;
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vertices[spine.RegionAttachment.C4B] = color.b;
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vertices[spine.RegionAttachment.C4A] = color.a;
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vertices[spine.RegionAttachment.U4] = uvs[6];
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vertices[spine.RegionAttachment.V4] = uvs[7];
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return vertices;
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};
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SkeletonRenderer.prototype.computeMeshVertices = function (slot, mesh, pma) {
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@ -7585,12 +7591,12 @@ var spine;
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mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, vertices, 0, SkeletonRenderer.VERTEX_SIZE);
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var uvs = mesh.uvs;
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for (var i = 0, n = numVertices, u = 0, v = 2; i < n; i++) {
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vertices[v++] = uvs[u++];
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vertices[v++] = uvs[u++];
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vertices[v++] = color.r;
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vertices[v++] = color.g;
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vertices[v++] = color.b;
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vertices[v++] = color.a;
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vertices[v++] = uvs[u++];
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vertices[v++] = uvs[u++];
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v += 2;
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}
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return vertices;
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File diff suppressed because one or more lines are too long
@ -561,12 +561,18 @@ module spine {
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g2 += (frames[frame + TwoColorTimeline.G2] - g2) * percent;
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b2 += (frames[frame + TwoColorTimeline.B2] - b2) * percent;
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}
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if (alpha == 1)
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if (alpha == 1) {
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slot.color.set(r, g, b, a);
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else {
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let color = slot.color;
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if (setupPose) color.setFromColor(slot.data.color);
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color.add((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha);
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slot.darkColor.set(r2, g2, b2, 1);
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} else {
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let light = slot.color;
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let dark = slot.darkColor;
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if (setupPose) {
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light.setFromColor(slot.data.color);
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dark.setFromColor(slot.data.darkColor);
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}
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light.add((r - light.r) * alpha, (g - light.g) * alpha, (b - light.b) * alpha, (a - light.a) * alpha);
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dark.add((r2 - dark.r) * alpha, (g2 - dark.g) * alpha, (b2 - dark.b) * alpha, 0);
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}
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}
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}
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@ -382,7 +382,7 @@ module spine {
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if (slotIndex == -1) throw new Error("Slot not found: " + slotName);
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for (let timelineName in slotMap) {
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let timelineMap = slotMap[timelineName];
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if (timelineName = "attachment") {
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if (timelineName == "attachment") {
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let timeline = new AttachmentTimeline(timelineMap.length);
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timeline.slotIndex = slotIndex;
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@ -66,7 +66,7 @@ module spine {
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} else {
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for (let i = 0, n = uvs.length; i < n; i += 2) {
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uvs[i] = u + regionUVs[i] * width;
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uvs[i] = v + regionUVs[i + 1] * height;
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uvs[i + 1] = v + regionUVs[i + 1] * height;
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}
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}
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}
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@ -29,7 +29,7 @@ var skeletonRenderer;
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var debugRenderer;
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var shapes;
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var skeletons = {};
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var activeSkeleton = "raptor";
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var activeSkeleton = "vine";
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function init () {
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// Setup canvas and WebGL context. We pass alpha: false to canvas.getContext() so we don't use premultiplied alpha when
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@ -94,33 +94,33 @@ module spine.webgl {
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let uvs = region.uvs;
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vertices[RegionAttachment.U1] = uvs[0];
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vertices[RegionAttachment.V1] = uvs[1];
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vertices[RegionAttachment.C1R] = color.r;
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vertices[RegionAttachment.C1G] = color.g;
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vertices[RegionAttachment.C1B] = color.b;
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vertices[RegionAttachment.C1A] = color.a;
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vertices[RegionAttachment.U1] = uvs[0];
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vertices[RegionAttachment.V1] = uvs[1];
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vertices[RegionAttachment.U2] = uvs[2];
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vertices[RegionAttachment.V2] = uvs[3];
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vertices[RegionAttachment.C2R] = color.r;
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vertices[RegionAttachment.C2G] = color.g;
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vertices[RegionAttachment.C2B] = color.b;
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vertices[RegionAttachment.C2A] = color.a;
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vertices[RegionAttachment.U2] = uvs[2];
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vertices[RegionAttachment.V2] = uvs[3];
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vertices[RegionAttachment.U3] = uvs[4];
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vertices[RegionAttachment.V3] = uvs[5];
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vertices[RegionAttachment.C3R] = color.r;
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vertices[RegionAttachment.C3G] = color.g;
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vertices[RegionAttachment.C3B] = color.b;
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vertices[RegionAttachment.C3A] = color.a;
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vertices[RegionAttachment.U3] = uvs[4];
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vertices[RegionAttachment.V3] = uvs[5];
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vertices[RegionAttachment.U4] = uvs[6];
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vertices[RegionAttachment.V4] = uvs[7];
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vertices[RegionAttachment.C4R] = color.r;
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vertices[RegionAttachment.C4G] = color.g;
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vertices[RegionAttachment.C4B] = color.b;
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vertices[RegionAttachment.C4A] = color.a;
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vertices[RegionAttachment.U4] = uvs[6];
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vertices[RegionAttachment.V4] = uvs[7];
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return vertices;
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}
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@ -144,12 +144,12 @@ module spine.webgl {
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let uvs = mesh.uvs;
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for (let i = 0, n = numVertices, u = 0, v = 2; i < n; i++) {
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vertices[v++] = uvs[u++];
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vertices[v++] = uvs[u++];
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vertices[v++] = color.r;
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vertices[v++] = color.g;
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vertices[v++] = color.b;
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vertices[v++] = color.a;
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vertices[v++] = uvs[u++];
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vertices[v++] = uvs[u++];
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v += 2;
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}
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