Merge branch '3.6' into 3.7-beta

This commit is contained in:
badlogic 2017-06-26 16:21:18 +02:00
commit c06bd8f181
54 changed files with 6590 additions and 5610 deletions

View File

@ -46,6 +46,7 @@
* Added `spSkeletonClipper` and `spTriangulator`, used to implement software clipping of attachments.
* `AnimationState#apply` returns boolean indicating if any timeline was applied or not.
* `Animation#apply` and `Timeline#apply`` now take enums `MixPose` and `MixDirection` instead of booleans
* Added `spVertexEffect` and corresponding implementations `spJitterVertexEffect` and `spSwirlVertexEffect`. Create/dispose through the corresponding `spXXXVertexEffect_create()/dispose()` functions. Set on framework/engine specific renderer. See changes for spine-c based frameworks/engines below.
### Cocos2d-X
* Fixed renderer to work with 3.6 changes
@ -55,6 +56,7 @@
* Added mesh debug rendering. Enable/Disable via `SkeletonRenderer::setDebugMeshesEnabled()`.
* Added support for clipping.
* SkeletonRenderer now combines the displayed color of the Node (cascaded from all parents) with the skeleton color for tinting.
* Added support for vertex effects. See `RaptorExample.cpp`.
### Cocos2d-Objc
* Fixed renderer to work with 3.6 changes
@ -64,6 +66,7 @@
### SFML
* Fixed renderer to work with 3.6 changes. Sadly, two color tinting does not work, as the vertex format in SFML is fixed.
* Added support for clipping.
* Added support for vertex effects. See raptor example.
### Unreal Engine 4
* Fixed renderer to work with 3.6 changes
@ -216,6 +219,7 @@
* Improved performance by using `DYNAMIC_DRAW` for vertex buffer objects and fixing bug that copied to much data to the GPU each frame in `PolygonBatcher`/`Mesh`.
* Added two color tinting support, enabled by default. You can disable it via the constructors of `SceneRenderer`, `SkeletonRenderer`and `PolygonBatcher`. Note that you will need to use a shader created via `Shader.newTwoColoredTexturedShader` shader with `SkeletonRenderer` and `PolygonBatcher` if two color tinting is enabled.
* Added clipping support
* Added `VertexEffect` interface, instances of which can be set on `SkeletonRenderer`. Allows to modify vertices before submitting them to GPU. See `SwirlEffect`, `JitterEffect`, and the example which allows to set effects.
### Canvas backend
* Fixed renderer to work for 3.6 changes. Sadly, we can't support two color tinting via the Canvas API.
@ -225,6 +229,7 @@
### Three.js backend
* Fixed renderer to work with 3.6 changes. Two color tinting is not supported.
* Added clipping support
* Added `VertexEffect` interface, instances of which can be set on `SkeletonMesh`. Allows to modify vertices before submitting them to GPU. See `SwirlEffect`, `JitterEffect`.
### Widget backend
* Fixed WebGL context loss (see WebGL backend changes). Enabled automatically.

View File

@ -6,13 +6,13 @@
#include "KMemory.h" // last include
#define SPINEBOY_JSON "testdata/spineboy/spineboy.json"
#define SPINEBOY_JSON "testdata/spineboy/spineboy-ess.json"
#define SPINEBOY_ATLAS "testdata/spineboy/spineboy.atlas"
#define RAPTOR_JSON "testdata/raptor/raptor.json"
#define RAPTOR_JSON "testdata/raptor/raptor-pro.json"
#define RAPTOR_ATLAS "testdata/raptor/raptor.atlas"
#define GOBLINS_JSON "testdata/goblins/goblins.json"
#define GOBLINS_JSON "testdata/goblins/goblins-pro.json"
#define GOBLINS_ATLAS "testdata/goblins/goblins.atlas"
#define MAX_RUN_TIME 6000 // equal to about 100 seconds of execution

View File

@ -6,7 +6,7 @@
#include "KMemory.h" // last include
#define SPINEBOY_JSON "testdata/spineboy/spineboy.json"
#define SPINEBOY_JSON "testdata/spineboy/spineboy-ess.json"
#define SPINEBOY_ATLAS "testdata/spineboy/spineboy.atlas"
#define MAX_RUN_TIME 6000 // equal to about 100 seconds of execution

View File

@ -100,7 +100,6 @@ extern "C" {
void name##_removeAt(name* self, int index) { \
self->size--; \
memmove(self->items + index, self->items + index + 1, sizeof(itemType) * (self->size - index)); \
self->items[self->size] = 0; \
} \
int name##_contains(name* self, itemType value) { \
itemType* items = self->items; \
@ -112,7 +111,6 @@ extern "C" {
} \
itemType name##_pop(name* self) { \
itemType item = self->items[--self->size]; \
self->items[self->size] = 0; \
return item; \
} \
itemType name##_peek(name* self) { \

View File

@ -42,6 +42,10 @@ typedef struct spColor {
spColor() :
r(0), g(0), b(0), a(0) {
}
bool operator==(const spColor& rhs) {
return r == rhs.r && g == rhs.g && b == rhs.b && a == rhs.a;
}
#endif
} spColor;

View File

@ -0,0 +1,84 @@
/******************************************************************************
* 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.
*****************************************************************************/
#ifndef SPINE_VERTEXEFFECT_H_
#define SPINE_VERTEXEFFECT_H_
#include <spine/Skeleton.h>
#include <spine/Color.h>
#ifdef __cplusplus
extern "C" {
#endif
struct spVertexEffect;
typedef void (*spVertexEffectBegin)(struct spVertexEffect *self, spSkeleton *skeleton);
typedef void (*spVertexEffectTransform)(struct spVertexEffect *self, float *x, float *y, float *u, float *v,
spColor *light, spColor *dark);
typedef void (*spVertexEffectEnd)(struct spVertexEffect *self);
typedef struct spVertexEffect {
spVertexEffectBegin begin;
spVertexEffectTransform transform;
spVertexEffectEnd end;
} spVertexEffect;
typedef struct spJitterVertexEffect {
spVertexEffect super;
float jitterX;
float jitterY;
} spJitterVertexEffect;
typedef struct spSwirlVertexEffect {
spVertexEffect super;
float centerX;
float centerY;
float radius;
float angle;
float worldX;
float worldY;
} spSwirlVertexEffect;
spJitterVertexEffect *spJitterVertexEffect_create(float jitterX, float jitterY);
void spJitterVertexEffect_dispose(spJitterVertexEffect *effect);
spSwirlVertexEffect *spSwirlVertexEffect_create(float radius);
void spSwirlVertexEffect_dispose(spSwirlVertexEffect *effect);
#ifdef __cplusplus
}
#endif
#endif /* SPINE_VERTEX_EFFECT_H_ */

View File

@ -103,6 +103,7 @@
#define COS(A) cosf(A)
#define SQRT(A) sqrtf(A)
#define ACOS(A) acosf(A)
#define POW(A,B) pow(A, B)
#else
#define FMOD(A,B) (float)fmod(A, B)
#define ATAN2(A,B) (float)atan2(A, B)
@ -110,6 +111,7 @@
#define SIN(A) (float)sin(A)
#define SQRT(A) (float)sqrt(A)
#define ACOS(A) (float)acos(A)
#define POW(A,B) (float)pow(A, B)
#endif
#define SIN_DEG(A) SIN((A) * DEG_RAD)
@ -166,14 +168,27 @@ void* _malloc (size_t size, const char* file, int line);
void* _calloc (size_t num, size_t size, const char* file, int line);
void* _realloc(void* ptr, size_t size);
void _free (void* ptr);
float _random ();
void _setMalloc (void* (*_malloc) (size_t size));
void _setDebugMalloc (void* (*_malloc) (size_t size, const char* file, int line));
void _setRealloc(void* (*_realloc) (void* ptr, size_t size));
void _setFree (void (*_free) (void* ptr));
void _setRandom(float (*_random) ());
char* _readFile (const char* path, int* length);
/*
* Math utilities
*/
float _spMath_random(float min, float max);
float _spMath_randomTriangular(float min, float max);
float _spMath_randomTriangularWith(float min, float max, float mode);
float _spMath_interpolate(float (*apply) (float a), float start, float end, float a);
float _spMath_pow2_apply(float a);
float _spMath_pow2out_apply(float a);
/**/
typedef union _spEventQueueItem {

View File

@ -57,5 +57,6 @@
#include <spine/SkeletonClipping.h>
#include <spine/Event.h>
#include <spine/EventData.h>
#include <spine/VertexEffect.h>
#endif /* SPINE_SPINE_H_ */

View File

@ -0,0 +1,98 @@
/******************************************************************************
* 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.
*****************************************************************************/
#include <spine/VertexEffect.h>
#include <spine/extension.h>
void _spJitterVertexEffect_begin(spVertexEffect* self, spSkeleton* skeleton) {
}
void _spJitterVertexEffect_transform(spVertexEffect* self, float* x, float* y, float* u, float* v, spColor* light, spColor* dark) {
spJitterVertexEffect* internal = (spJitterVertexEffect*)self;
float jitterX = internal->jitterX;
float jitterY = internal->jitterY;
(*x) += _spMath_randomTriangular(-jitterX, jitterY);
(*y) += _spMath_randomTriangular(-jitterX, jitterY);
}
void _spJitterVertexEffect_end(spVertexEffect* self) {
}
spJitterVertexEffect* spJitterVertexEffect_create(float jitterX, float jitterY) {
spJitterVertexEffect* effect = CALLOC(spJitterVertexEffect, 1);
effect->super.begin = _spJitterVertexEffect_begin;
effect->super.transform = _spJitterVertexEffect_transform;
effect->super.end = _spJitterVertexEffect_end;
effect->jitterX = jitterX;
effect->jitterY = jitterY;
return effect;
}
void spJitterVertexEffect_dispose(spJitterVertexEffect* effect) {
FREE(effect);
}
void _spSwirlVertexEffect_begin(spVertexEffect* self, spSkeleton* skeleton) {
spSwirlVertexEffect* internal = (spSwirlVertexEffect*)self;
internal->worldX = skeleton->x + internal->centerX;
internal->worldY = skeleton->y + internal->centerY;
}
void _spSwirlVertexEffect_transform(spVertexEffect* self, float* positionX, float* positionY, float* u, float* v, spColor* light, spColor* dark) {
spSwirlVertexEffect* internal = (spSwirlVertexEffect*)self;
float radAngle = internal->angle * DEG_RAD;
float x = *positionX - internal->worldX;
float y = *positionY - internal->worldY;
float dist = SQRT(x * x + y * y);
if (dist < internal->radius) {
float theta = _spMath_interpolate(_spMath_pow2_apply, 0, radAngle, (internal->radius - dist) / internal->radius);
float cosine = COS(theta);
float sine = SIN(theta);
(*positionX) = cosine * x - sine * y + internal->worldX;
(*positionY) = sine * x + cosine * y + internal->worldY;
}
}
void _spSwirlVertexEffect_end(spVertexEffect* self) {
}
spSwirlVertexEffect* spSwirlVertexEffect_create(float radius) {
spSwirlVertexEffect* effect = CALLOC(spSwirlVertexEffect, 1);
effect->super.begin = _spSwirlVertexEffect_begin;
effect->super.transform = _spSwirlVertexEffect_transform;
effect->super.end = _spSwirlVertexEffect_end;
effect->radius = radius;
return effect;
}
void spSwirlVertexEffect_dispose(spSwirlVertexEffect* effect) {
FREE(effect);
}

View File

@ -31,10 +31,15 @@
#include <spine/extension.h>
#include <stdio.h>
float _spRandom () {
return rand() / (float)RAND_MAX;
}
static void* (*mallocFunc) (size_t size) = malloc;
static void* (*reallocFunc) (void* ptr, size_t size) = realloc;
static void* (*debugMallocFunc) (size_t size, const char* file, int line) = NULL;
static void (*freeFunc) (void* ptr) = free;
static float (*randomFunc) () = _spRandom;
void* _malloc (size_t size, const char* file, int line) {
if(debugMallocFunc)
@ -54,6 +59,10 @@ void _free (void* ptr) {
freeFunc(ptr);
}
float _random () {
return randomFunc();
}
void _setDebugMalloc(void* (*malloc) (size_t size, const char* file, int line)) {
debugMallocFunc = malloc;
}
@ -70,6 +79,10 @@ void _setFree (void (*free) (void* ptr)) {
freeFunc = free;
}
void _setRandom (float (*random) ()) {
randomFunc = random;
}
char* _readFile (const char* path, int* length) {
char *data;
FILE *file = fopen(path, "rb");
@ -85,3 +98,31 @@ char* _readFile (const char* path, int* length) {
return data;
}
float _spMath_random(float min, float max) {
return min + (max - min) * _random();
}
float _spMath_randomTriangular(float min, float max) {
return _spMath_randomTriangularWith(min, max, (min + max) * 0.5f);
}
float _spMath_randomTriangularWith(float min, float max, float mode) {
float u = _random();
float d = max - min;
if (u <= (mode - min) / d) return min + SQRT(u * d * (mode - min));
return max - SQRT((1 - u) * d * (max - mode));
}
float _spMath_interpolate(float (*apply) (float a), float start, float end, float a) {
return start + (end - start) * apply(a);
}
float _spMath_pow2_apply(float a) {
if (a <= 0.5) return POW(a * 2, 2) / 2;
return POW((a - 1) * 2, 2) / -2 + 1;
}
float _spMath_pow2out_apply(float a) {
return POW(a - 1, 2) * -1 + 1;
}

View File

@ -31,6 +31,8 @@
#import "RaptorExample.h"
#import "TankExample.h"
spJitterVertexEffect* effect = 0;
@implementation RaptorExample
+ (CCScene*) scene {
@ -42,9 +44,12 @@
-(id) init {
self = [super init];
if (!self) return nil;
if (!effect) effect = spJitterVertexEffect_create(10, 10);
skeletonNode = [SkeletonAnimation skeletonWithFile:@"raptor-pro.json" atlasFile:@"raptor.atlas" scale:0.3f];
[skeletonNode setAnimationForTrack:0 name:@"walk" loop:YES];
[skeletonNode setEffect:&effect->super];
CGSize windowSize = [[CCDirector sharedDirector] viewSize];
[skeletonNode setPosition:ccp(windowSize.width / 2, 20)];

View File

@ -84,6 +84,7 @@
76F5BDAD1D2BDFA2005917E5 /* TankExample.m in Sources */ = {isa = PBXBuildFile; fileRef = 76F5BDAC1D2BDFA2005917E5 /* TankExample.m */; };
76FAC1961E3FA15E001CCC8C /* Color.c in Sources */ = {isa = PBXBuildFile; fileRef = 76FAC1941E3FA15E001CCC8C /* Color.c */; };
76FAC1971E3FA15E001CCC8C /* PointAttachment.c in Sources */ = {isa = PBXBuildFile; fileRef = 76FAC1951E3FA15E001CCC8C /* PointAttachment.c */; };
76FB151A1F01413B00C5377F /* VertexEffect.c in Sources */ = {isa = PBXBuildFile; fileRef = 76FB15191F01413B00C5377F /* VertexEffect.c */; };
83F1A0EF1986955A001F6B44 /* GLKit.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 83F1A0EE1986955A001F6B44 /* GLKit.framework */; };
9A5D2499170A94DA0030D4DD /* QuartzCore.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 9A5D2498170A94DA0030D4DD /* QuartzCore.framework */; };
9A5D249B170A94DA0030D4DD /* OpenGLES.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 9A5D249A170A94DA0030D4DD /* OpenGLES.framework */; };
@ -137,7 +138,7 @@
/* Begin PBXFileReference section */
43C3282D170B0C19004A9460 /* spine-cocos2d-objc.m */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.objc; name = "spine-cocos2d-objc.m"; path = "src/spine/spine-cocos2d-objc.m"; sourceTree = "<group>"; };
43C3282E170B0C19004A9460 /* spine-cocos2d-objc.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = "spine-cocos2d-objc.h"; path = "src/spine/spine-cocos2d-objc.h"; sourceTree = "<group>"; };
43C32868170B0DA6004A9460 /* spineboy-ess.json */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = text.json; name = spineboy-ess.json; path = Resources/spineboy-ess.json; sourceTree = "<group>"; };
43C32868170B0DA6004A9460 /* spineboy-ess.json */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = text.json; name = "spineboy-ess.json"; path = "Resources/spineboy-ess.json"; sourceTree = "<group>"; };
43C3286A170B0DA6004A9460 /* spineboy.atlas */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = text; name = spineboy.atlas; path = Resources/spineboy.atlas; sourceTree = "<group>"; };
43C3286B170B0DA6004A9460 /* spineboy.png */ = {isa = PBXFileReference; lastKnownFileType = image.png; name = spineboy.png; path = Resources/spineboy.png; sourceTree = "<group>"; };
43C32871170B0DBE004A9460 /* Default-568h@2x.png */ = {isa = PBXFileReference; lastKnownFileType = image.png; name = "Default-568h@2x.png"; path = "Resources-ios/Default-568h@2x.png"; sourceTree = "<group>"; };
@ -175,7 +176,7 @@
76EE4E441EB36DE6000254F4 /* SkeletonClipping.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; name = SkeletonClipping.c; path = "../spine-c/spine-c/src/spine/SkeletonClipping.c"; sourceTree = "<group>"; };
76EE4E451EB36DE6000254F4 /* Triangulator.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; name = Triangulator.c; path = "../spine-c/spine-c/src/spine/Triangulator.c"; sourceTree = "<group>"; };
76EE4E4E1EB36E53000254F4 /* coin.atlas */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = text; name = coin.atlas; path = Resources/coin.atlas; sourceTree = "<group>"; };
76EE4E4F1EB36E53000254F4 /* coin-pro.json */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = text.json; name = coin-pro.json; path = Resources/coin-pro.json; sourceTree = "<group>"; };
76EE4E4F1EB36E53000254F4 /* coin-pro.json */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = text.json; name = "coin-pro.json"; path = "Resources/coin-pro.json"; sourceTree = "<group>"; };
76EE4E501EB36E53000254F4 /* coin.png */ = {isa = PBXFileReference; lastKnownFileType = image.png; name = coin.png; path = Resources/coin.png; sourceTree = "<group>"; };
76EE4E541EB36E94000254F4 /* CoinExample.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = CoinExample.h; path = example/CoinExample.h; sourceTree = "<group>"; };
76EE4E551EB36E94000254F4 /* CoinExample.m */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.objc; name = CoinExample.m; path = example/CoinExample.m; sourceTree = "<group>"; };
@ -214,10 +215,10 @@
76F28D141DEC810300CDE54D /* TransformConstraintData.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; name = TransformConstraintData.c; path = "../spine-c/spine-c/src/spine/TransformConstraintData.c"; sourceTree = "<group>"; };
76F28D151DEC810300CDE54D /* VertexAttachment.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; name = VertexAttachment.c; path = "../spine-c/spine-c/src/spine/VertexAttachment.c"; sourceTree = "<group>"; };
76F5BD9C1D2BDE1C005917E5 /* raptor.atlas */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = text; name = raptor.atlas; path = Resources/raptor.atlas; sourceTree = "<group>"; };
76F5BD9D1D2BDE1C005917E5 /* raptor-pro.json */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = text.json; name = raptor-pro.json; path = Resources/raptor-pro.json; sourceTree = "<group>"; };
76F5BD9D1D2BDE1C005917E5 /* raptor-pro.json */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = text.json; name = "raptor-pro.json"; path = "Resources/raptor-pro.json"; sourceTree = "<group>"; };
76F5BD9E1D2BDE1C005917E5 /* raptor.png */ = {isa = PBXFileReference; lastKnownFileType = image.png; name = raptor.png; path = Resources/raptor.png; sourceTree = "<group>"; };
76F5BD9F1D2BDE1C005917E5 /* tank.atlas */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = text; name = tank.atlas; path = Resources/tank.atlas; sourceTree = "<group>"; };
76F5BDA01D2BDE1C005917E5 /* tank-pro.json */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = text.json; name = tank-pro.json; path = Resources/tank-pro.json; sourceTree = "<group>"; };
76F5BDA01D2BDE1C005917E5 /* tank-pro.json */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = text.json; name = "tank-pro.json"; path = "Resources/tank-pro.json"; sourceTree = "<group>"; };
76F5BDA11D2BDE1C005917E5 /* tank.png */ = {isa = PBXFileReference; lastKnownFileType = image.png; name = tank.png; path = Resources/tank.png; sourceTree = "<group>"; };
76F5BDA81D2BDE67005917E5 /* RaptorExample.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = RaptorExample.h; path = example/RaptorExample.h; sourceTree = "<group>"; };
76F5BDA91D2BDE67005917E5 /* RaptorExample.m */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.objc; name = RaptorExample.m; path = example/RaptorExample.m; sourceTree = "<group>"; };
@ -225,6 +226,7 @@
76F5BDAC1D2BDFA2005917E5 /* TankExample.m */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.objc; name = TankExample.m; path = example/TankExample.m; sourceTree = "<group>"; };
76FAC1941E3FA15E001CCC8C /* Color.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; name = Color.c; path = "../spine-c/spine-c/src/spine/Color.c"; sourceTree = "<group>"; };
76FAC1951E3FA15E001CCC8C /* PointAttachment.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; name = PointAttachment.c; path = "../spine-c/spine-c/src/spine/PointAttachment.c"; sourceTree = "<group>"; };
76FB15191F01413B00C5377F /* VertexEffect.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; name = VertexEffect.c; path = "../spine-c/spine-c/src/spine/VertexEffect.c"; sourceTree = "<group>"; };
83F1A0EE1986955A001F6B44 /* GLKit.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = GLKit.framework; path = System/Library/Frameworks/GLKit.framework; sourceTree = SDKROOT; };
9A5D2495170A94DA0030D4DD /* SpineExample.app */ = {isa = PBXFileReference; explicitFileType = wrapper.application; includeInIndex = 0; path = SpineExample.app; sourceTree = BUILT_PRODUCTS_DIR; };
9A5D2498170A94DA0030D4DD /* QuartzCore.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = QuartzCore.framework; path = System/Library/Frameworks/QuartzCore.framework; sourceTree = SDKROOT; };
@ -299,6 +301,7 @@
43C32822170B0BC2004A9460 /* spine-c */ = {
isa = PBXGroup;
children = (
76FB15191F01413B00C5377F /* VertexEffect.c */,
76EE4E421EB36DE6000254F4 /* Array.c */,
76EE4E431EB36DE6000254F4 /* ClippingAttachment.c */,
76EE4E441EB36DE6000254F4 /* SkeletonClipping.c */,
@ -597,6 +600,7 @@
76BF7E071E66ED9C00485998 /* GLUtils.c in Sources */,
76EE4E481EB36DE6000254F4 /* SkeletonClipping.c in Sources */,
43C3282F170B0C19004A9460 /* spine-cocos2d-objc.m in Sources */,
76FB151A1F01413B00C5377F /* VertexEffect.c in Sources */,
76F28D1F1DEC810300CDE54D /* BoundingBoxAttachment.c in Sources */,
76F28D281DEC810300CDE54D /* PathConstraint.c in Sources */,
76F28D2F1DEC810300CDE54D /* SkeletonJson.c in Sources */,

View File

@ -47,6 +47,7 @@
float* _worldVertices;
CCBlendMode* screenMode;
spSkeletonClipping* _clipper;
spVertexEffect* _effect;
}
+ (id) skeletonWithData:(spSkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData;
@ -90,5 +91,6 @@
@property (nonatomic) bool debugBones;
@property (nonatomic) bool skipVisibilityCheck;
@property (nonatomic) spBone* rootBone;
@property (nonatomic) spVertexEffect* effect;
@end

View File

@ -50,6 +50,7 @@ static bool handlerQueued = false;
@synthesize twoColorTint = _twoColorTint;
@synthesize debugSlots = _debugSlots;
@synthesize debugBones = _debugBones;
@synthesize effect = _effect;
+ (id) skeletonWithData:(spSkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData {
return [[[self alloc] initWithData:skeletonData ownsSkeletonData:ownsSkeletonData] autorelease];
@ -91,6 +92,7 @@ static bool handlerQueued = false;
];
_clipper = spSkeletonClipping_create();
_effect = 0;
}
- (id) initWithData:(spSkeletonData*)skeletonData ownsSkeletonData:(bool)ownsSkeletonData {
@ -173,6 +175,8 @@ static bool handlerQueued = false;
handlerQueued = true;
}
if (_effect) _effect->begin(_effect, _skeleton);
CCColor* nodeColor = self.color;
_skeleton->color.r = nodeColor.red;
_skeleton->color.g = nodeColor.green;
@ -288,6 +292,20 @@ static bool handlerQueued = false;
vertex.position = GLKVector4Make(vertices[i * 2], vertices[i * 2 + 1], 0.0, 1.0);
vertex.color = GLKVector4Make(r, g, b, a);
vertex.texCoord1 = GLKVector2Make(uvs[i * 2], 1 - uvs[i * 2 + 1]);
if (_effect) {
spColor light;
spColor dark;
light.r = r;
light.g = g;
light.b = b;
light.a = a;
dark.r = dark.g = dark.b = dark.a = 0;
_effect->transform(_effect, &vertex.position.x, &vertex.position.y, &vertex.texCoord1.s, &vertex.texCoord1.t, &light, &dark);
vertex.color.r = light.r;
vertex.color.g = light.g;
vertex.color.b = light.b;
vertex.color.a = light.a;
}
CCRenderBufferSetVertex(buffer, i, CCVertexApplyTransform(vertex, transform));
}
for (int j = 0; j * 3 < trianglesCount; ++j) {
@ -308,18 +326,50 @@ static bool handlerQueued = false;
spVertex* verts = &meshPart.mesh->vertices[meshPart.startVertex];
unsigned short* indices = &meshPart.mesh->indices[meshPart.startIndex];
for (int i = 0; i * 2 < verticesCount; i++, verts++) {
CCVertex vertex;
vertex.position = GLKVector4Make(vertices[i * 2], vertices[i * 2 + 1], 0.0, 1.0);
vertex = CCVertexApplyTransform(vertex, transform);
verts->x = vertex.position.x;
verts->y = vertex.position.y;
verts->z = vertex.position.z;
verts->w = vertex.position.w;
verts->color = ((unsigned short)(r * 255))| ((unsigned short)(g * 255)) << 8 | ((unsigned short)(b * 255)) <<16 | ((unsigned short)(a * 255)) << 24;
verts->color2 = ((unsigned short)(dr * 255)) | ((unsigned short)(dg * 255)) << 8 | ((unsigned short)(db * 255)) << 16 | ((unsigned short)(255)) << 24;
verts->u = uvs[i * 2];
verts->v = 1 - uvs[i * 2 + 1];
if (_effect) {
spColor light;
light.r = r;
light.g = g;
light.b = b;
light.a = a;
spColor dark;
dark.r = dr;
dark.g = dg;
dark.b = db;
dark.a = 1;
for (int i = 0; i * 2 < verticesCount; i++, verts++) {
spColor lightCopy = light;
spColor darkCopy = dark;
CCVertex vertex;
vertex.position = GLKVector4Make(vertices[i * 2], vertices[i * 2 + 1], 0.0, 1.0);
verts->u = uvs[i * 2];
verts->v = 1 - uvs[i * 2 + 1];
_effect->transform(_effect, &vertex.position.x, &vertex.position.y, &verts->u, &verts->v, &lightCopy, &darkCopy);
vertex = CCVertexApplyTransform(vertex, transform);
verts->x = vertex.position.x;
verts->y = vertex.position.y;
verts->z = vertex.position.z;
verts->w = vertex.position.w;
verts->color = ((unsigned short)(lightCopy.r * 255))| ((unsigned short)(lightCopy.g * 255)) << 8 | ((unsigned short)(lightCopy.b * 255)) <<16 | ((unsigned short)(lightCopy.a * 255)) << 24;
verts->color2 = ((unsigned short)(darkCopy.r * 255)) | ((unsigned short)(darkCopy.g * 255)) << 8 | ((unsigned short)(darkCopy.b * 255)) << 16 | ((unsigned short)(255)) << 24;
}
} else {
for (int i = 0; i * 2 < verticesCount; i++, verts++) {
CCVertex vertex;
vertex.position = GLKVector4Make(vertices[i * 2], vertices[i * 2 + 1], 0.0, 1.0);
vertex = CCVertexApplyTransform(vertex, transform);
verts->x = vertex.position.x;
verts->y = vertex.position.y;
verts->z = vertex.position.z;
verts->w = vertex.position.w;
verts->color = ((unsigned short)(r * 255))| ((unsigned short)(g * 255)) << 8 | ((unsigned short)(b * 255)) <<16 | ((unsigned short)(a * 255)) << 24;
verts->color2 = ((unsigned short)(dr * 255)) | ((unsigned short)(dg * 255)) << 8 | ((unsigned short)(db * 255)) << 16 | ((unsigned short)(255)) << 24;
verts->u = uvs[i * 2];
verts->v = 1 - uvs[i * 2 + 1];
}
}
for (int j = 0; j < trianglesCount; j++, indices++) {
@ -375,6 +425,8 @@ static bool handlerQueued = false;
if (i == 0) [_drawNode drawDot:ccp(bone->worldX, bone->worldY) radius:4 color:[CCColor blueColor]];
}
}
if (_effect) _effect->end(_effect);
}
- (CCTexture*) getTextureForRegion:(spRegionAttachment*)attachment {

View File

@ -30,10 +30,13 @@
#include "RaptorExample.h"
#include "TankExample.h"
#include <spine/extension.h>
USING_NS_CC;
using namespace spine;
spSwirlVertexEffect* effect = spSwirlVertexEffect_create(400);
Scene* RaptorExample::scene () {
Scene *scene = Scene::create();
scene->addChild(RaptorExample::create());
@ -46,7 +49,13 @@ bool RaptorExample::init () {
skeletonNode = SkeletonAnimation::createWithJsonFile("raptor-pro.json", "raptor.atlas", 0.5f);
skeletonNode->setAnimation(0, "walk", true);
skeletonNode->setAnimation(1, "empty", false);
skeletonNode->addAnimation(1, "gungrab", false, 2);
skeletonNode->addAnimation(1, "gungrab", false, 2);
skeletonNode->setTwoColorTint(true);
effect->centerY = 200;
swirlTime = 0;
skeletonNode->setVertexEffect(&effect->super);
skeletonNode->setPosition(Vec2(_contentSize.width / 2, 20));
addChild(skeletonNode);
@ -68,3 +77,10 @@ bool RaptorExample::init () {
return true;
}
void RaptorExample::update(float fDelta) {
swirlTime += fDelta;
float percent = fmod(swirlTime, 2);
if (percent > 1) percent = 1 - (percent - 1);
effect->angle = _spMath_interpolate(_spMath_pow2_apply, -60, 60, percent);
}

View File

@ -41,9 +41,12 @@ public:
CREATE_FUNC(RaptorExample);
virtual bool init ();
virtual void update(float fDelta);
private:
spine::SkeletonAnimation* skeletonNode;
float swirlTime;
};
#endif // _RAPTOREXAMPLE_H_

View File

@ -59,6 +59,7 @@ LOCAL_SRC_FILES := hellocpp/main.cpp \
../../../../spine-c/spine-c/src/spine/TransformConstraint.c \
../../../../spine-c/spine-c/src/spine/TransformConstraintData.c \
../../../../spine-c/spine-c/src/spine/VertexAttachment.c \
../../../../spine-c/spine-c/src/spine/VertexEffect.c \
../../../../spine-c/spine-c/src/spine/extension.c

View File

@ -0,0 +1,98 @@
/******************************************************************************
* 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.
*****************************************************************************/
#include <spine/VertexEffect.h>
#include <spine/extension.h>
void _spJitterVertexEffect_begin(spVertexEffect* self, spSkeleton* skeleton) {
}
void _spJitterVertexEffect_transform(spVertexEffect* self, float* x, float* y, float* u, float* v, spColor* light, spColor* dark) {
spJitterVertexEffect* internal = (spJitterVertexEffect*)self;
float jitterX = internal->jitterX;
float jitterY = internal->jitterY;
(*x) += _spMath_randomTriangular(-jitterX, jitterY);
(*y) += _spMath_randomTriangular(-jitterX, jitterY);
}
void _spJitterVertexEffect_end(spVertexEffect* self) {
}
spJitterVertexEffect* spJitterVertexEffect_create(float jitterX, float jitterY) {
spJitterVertexEffect* effect = CALLOC(spJitterVertexEffect, 1);
effect->super.begin = _spJitterVertexEffect_begin;
effect->super.transform = _spJitterVertexEffect_transform;
effect->super.end = _spJitterVertexEffect_end;
effect->jitterX = jitterX;
effect->jitterY = jitterY;
return effect;
}
void spJitterVertexEffect_dispose(spJitterVertexEffect* effect) {
FREE(effect);
}
void _spSwirlVertexEffect_begin(spVertexEffect* self, spSkeleton* skeleton) {
spSwirlVertexEffect* internal = (spSwirlVertexEffect*)self;
internal->worldX = skeleton->x + internal->centerX;
internal->worldY = skeleton->y + internal->centerY;
}
void _spSwirlVertexEffect_transform(spVertexEffect* self, float* positionX, float* positionY, float* u, float* v, spColor* light, spColor* dark) {
spSwirlVertexEffect* internal = (spSwirlVertexEffect*)self;
float radAngle = internal->angle * DEG_RAD;
float x = *positionX - internal->worldX;
float y = *positionY - internal->worldY;
float dist = SQRT(x * x + y * y);
if (dist < internal->radius) {
float theta = _spMath_interpolate(_spMath_pow2_apply, 0, radAngle, (internal->radius - dist) / internal->radius);
float cosine = COS(theta);
float sine = SIN(theta);
(*positionX) = cosine * x - sine * y + internal->worldX;
(*positionY) = sine * x + cosine * y + internal->worldY;
}
}
void _spSwirlVertexEffect_end(spVertexEffect* self) {
}
spSwirlVertexEffect* spSwirlVertexEffect_create(float radius) {
spSwirlVertexEffect* effect = CALLOC(spSwirlVertexEffect, 1);
effect->super.begin = _spSwirlVertexEffect_begin;
effect->super.transform = _spSwirlVertexEffect_transform;
effect->super.end = _spSwirlVertexEffect_end;
effect->radius = radius;
return effect;
}
void spSwirlVertexEffect_dispose(spSwirlVertexEffect* effect) {
FREE(effect);
}

View File

@ -170,6 +170,8 @@
76FAC18D1E3F97D2001CCC8C /* PointAttachment.c in Sources */ = {isa = PBXBuildFile; fileRef = 76FAC18B1E3F97D2001CCC8C /* PointAttachment.c */; };
76FAC18F1E3F98A0001CCC8C /* Color.c in Sources */ = {isa = PBXBuildFile; fileRef = 76FAC18A1E3F97D2001CCC8C /* Color.c */; };
76FAC1901E3F98A0001CCC8C /* PointAttachment.c in Sources */ = {isa = PBXBuildFile; fileRef = 76FAC18B1E3F97D2001CCC8C /* PointAttachment.c */; };
76FB150F1F01377200C5377F /* VertexEffect.c in Sources */ = {isa = PBXBuildFile; fileRef = 76FB150E1F01377200C5377F /* VertexEffect.c */; };
76FB15111F0139B400C5377F /* VertexEffect.c in Sources */ = {isa = PBXBuildFile; fileRef = 76FB150E1F01377200C5377F /* VertexEffect.c */; };
8262943E1AAF051F00CB7CF7 /* Security.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 8262943D1AAF051F00CB7CF7 /* Security.framework */; };
BF171245129291EC00B8313A /* OpenGLES.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = BF170DB012928DE900B8313A /* OpenGLES.framework */; };
BF1712471292920000B8313A /* libz.dylib in Frameworks */ = {isa = PBXBuildFile; fileRef = BF170DB412928DE900B8313A /* libz.dylib */; };
@ -335,6 +337,7 @@
76F5BD541D2BD7D3005917E5 /* TankExample.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = TankExample.h; sourceTree = "<group>"; };
76FAC18A1E3F97D2001CCC8C /* Color.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; name = Color.c; path = "../../../spine-c/spine-c/src/spine/Color.c"; sourceTree = "<group>"; };
76FAC18B1E3F97D2001CCC8C /* PointAttachment.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; name = PointAttachment.c; path = "../../../spine-c/spine-c/src/spine/PointAttachment.c"; sourceTree = "<group>"; };
76FB150E1F01377200C5377F /* VertexEffect.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; path = VertexEffect.c; sourceTree = "<group>"; };
8262943D1AAF051F00CB7CF7 /* Security.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = Security.framework; path = System/Library/Frameworks/Security.framework; sourceTree = SDKROOT; };
BF170DB012928DE900B8313A /* OpenGLES.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = OpenGLES.framework; path = System/Library/Frameworks/OpenGLES.framework; sourceTree = SDKROOT; };
BF170DB412928DE900B8313A /* libz.dylib */ = {isa = PBXFileReference; lastKnownFileType = "compiled.mach-o.dylib"; name = libz.dylib; path = usr/lib/libz.dylib; sourceTree = SDKROOT; };
@ -552,6 +555,7 @@
76AAA3B21D180F7300C54FCB /* spine */ = {
isa = PBXGroup;
children = (
76FB150E1F01377200C5377F /* VertexEffect.c */,
76D520E11EB3625700572471 /* Array.c */,
76D520D71EB3611300572471 /* ClippingAttachment.c */,
76D520D81EB3611300572471 /* SkeletonClipping.c */,
@ -803,6 +807,7 @@
76F28CB81DEC7EBB00CDE54D /* Bone.c in Sources */,
76F28CB61DEC7EBB00CDE54D /* Attachment.c in Sources */,
503AE10217EB989F00D1A890 /* RootViewController.mm in Sources */,
76FB150F1F01377200C5377F /* VertexEffect.c in Sources */,
503AE10117EB989F00D1A890 /* main.m in Sources */,
76D520DB1EB3611300572471 /* SkeletonClipping.c in Sources */,
76F28CCB1DEC7EBB00CDE54D /* Skin.c in Sources */,
@ -820,6 +825,7 @@
isa = PBXSourcesBuildPhase;
buildActionMask = 2147483647;
files = (
76FB15111F0139B400C5377F /* VertexEffect.c in Sources */,
76D520E71EB3634600572471 /* CoinExample.cpp in Sources */,
76D520E31EB3625B00572471 /* Array.c in Sources */,
76D520DE1EB3619800572471 /* ClippingAttachment.c in Sources */,

View File

@ -179,6 +179,7 @@ xcopy "$(ProjectDir)..\Resources" "$(OutDir)" /D /E /I /F /Y
<ClCompile Include="..\..\..\spine-c\spine-c\src\spine\TransformConstraint.c" />
<ClCompile Include="..\..\..\spine-c\spine-c\src\spine\TransformConstraintData.c" />
<ClCompile Include="..\..\..\spine-c\spine-c\src\spine\VertexAttachment.c" />
<ClCompile Include="..\..\..\spine-c\spine-c\src\spine\VertexEffect.c" />
<ClCompile Include="..\..\src\spine\AttachmentVertices.cpp" />
<ClCompile Include="..\..\src\spine\Cocos2dAttachmentLoader.cpp" />
<ClCompile Include="..\..\src\spine\SkeletonAnimation.cpp" />

View File

@ -77,21 +77,21 @@ void SkeletonRenderer::setSkeletonData (spSkeletonData *skeletonData, bool ownsS
}
SkeletonRenderer::SkeletonRenderer ()
: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1) {
: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr) {
}
SkeletonRenderer::SkeletonRenderer (spSkeletonData *skeletonData, bool ownsSkeletonData)
: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1) {
: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr) {
initWithData(skeletonData, ownsSkeletonData);
}
SkeletonRenderer::SkeletonRenderer (const std::string& skeletonDataFile, spAtlas* atlas, float scale)
: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1) {
: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr) {
initWithJsonFile(skeletonDataFile, atlas, scale);
}
SkeletonRenderer::SkeletonRenderer (const std::string& skeletonDataFile, const std::string& atlasFile, float scale)
: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1) {
: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr) {
initWithJsonFile(skeletonDataFile, atlasFile, scale);
}
@ -183,6 +183,8 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
SkeletonBatch* batch = SkeletonBatch::getInstance();
SkeletonTwoColorBatch* twoColorBatch = SkeletonTwoColorBatch::getInstance();
bool isTwoColorTint = this->isTwoColorTint();
if (_effect) _effect->begin(_effect, _skeleton);
Color4F nodeColor;
nodeColor.r = getDisplayedColor().r / (float)255;
@ -321,26 +323,70 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
float* verts = _clipper->clippedVertices->items;
float* uvs = _clipper->clippedUVs->items;
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv+=2) {
V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
vertex->vertices.x = verts[vv];
vertex->vertices.y = verts[vv + 1];
vertex->texCoords.u = uvs[vv];
vertex->texCoords.v = uvs[vv + 1];
vertex->colors.r = (GLubyte)color.r;
vertex->colors.g = (GLubyte)color.g;
vertex->colors.b = (GLubyte)color.b;
vertex->colors.a = (GLubyte)color.a;
if (_effect) {
spColor light;
spColor dark;
light.r = color.r / 255.0f;
light.g = color.g / 255.0f;
light.b = color.b / 255.0f;
light.a = color.a / 255.0f;
dark.r = dark.g = dark.b = dark.a = 0;
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv+=2) {
V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
spColor lightCopy = light;
spColor darkCopy = dark;
vertex->vertices.x = verts[vv];
vertex->vertices.y = verts[vv + 1];
vertex->texCoords.u = uvs[vv];
vertex->texCoords.v = uvs[vv + 1];
_effect->transform(_effect, &vertex->vertices.x, &vertex->vertices.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
vertex->colors.r = (GLubyte)(lightCopy.r * 255);
vertex->colors.g = (GLubyte)(lightCopy.g * 255);
vertex->colors.b = (GLubyte)(lightCopy.b * 255);
vertex->colors.a = (GLubyte)(lightCopy.a * 255);
}
} else {
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv+=2) {
V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
vertex->vertices.x = verts[vv];
vertex->vertices.y = verts[vv + 1];
vertex->texCoords.u = uvs[vv];
vertex->texCoords.v = uvs[vv + 1];
vertex->colors.r = (GLubyte)color.r;
vertex->colors.g = (GLubyte)color.g;
vertex->colors.b = (GLubyte)color.b;
vertex->colors.a = (GLubyte)color.a;
}
}
} else {
cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _glProgramState, blendFunc, triangles, transform, transformFlags);
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
vertex->colors.r = (GLubyte)color.r;
vertex->colors.g = (GLubyte)color.g;
vertex->colors.b = (GLubyte)color.b;
vertex->colors.a = (GLubyte)color.a;
if (_effect) {
spColor light;
spColor dark;
light.r = color.r / 255.0f;
light.g = color.g / 255.0f;
light.b = color.b / 255.0f;
light.a = color.a / 255.0f;
dark.r = dark.g = dark.b = dark.a = 0;
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
spColor lightCopy = light;
spColor darkCopy = dark;
_effect->transform(_effect, &vertex->vertices.x, &vertex->vertices.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
vertex->colors.r = (GLubyte)(lightCopy.r * 255);
vertex->colors.g = (GLubyte)(lightCopy.g * 255);
vertex->colors.b = (GLubyte)(lightCopy.b * 255);
vertex->colors.a = (GLubyte)(lightCopy.a * 255);
}
} else {
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
vertex->colors.r = (GLubyte)color.r;
vertex->colors.g = (GLubyte)color.g;
vertex->colors.b = (GLubyte)color.b;
vertex->colors.a = (GLubyte)color.a;
}
}
}
} else {
@ -361,34 +407,94 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
float* verts = _clipper->clippedVertices->items;
float* uvs = _clipper->clippedUVs->items;
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2) {
V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
vertex->position.x = verts[vv];
vertex->position.y = verts[vv + 1];
vertex->texCoords.u = uvs[vv];
vertex->texCoords.v = uvs[vv + 1];
vertex->color.r = (GLubyte)color.r;
vertex->color.g = (GLubyte)color.g;
vertex->color.b = (GLubyte)color.b;
vertex->color.a = (GLubyte)color.a;
vertex->color2.r = (GLubyte)darkColor.r;
vertex->color2.g = (GLubyte)darkColor.g;
vertex->color2.b = (GLubyte)darkColor.b;
vertex->color2.a = 1;
if (_effect) {
spColor light;
spColor dark;
light.r = color.r / 255.0f;
light.g = color.g / 255.0f;
light.b = color.b / 255.0f;
light.a = color.a / 255.0f;
dark.r = darkColor.r / 255.0f;
dark.g = darkColor.g / 255.0f;
dark.b = darkColor.b / 255.0f;
dark.a = darkColor.a / 255.0f;
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2) {
V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
spColor lightCopy = light;
spColor darkCopy = dark;
vertex->position.x = verts[vv];
vertex->position.y = verts[vv + 1];
vertex->texCoords.u = uvs[vv];
vertex->texCoords.v = uvs[vv + 1];
_effect->transform(_effect, &vertex->position.x, &vertex->position.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
vertex->color.r = (GLubyte)(lightCopy.r * 255);
vertex->color.g = (GLubyte)(lightCopy.g * 255);
vertex->color.b = (GLubyte)(lightCopy.b * 255);
vertex->color.a = (GLubyte)(lightCopy.a * 255);
vertex->color2.r = (GLubyte)(darkCopy.r * 255);
vertex->color2.g = (GLubyte)(darkCopy.g * 255);
vertex->color2.b = (GLubyte)(darkCopy.b * 255);
vertex->color2.a = 1;
}
} else {
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2) {
V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
vertex->position.x = verts[vv];
vertex->position.y = verts[vv + 1];
vertex->texCoords.u = uvs[vv];
vertex->texCoords.v = uvs[vv + 1];
vertex->color.r = (GLubyte)color.r;
vertex->color.g = (GLubyte)color.g;
vertex->color.b = (GLubyte)color.b;
vertex->color.a = (GLubyte)color.a;
vertex->color2.r = (GLubyte)darkColor.r;
vertex->color2.g = (GLubyte)darkColor.g;
vertex->color2.b = (GLubyte)darkColor.b;
vertex->color2.a = 1;
}
}
} else {
TwoColorTrianglesCommand* batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture->getName(), _glProgramState, blendFunc, trianglesTwoColor, transform, transformFlags);
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
vertex->color.r = (GLubyte)color.r;
vertex->color.g = (GLubyte)color.g;
vertex->color.b = (GLubyte)color.b;
vertex->color.a = (GLubyte)color.a;
vertex->color2.r = (GLubyte)darkColor.r;
vertex->color2.g = (GLubyte)darkColor.g;
vertex->color2.b = (GLubyte)darkColor.b;
vertex->color2.a = 1;
if (_effect) {
spColor light;
spColor dark;
light.r = color.r / 255.0f;
light.g = color.g / 255.0f;
light.b = color.b / 255.0f;
light.a = color.a / 255.0f;
dark.r = darkColor.r / 255.0f;
dark.g = darkColor.g / 255.0f;
dark.b = darkColor.b / 255.0f;
dark.a = darkColor.a / 255.0f;
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
spColor lightCopy = light;
spColor darkCopy = dark;
_effect->transform(_effect, &vertex->position.x, &vertex->position.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
vertex->color.r = (GLubyte)(lightCopy.r * 255);
vertex->color.g = (GLubyte)(lightCopy.g * 255);
vertex->color.b = (GLubyte)(lightCopy.b * 255);
vertex->color.a = (GLubyte)(lightCopy.a * 255);
vertex->color2.r = (GLubyte)(darkCopy.r * 255);
vertex->color2.g = (GLubyte)(darkCopy.g * 255);
vertex->color2.b = (GLubyte)(darkCopy.b * 255);
vertex->color2.a = 1;
}
} else {
for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
vertex->color.r = (GLubyte)color.r;
vertex->color.g = (GLubyte)color.g;
vertex->color.b = (GLubyte)color.b;
vertex->color.a = (GLubyte)color.a;
vertex->color2.r = (GLubyte)darkColor.r;
vertex->color2.g = (GLubyte)darkColor.g;
vertex->color2.b = (GLubyte)darkColor.b;
vertex->color2.a = 1;
}
}
}
}
@ -432,6 +538,8 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
}
}
}
if (_effect) _effect->end(_effect);
if (_debugSlots || _debugBones || _debugMeshes) {
drawDebug(renderer, transform, transformFlags);
@ -595,6 +703,10 @@ void SkeletonRenderer::setTwoColorTint(bool enabled) {
bool SkeletonRenderer::isTwoColorTint() {
return getGLProgramState() == SkeletonTwoColorBatch::getInstance()->getTwoColorTintProgramState();
}
void SkeletonRenderer::setVertexEffect(spVertexEffect *effect) {
this->_effect = effect;
}
spSkeleton* SkeletonRenderer::getSkeleton () {
return _skeleton;

View File

@ -99,6 +99,9 @@ public:
void setTwoColorTint(bool enabled);
/* Whether two color tinting is enabled */
bool isTwoColorTint();
/* Sets the vertex effect to be used, set to 0 to disable vertex effects */
void setVertexEffect(spVertexEffect* effect);
// --- BlendProtocol
virtual void setBlendFunc (const cocos2d::BlendFunc& blendFunc)override;
@ -125,7 +128,7 @@ CC_CONSTRUCTOR_ACCESS:
protected:
void setSkeletonData (spSkeletonData* skeletonData, bool ownsSkeletonData);
virtual AttachmentVertices* getAttachmentVertices (spRegionAttachment* attachment) const;
virtual AttachmentVertices* getAttachmentVertices (spMeshAttachment* attachment) const;
virtual AttachmentVertices* getAttachmentVertices (spMeshAttachment* attachment) const;
bool _ownsSkeletonData;
spAtlas* _atlas;
@ -140,6 +143,7 @@ protected:
bool _debugBones;
bool _debugMeshes;
spSkeletonClipping* _clipper;
spVertexEffect* _effect;
};
}

View File

@ -39,6 +39,7 @@ import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.PolygonSpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.math.Interpolation;
import com.esotericsoftware.spine.vertexeffects.JitterEffect;
import com.esotericsoftware.spine.vertexeffects.SwirlEffect;
public class VertexEffectTest extends ApplicationAdapter {

View File

@ -1,3 +1,4 @@
cmake_minimum_required(VERSION 2.8.9)
#
# First download and extract SFML 2.3.2 for the respective OS we are on
#

View File

@ -204,6 +204,10 @@ void raptor (SkeletonData* skeletonData, Atlas* atlas) {
SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData);
drawable->timeScale = 1;
spSwirlVertexEffect* effect = spSwirlVertexEffect_create(400);
effect->centerY = -200;
drawable->vertexEffect = &effect->super;
Skeleton* skeleton = drawable->skeleton;
skeleton->x = 320;
skeleton->y = 590;
@ -216,6 +220,7 @@ void raptor (SkeletonData* skeletonData, Atlas* atlas) {
window.setFramerateLimit(60);
sf::Event event;
sf::Clock deltaClock;
float swirlTime = 0;
while (window.isOpen()) {
while (window.pollEvent(event))
if (event.type == sf::Event::Closed) window.close();
@ -223,12 +228,18 @@ void raptor (SkeletonData* skeletonData, Atlas* atlas) {
float delta = deltaClock.getElapsedTime().asSeconds();
deltaClock.restart();
swirlTime += delta;
float percent = fmod(swirlTime, 2);
if (percent > 1) percent = 1 - (percent - 1);
effect->angle = _spMath_interpolate(_spMath_pow2_apply, -60, 60, percent);
drawable->update(delta);
window.clear();
window.draw(*drawable);
window.display();
}
spSwirlVertexEffect_dispose(effect);
}
void tank (SkeletonData* skeletonData, Atlas* atlas) {
@ -338,6 +349,7 @@ void coin (SkeletonData* skeletonData, Atlas* atlas) {
window.setFramerateLimit(60);
sf::Event event;
sf::Clock deltaClock;
float swirlTime = 0;
while (window.isOpen()) {
while (window.pollEvent(event))
if (event.type == sf::Event::Closed) window.close();
@ -384,7 +396,7 @@ int main () {
testcase(test, "data/tank-pro.json", "data/tank-pro.skel", "data/tank.atlas", 1.0f);
testcase(coin, "data/coin-pro.json", "data/coin-pro.skel", "data/coin.atlas", 0.5f);
testcase(vine, "data/vine-pro.json", "data/vine-pro.skel", "data/vine.atlas", 0.5f);
testcase(tank, "data/tank-pro.json", "data/tank-pro.skel", "data/tank.atlas", 0.2f);
testcase(tank, "data/tank-pro.json", "data/tank-pro.skel", "data/tank.atlas", 0.2f);*/
testcase(raptor, "data/raptor-pro.json", "data/raptor-pro.skel", "data/raptor.atlas", 0.5f);
testcase(spineboy, "data/spineboy-ess.json", "data/spineboy-ess.skel", "data/spineboy.atlas", 0.6f);
testcase(goblins, "data/goblins-pro.json", "data/goblins-pro.skel", "data/goblins.atlas", 1.4f);

View File

@ -36,6 +36,8 @@
using namespace sf;
_SP_ARRAY_IMPLEMENT_TYPE(spColorArray, spColor)
void _AtlasPage_createTexture (AtlasPage* self, const char* path){
Texture* texture = new Texture();
if (!texture->loadFromFile(path)) return;
@ -64,10 +66,13 @@ namespace spine {
SkeletonDrawable::SkeletonDrawable (SkeletonData* skeletonData, AnimationStateData* stateData) :
timeScale(1),
vertexArray(new VertexArray(Triangles, skeletonData->bonesCount * 4)),
vertexEffect(0),
worldVertices(0), clipper(0) {
Bone_setYDown(true);
worldVertices = MALLOC(float, SPINE_MESH_VERTEX_COUNT_MAX);
skeleton = Skeleton_create(skeletonData);
tempUvs = spFloatArray_create(16);
tempColors = spColorArray_create(16);
ownsAnimationStateData = stateData == 0;
if (ownsAnimationStateData) stateData = AnimationStateData_create(skeletonData);
@ -84,6 +89,8 @@ SkeletonDrawable::~SkeletonDrawable () {
AnimationState_dispose(state);
Skeleton_dispose(skeleton);
spSkeletonClipping_dispose(clipper);
spFloatArray_dispose(tempUvs);
spColorArray_dispose(tempColors);
}
void SkeletonDrawable::update (float deltaTime) {
@ -98,6 +105,8 @@ void SkeletonDrawable::draw (RenderTarget& target, RenderStates states) const {
states.texture = 0;
unsigned short quadIndices[6] = { 0, 1, 2, 2, 3, 0 };
if (vertexEffect != 0) vertexEffect->begin(vertexEffect, skeleton);
sf::Vertex vertex;
Texture* texture = 0;
for (int i = 0; i < skeleton->slotsCount; ++i) {
@ -147,6 +156,12 @@ void SkeletonDrawable::draw (RenderTarget& target, RenderStates states) const {
vertex.color.b = b;
vertex.color.a = a;
spColor light;
light.r = r / 255.0f;
light.g = g / 255.0f;
light.b = b / 255.0f;
light.a = a / 255.0f;
sf::BlendMode blend;
switch (slot->data->blendMode) {
case BLEND_MODE_ADDITIVE:
@ -179,19 +194,57 @@ void SkeletonDrawable::draw (RenderTarget& target, RenderStates states) const {
}
Vector2u size = texture->getSize();
for (int i = 0; i < indicesCount; ++i) {
int index = indices[i] << 1;
vertex.position.x = vertices[index];
vertex.position.y = vertices[index + 1];
vertex.texCoords.x = uvs[index] * size.x;
vertex.texCoords.y = uvs[index + 1] * size.y;
vertexArray->append(vertex);
if (vertexEffect != 0) {
spFloatArray_clear(tempUvs);
spColorArray_clear(tempColors);
for (int i = 0; i < verticesCount; i++) {
spColor vertexColor = light;
spColor dark;
dark.r = dark.g = dark.b = dark.a = 0;
int index = i << 1;
float x = vertices[index];
float y = vertices[index + 1];
float u = uvs[index];
float v = uvs[index + 1];
vertexEffect->transform(vertexEffect, &x, &y, &u, &v, &vertexColor, &dark);
vertices[index] = x;
vertices[index + 1] = y;
spFloatArray_add(tempUvs, u);
spFloatArray_add(tempUvs, v);
spColorArray_add(tempColors, vertexColor);
}
for (int i = 0; i < indicesCount; ++i) {
int index = indices[i] << 1;
vertex.position.x = vertices[index];
vertex.position.y = vertices[index + 1];
vertex.texCoords.x = uvs[index] * size.x;
vertex.texCoords.y = uvs[index + 1] * size.y;
spColor vertexColor = tempColors->items[index >> 1];
vertex.color.r = static_cast<Uint8>(vertexColor.r * 255);
vertex.color.g = static_cast<Uint8>(vertexColor.g * 255);
vertex.color.b = static_cast<Uint8>(vertexColor.b * 255);
vertex.color.a = static_cast<Uint8>(vertexColor.a * 255);
vertexArray->append(vertex);
}
} else {
for (int i = 0; i < indicesCount; ++i) {
int index = indices[i] << 1;
vertex.position.x = vertices[index];
vertex.position.y = vertices[index + 1];
vertex.texCoords.x = uvs[index] * size.x;
vertex.texCoords.y = uvs[index + 1] * size.y;
vertexArray->append(vertex);
}
}
spSkeletonClipping_clipEnd(clipper, slot);
}
target.draw(*vertexArray, states);
spSkeletonClipping_clipEnd2(clipper);
if (vertexEffect != 0) vertexEffect->end(vertexEffect);
}
} /* namespace spine */

View File

@ -40,6 +40,8 @@
#include <SFML/Graphics/RenderTarget.hpp>
#include <SFML/Graphics/RenderStates.hpp>
_SP_ARRAY_DECLARE_TYPE(spColorArray, spColor)
namespace spine {
class SkeletonDrawable: public sf::Drawable {
@ -48,6 +50,7 @@ public:
AnimationState* state;
float timeScale;
sf::VertexArray* vertexArray;
spVertexEffect* vertexEffect;
SkeletonDrawable (SkeletonData* skeleton, AnimationStateData* stateData = 0);
~SkeletonDrawable ();
@ -58,6 +61,8 @@ public:
private:
bool ownsAnimationStateData;
float* worldVertices;
spFloatArray* tempUvs;
spColorArray* tempColors;
spSkeletonClipping* clipper;
};

View File

@ -1,97 +1,3 @@
declare module spine {
class AssetManager implements Disposable {
private pathPrefix;
private textureLoader;
private assets;
private errors;
private toLoad;
private loaded;
constructor(textureLoader: (image: HTMLImageElement) => any, pathPrefix?: string);
loadText(path: string, success?: (path: string, text: string) => void, error?: (path: string, error: string) => void): void;
loadTexture(path: string, success?: (path: string, image: HTMLImageElement) => void, error?: (path: string, error: string) => void): void;
loadTextureData(path: string, data: string, success?: (path: string, image: HTMLImageElement) => void, error?: (path: string, error: string) => void): void;
get(path: string): any;
remove(path: string): void;
removeAll(): void;
isLoadingComplete(): boolean;
getToLoad(): number;
getLoaded(): number;
dispose(): void;
hasErrors(): boolean;
getErrors(): Map<string>;
}
}
declare module spine.canvas {
class AssetManager extends spine.AssetManager {
constructor(pathPrefix?: string);
}
}
declare module spine {
abstract class Texture {
protected _image: HTMLImageElement;
constructor(image: HTMLImageElement);
getImage(): HTMLImageElement;
abstract setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void;
abstract setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void;
abstract dispose(): void;
static filterFromString(text: string): TextureFilter;
static wrapFromString(text: string): TextureWrap;
}
enum TextureFilter {
Nearest = 9728,
Linear = 9729,
MipMap = 9987,
MipMapNearestNearest = 9984,
MipMapLinearNearest = 9985,
MipMapNearestLinear = 9986,
MipMapLinearLinear = 9987,
}
enum TextureWrap {
MirroredRepeat = 33648,
ClampToEdge = 33071,
Repeat = 10497,
}
class TextureRegion {
renderObject: any;
u: number;
v: number;
u2: number;
v2: number;
width: number;
height: number;
rotate: boolean;
offsetX: number;
offsetY: number;
originalWidth: number;
originalHeight: number;
}
}
declare module spine.canvas {
class CanvasTexture extends Texture {
constructor(image: HTMLImageElement);
setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void;
setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void;
dispose(): void;
}
}
declare module spine.canvas {
class SkeletonRenderer {
static QUAD_TRIANGLES: number[];
static VERTEX_SIZE: number;
private ctx;
triangleRendering: boolean;
debugRendering: boolean;
private vertices;
private tempColor;
constructor(context: CanvasRenderingContext2D);
draw(skeleton: Skeleton): void;
private drawImages(skeleton);
private drawTriangles(skeleton);
private drawTriangle(img, x0, y0, u0, v0, x1, y1, u1, v1, x2, y2, u2, v2);
private computeRegionVertices(slot, region, pma);
private computeMeshVertices(slot, mesh, pma);
}
}
declare module spine {
class Animation {
name: string;
@ -458,6 +364,29 @@ declare module spine {
getMix(from: Animation, to: Animation): number;
}
}
declare module spine {
class AssetManager implements Disposable {
private pathPrefix;
private textureLoader;
private assets;
private errors;
private toLoad;
private loaded;
constructor(textureLoader: (image: HTMLImageElement) => any, pathPrefix?: string);
loadText(path: string, success?: (path: string, text: string) => void, error?: (path: string, error: string) => void): void;
loadTexture(path: string, success?: (path: string, image: HTMLImageElement) => void, error?: (path: string, error: string) => void): void;
loadTextureData(path: string, data: string, success?: (path: string, image: HTMLImageElement) => void, error?: (path: string, error: string) => void): void;
get(path: string): any;
remove(path: string): void;
removeAll(): void;
isLoadingComplete(): boolean;
getToLoad(): number;
getLoaded(): number;
dispose(): void;
hasErrors(): boolean;
getErrors(): Map<string>;
}
}
declare module spine {
class AtlasAttachmentLoader implements AttachmentLoader {
atlas: TextureAtlas;
@ -470,156 +399,6 @@ declare module spine {
newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
}
}
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
private static nextID;
id: number;
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number, stride: 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;
newPointAttachment(skin: Skin, name: string): PointAttachment;
newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
Point = 5,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class ClippingAttachment extends VertexAttachment {
endSlot: SlotData;
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
uvs: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
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 PointAttachment extends VertexAttachment {
x: number;
y: number;
rotation: number;
color: Color;
constructor(name: string);
computeWorldPosition(bone: Bone, point: Vector2): Vector2;
computeWorldRotation(bone: Bone): number;
}
}
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>;
uvs: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
updateOffset(): void;
setRegion(region: TextureRegion): void;
computeWorldVertices(bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
}
}
declare module spine {
enum BlendMode {
Normal = 0,
@ -1005,6 +784,46 @@ declare module spine {
constructor(index: number, name: string, boneData: BoneData);
}
}
declare module spine {
abstract class Texture {
protected _image: HTMLImageElement;
constructor(image: HTMLImageElement);
getImage(): HTMLImageElement;
abstract setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void;
abstract setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void;
abstract dispose(): void;
static filterFromString(text: string): TextureFilter;
static wrapFromString(text: string): TextureWrap;
}
enum TextureFilter {
Nearest = 9728,
Linear = 9729,
MipMap = 9987,
MipMapNearestNearest = 9984,
MipMapLinearNearest = 9985,
MipMapNearestLinear = 9986,
MipMapLinearLinear = 9987,
}
enum TextureWrap {
MirroredRepeat = 33648,
ClampToEdge = 33071,
Repeat = 10497,
}
class TextureRegion {
renderObject: any;
u: number;
v: number;
u2: number;
v2: number;
width: number;
height: number;
rotate: boolean;
offsetX: number;
offsetY: number;
originalWidth: number;
originalHeight: number;
}
}
declare module spine {
class TextureAtlas implements Disposable {
pages: TextureAtlasPage[];
@ -1222,6 +1041,156 @@ declare module spine {
end(): void;
}
}
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
private static nextID;
id: number;
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number, stride: 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;
newPointAttachment(skin: Skin, name: string): PointAttachment;
newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
Point = 5,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class ClippingAttachment extends VertexAttachment {
endSlot: SlotData;
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
uvs: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
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 PointAttachment extends VertexAttachment {
x: number;
y: number;
rotation: number;
color: Color;
constructor(name: string);
computeWorldPosition(bone: Bone, point: Vector2): Vector2;
computeWorldRotation(bone: Bone): number;
}
}
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>;
uvs: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
updateOffset(): void;
setRegion(region: TextureRegion): void;
computeWorldVertices(bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
}
}
declare module spine {
class JitterEffect implements VertexEffect {
jitterX: number;
@ -1247,52 +1216,35 @@ declare module spine {
end(): void;
}
}
declare module spine.threejs {
declare module spine.canvas {
class AssetManager extends spine.AssetManager {
constructor(pathPrefix?: string);
}
}
declare module spine.threejs {
class MeshBatcher {
mesh: THREE.Mesh;
private static VERTEX_SIZE;
private vertexBuffer;
private vertices;
private verticesLength;
private indices;
private indicesLength;
constructor(mesh: THREE.Mesh, maxVertices?: number);
begin(): void;
batch(vertices: ArrayLike<number>, verticesLength: number, indices: ArrayLike<number>, indicesLength: number, z?: number): void;
end(): void;
}
}
declare module spine.threejs {
class SkeletonMesh extends THREE.Mesh {
skeleton: Skeleton;
state: AnimationState;
zOffset: number;
vertexEffect: VertexEffect;
private batcher;
private clipper;
static QUAD_TRIANGLES: number[];
static VERTEX_SIZE: number;
private vertices;
private tempColor;
constructor(skeletonData: SkeletonData);
update(deltaTime: number): void;
private updateGeometry();
}
}
declare module spine.threejs {
class ThreeJsTexture extends Texture {
texture: THREE.Texture;
declare module spine.canvas {
class CanvasTexture extends Texture {
constructor(image: HTMLImageElement);
setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void;
setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void;
dispose(): void;
static toThreeJsTextureFilter(filter: TextureFilter): THREE.TextureFilter;
static toThreeJsTextureWrap(wrap: TextureWrap): THREE.Wrapping;
}
}
declare module spine.canvas {
class SkeletonRenderer {
static QUAD_TRIANGLES: number[];
static VERTEX_SIZE: number;
private ctx;
triangleRendering: boolean;
debugRendering: boolean;
private vertices;
private tempColor;
constructor(context: CanvasRenderingContext2D);
draw(skeleton: Skeleton): void;
private drawImages(skeleton);
private drawTriangles(skeleton);
private drawTriangle(img, x0, y0, u0, v0, x1, y1, u1, v1, x2, y2, u2, v2);
private computeRegionVertices(slot, region, pma);
private computeMeshVertices(slot, mesh, pma);
}
}
declare module spine.webgl {
@ -1386,22 +1338,22 @@ declare module spine.webgl {
}
}
declare module spine.webgl {
const M00: number;
const M01: number;
const M02: number;
const M03: number;
const M10: number;
const M11: number;
const M12: number;
const M13: number;
const M20: number;
const M21: number;
const M22: number;
const M23: number;
const M30: number;
const M31: number;
const M32: number;
const M33: number;
const M00 = 0;
const M01 = 4;
const M02 = 8;
const M03 = 12;
const M10 = 1;
const M11 = 5;
const M12 = 9;
const M13 = 13;
const M20 = 2;
const M21 = 6;
const M22 = 10;
const M23 = 14;
const M30 = 3;
const M31 = 7;
const M32 = 11;
const M33 = 15;
class Matrix4 {
temp: Float32Array;
values: Float32Array;
@ -1725,6 +1677,58 @@ declare module spine.webgl {
static getSourceGLBlendMode(blendMode: BlendMode, premultipliedAlpha?: boolean): number;
}
}
declare module spine.threejs {
class AssetManager extends spine.AssetManager {
constructor(pathPrefix?: string);
}
}
declare module spine.threejs {
class MeshBatcher {
mesh: THREE.Mesh;
private static VERTEX_SIZE;
private vertexBuffer;
private vertices;
private verticesLength;
private indices;
private indicesLength;
constructor(mesh: THREE.Mesh, maxVertices?: number);
begin(): void;
batch(vertices: ArrayLike<number>, verticesLength: number, indices: ArrayLike<number>, indicesLength: number, z?: number): void;
end(): void;
}
}
declare module spine.threejs {
class SkeletonMesh extends THREE.Mesh {
tempPos: Vector2;
tempUv: Vector2;
tempLight: Color;
tempDark: Color;
skeleton: Skeleton;
state: AnimationState;
zOffset: number;
vertexEffect: VertexEffect;
private batcher;
private clipper;
static QUAD_TRIANGLES: number[];
static VERTEX_SIZE: number;
private vertices;
private tempColor;
constructor(skeletonData: SkeletonData);
update(deltaTime: number): void;
private updateGeometry();
}
}
declare module spine.threejs {
class ThreeJsTexture extends Texture {
texture: THREE.Texture;
constructor(image: HTMLImageElement);
setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void;
setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void;
dispose(): void;
static toThreeJsTextureFilter(filter: TextureFilter): THREE.TextureFilter;
static toThreeJsTextureWrap(wrap: TextureWrap): THREE.Wrapping;
}
}
declare module spine {
class SpineWidget {
skeleton: Skeleton;

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@ -1,97 +1,3 @@
declare module spine {
class AssetManager implements Disposable {
private pathPrefix;
private textureLoader;
private assets;
private errors;
private toLoad;
private loaded;
constructor(textureLoader: (image: HTMLImageElement) => any, pathPrefix?: string);
loadText(path: string, success?: (path: string, text: string) => void, error?: (path: string, error: string) => void): void;
loadTexture(path: string, success?: (path: string, image: HTMLImageElement) => void, error?: (path: string, error: string) => void): void;
loadTextureData(path: string, data: string, success?: (path: string, image: HTMLImageElement) => void, error?: (path: string, error: string) => void): void;
get(path: string): any;
remove(path: string): void;
removeAll(): void;
isLoadingComplete(): boolean;
getToLoad(): number;
getLoaded(): number;
dispose(): void;
hasErrors(): boolean;
getErrors(): Map<string>;
}
}
declare module spine.canvas {
class AssetManager extends spine.AssetManager {
constructor(pathPrefix?: string);
}
}
declare module spine {
abstract class Texture {
protected _image: HTMLImageElement;
constructor(image: HTMLImageElement);
getImage(): HTMLImageElement;
abstract setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void;
abstract setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void;
abstract dispose(): void;
static filterFromString(text: string): TextureFilter;
static wrapFromString(text: string): TextureWrap;
}
enum TextureFilter {
Nearest = 9728,
Linear = 9729,
MipMap = 9987,
MipMapNearestNearest = 9984,
MipMapLinearNearest = 9985,
MipMapNearestLinear = 9986,
MipMapLinearLinear = 9987,
}
enum TextureWrap {
MirroredRepeat = 33648,
ClampToEdge = 33071,
Repeat = 10497,
}
class TextureRegion {
renderObject: any;
u: number;
v: number;
u2: number;
v2: number;
width: number;
height: number;
rotate: boolean;
offsetX: number;
offsetY: number;
originalWidth: number;
originalHeight: number;
}
}
declare module spine.canvas {
class CanvasTexture extends Texture {
constructor(image: HTMLImageElement);
setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void;
setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void;
dispose(): void;
}
}
declare module spine.canvas {
class SkeletonRenderer {
static QUAD_TRIANGLES: number[];
static VERTEX_SIZE: number;
private ctx;
triangleRendering: boolean;
debugRendering: boolean;
private vertices;
private tempColor;
constructor(context: CanvasRenderingContext2D);
draw(skeleton: Skeleton): void;
private drawImages(skeleton);
private drawTriangles(skeleton);
private drawTriangle(img, x0, y0, u0, v0, x1, y1, u1, v1, x2, y2, u2, v2);
private computeRegionVertices(slot, region, pma);
private computeMeshVertices(slot, mesh, pma);
}
}
declare module spine {
class Animation {
name: string;
@ -458,6 +364,29 @@ declare module spine {
getMix(from: Animation, to: Animation): number;
}
}
declare module spine {
class AssetManager implements Disposable {
private pathPrefix;
private textureLoader;
private assets;
private errors;
private toLoad;
private loaded;
constructor(textureLoader: (image: HTMLImageElement) => any, pathPrefix?: string);
loadText(path: string, success?: (path: string, text: string) => void, error?: (path: string, error: string) => void): void;
loadTexture(path: string, success?: (path: string, image: HTMLImageElement) => void, error?: (path: string, error: string) => void): void;
loadTextureData(path: string, data: string, success?: (path: string, image: HTMLImageElement) => void, error?: (path: string, error: string) => void): void;
get(path: string): any;
remove(path: string): void;
removeAll(): void;
isLoadingComplete(): boolean;
getToLoad(): number;
getLoaded(): number;
dispose(): void;
hasErrors(): boolean;
getErrors(): Map<string>;
}
}
declare module spine {
class AtlasAttachmentLoader implements AttachmentLoader {
atlas: TextureAtlas;
@ -470,156 +399,6 @@ declare module spine {
newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
}
}
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
private static nextID;
id: number;
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number, stride: 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;
newPointAttachment(skin: Skin, name: string): PointAttachment;
newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
Point = 5,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class ClippingAttachment extends VertexAttachment {
endSlot: SlotData;
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
uvs: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
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 PointAttachment extends VertexAttachment {
x: number;
y: number;
rotation: number;
color: Color;
constructor(name: string);
computeWorldPosition(bone: Bone, point: Vector2): Vector2;
computeWorldRotation(bone: Bone): number;
}
}
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>;
uvs: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
updateOffset(): void;
setRegion(region: TextureRegion): void;
computeWorldVertices(bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
}
}
declare module spine {
enum BlendMode {
Normal = 0,
@ -1005,6 +784,46 @@ declare module spine {
constructor(index: number, name: string, boneData: BoneData);
}
}
declare module spine {
abstract class Texture {
protected _image: HTMLImageElement;
constructor(image: HTMLImageElement);
getImage(): HTMLImageElement;
abstract setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void;
abstract setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void;
abstract dispose(): void;
static filterFromString(text: string): TextureFilter;
static wrapFromString(text: string): TextureWrap;
}
enum TextureFilter {
Nearest = 9728,
Linear = 9729,
MipMap = 9987,
MipMapNearestNearest = 9984,
MipMapLinearNearest = 9985,
MipMapNearestLinear = 9986,
MipMapLinearLinear = 9987,
}
enum TextureWrap {
MirroredRepeat = 33648,
ClampToEdge = 33071,
Repeat = 10497,
}
class TextureRegion {
renderObject: any;
u: number;
v: number;
u2: number;
v2: number;
width: number;
height: number;
rotate: boolean;
offsetX: number;
offsetY: number;
originalWidth: number;
originalHeight: number;
}
}
declare module spine {
class TextureAtlas implements Disposable {
pages: TextureAtlasPage[];
@ -1222,6 +1041,156 @@ declare module spine {
end(): void;
}
}
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
private static nextID;
id: number;
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number, stride: 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;
newPointAttachment(skin: Skin, name: string): PointAttachment;
newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
Point = 5,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class ClippingAttachment extends VertexAttachment {
endSlot: SlotData;
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
uvs: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
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 PointAttachment extends VertexAttachment {
x: number;
y: number;
rotation: number;
color: Color;
constructor(name: string);
computeWorldPosition(bone: Bone, point: Vector2): Vector2;
computeWorldRotation(bone: Bone): number;
}
}
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>;
uvs: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
updateOffset(): void;
setRegion(region: TextureRegion): void;
computeWorldVertices(bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
}
}
declare module spine {
class JitterEffect implements VertexEffect {
jitterX: number;
@ -1247,3 +1216,34 @@ declare module spine {
end(): void;
}
}
declare module spine.canvas {
class AssetManager extends spine.AssetManager {
constructor(pathPrefix?: string);
}
}
declare module spine.canvas {
class CanvasTexture extends Texture {
constructor(image: HTMLImageElement);
setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void;
setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void;
dispose(): void;
}
}
declare module spine.canvas {
class SkeletonRenderer {
static QUAD_TRIANGLES: number[];
static VERTEX_SIZE: number;
private ctx;
triangleRendering: boolean;
debugRendering: boolean;
private vertices;
private tempColor;
constructor(context: CanvasRenderingContext2D);
draw(skeleton: Skeleton): void;
private drawImages(skeleton);
private drawTriangles(skeleton);
private drawTriangle(img, x0, y0, u0, v0, x1, y1, u1, v1, x2, y2, u2, v2);
private computeRegionVertices(slot, region, pma);
private computeMeshVertices(slot, mesh, pma);
}
}

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@ -399,156 +399,6 @@ declare module spine {
newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
}
}
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
private static nextID;
id: number;
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number, stride: 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;
newPointAttachment(skin: Skin, name: string): PointAttachment;
newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
Point = 5,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class ClippingAttachment extends VertexAttachment {
endSlot: SlotData;
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
uvs: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
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 PointAttachment extends VertexAttachment {
x: number;
y: number;
rotation: number;
color: Color;
constructor(name: string);
computeWorldPosition(bone: Bone, point: Vector2): Vector2;
computeWorldRotation(bone: Bone): number;
}
}
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>;
uvs: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
updateOffset(): void;
setRegion(region: TextureRegion): void;
computeWorldVertices(bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
}
}
declare module spine {
enum BlendMode {
Normal = 0,
@ -1191,6 +1041,156 @@ declare module spine {
end(): void;
}
}
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
private static nextID;
id: number;
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number, stride: 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;
newPointAttachment(skin: Skin, name: string): PointAttachment;
newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
Point = 5,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class ClippingAttachment extends VertexAttachment {
endSlot: SlotData;
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
uvs: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
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 PointAttachment extends VertexAttachment {
x: number;
y: number;
rotation: number;
color: Color;
constructor(name: string);
computeWorldPosition(bone: Bone, point: Vector2): Vector2;
computeWorldRotation(bone: Bone): number;
}
}
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>;
uvs: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
updateOffset(): void;
setRegion(region: TextureRegion): void;
computeWorldVertices(bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
}
}
declare module spine {
class JitterEffect implements VertexEffect {
jitterX: number;

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@ -399,156 +399,6 @@ declare module spine {
newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
}
}
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
private static nextID;
id: number;
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number, stride: 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;
newPointAttachment(skin: Skin, name: string): PointAttachment;
newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
Point = 5,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class ClippingAttachment extends VertexAttachment {
endSlot: SlotData;
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
uvs: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
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 PointAttachment extends VertexAttachment {
x: number;
y: number;
rotation: number;
color: Color;
constructor(name: string);
computeWorldPosition(bone: Bone, point: Vector2): Vector2;
computeWorldRotation(bone: Bone): number;
}
}
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>;
uvs: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
updateOffset(): void;
setRegion(region: TextureRegion): void;
computeWorldVertices(bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
}
}
declare module spine {
enum BlendMode {
Normal = 0,
@ -1191,6 +1041,156 @@ declare module spine {
end(): void;
}
}
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
private static nextID;
id: number;
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number, stride: 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;
newPointAttachment(skin: Skin, name: string): PointAttachment;
newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
Point = 5,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class ClippingAttachment extends VertexAttachment {
endSlot: SlotData;
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
uvs: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
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 PointAttachment extends VertexAttachment {
x: number;
y: number;
rotation: number;
color: Color;
constructor(name: string);
computeWorldPosition(bone: Bone, point: Vector2): Vector2;
computeWorldRotation(bone: Bone): number;
}
}
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>;
uvs: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
updateOffset(): void;
setRegion(region: TextureRegion): void;
computeWorldVertices(bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
}
}
declare module spine {
class JitterEffect implements VertexEffect {
jitterX: number;
@ -1238,6 +1238,10 @@ declare module spine.threejs {
}
declare module spine.threejs {
class SkeletonMesh extends THREE.Mesh {
tempPos: Vector2;
tempUv: Vector2;
tempLight: Color;
tempDark: Color;
skeleton: Skeleton;
state: AnimationState;
zOffset: number;

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@ -399,156 +399,6 @@ declare module spine {
newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
}
}
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
private static nextID;
id: number;
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number, stride: 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;
newPointAttachment(skin: Skin, name: string): PointAttachment;
newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
Point = 5,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class ClippingAttachment extends VertexAttachment {
endSlot: SlotData;
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
uvs: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
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 PointAttachment extends VertexAttachment {
x: number;
y: number;
rotation: number;
color: Color;
constructor(name: string);
computeWorldPosition(bone: Bone, point: Vector2): Vector2;
computeWorldRotation(bone: Bone): number;
}
}
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>;
uvs: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
updateOffset(): void;
setRegion(region: TextureRegion): void;
computeWorldVertices(bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
}
}
declare module spine {
enum BlendMode {
Normal = 0,
@ -1191,6 +1041,156 @@ declare module spine {
end(): void;
}
}
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
private static nextID;
id: number;
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number, stride: 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;
newPointAttachment(skin: Skin, name: string): PointAttachment;
newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
Point = 5,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class ClippingAttachment extends VertexAttachment {
endSlot: SlotData;
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
uvs: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
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 PointAttachment extends VertexAttachment {
x: number;
y: number;
rotation: number;
color: Color;
constructor(name: string);
computeWorldPosition(bone: Bone, point: Vector2): Vector2;
computeWorldRotation(bone: Bone): number;
}
}
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>;
uvs: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
updateOffset(): void;
setRegion(region: TextureRegion): void;
computeWorldVertices(bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
}
}
declare module spine {
class JitterEffect implements VertexEffect {
jitterX: number;
@ -1307,22 +1307,22 @@ declare module spine.webgl {
}
}
declare module spine.webgl {
const M00: number;
const M01: number;
const M02: number;
const M03: number;
const M10: number;
const M11: number;
const M12: number;
const M13: number;
const M20: number;
const M21: number;
const M22: number;
const M23: number;
const M30: number;
const M31: number;
const M32: number;
const M33: number;
const M00 = 0;
const M01 = 4;
const M02 = 8;
const M03 = 12;
const M10 = 1;
const M11 = 5;
const M12 = 9;
const M13 = 13;
const M20 = 2;
const M21 = 6;
const M22 = 10;
const M23 = 14;
const M30 = 3;
const M31 = 7;
const M32 = 11;
const M33 = 15;
class Matrix4 {
temp: Float32Array;
values: Float32Array;

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@ -399,156 +399,6 @@ declare module spine {
newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
}
}
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
private static nextID;
id: number;
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number, stride: 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;
newPointAttachment(skin: Skin, name: string): PointAttachment;
newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
Point = 5,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class ClippingAttachment extends VertexAttachment {
endSlot: SlotData;
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
uvs: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
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 PointAttachment extends VertexAttachment {
x: number;
y: number;
rotation: number;
color: Color;
constructor(name: string);
computeWorldPosition(bone: Bone, point: Vector2): Vector2;
computeWorldRotation(bone: Bone): number;
}
}
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>;
uvs: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
updateOffset(): void;
setRegion(region: TextureRegion): void;
computeWorldVertices(bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
}
}
declare module spine {
enum BlendMode {
Normal = 0,
@ -1191,6 +1041,156 @@ declare module spine {
end(): void;
}
}
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
private static nextID;
id: number;
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number, stride: 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;
newPointAttachment(skin: Skin, name: string): PointAttachment;
newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
Point = 5,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class ClippingAttachment extends VertexAttachment {
endSlot: SlotData;
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
uvs: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
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 PointAttachment extends VertexAttachment {
x: number;
y: number;
rotation: number;
color: Color;
constructor(name: string);
computeWorldPosition(bone: Bone, point: Vector2): Vector2;
computeWorldRotation(bone: Bone): number;
}
}
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>;
uvs: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
updateOffset(): void;
setRegion(region: TextureRegion): void;
computeWorldVertices(bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
}
}
declare module spine {
class JitterEffect implements VertexEffect {
jitterX: number;
@ -1307,22 +1307,22 @@ declare module spine.webgl {
}
}
declare module spine.webgl {
const M00: number;
const M01: number;
const M02: number;
const M03: number;
const M10: number;
const M11: number;
const M12: number;
const M13: number;
const M20: number;
const M21: number;
const M22: number;
const M23: number;
const M30: number;
const M31: number;
const M32: number;
const M33: number;
const M00 = 0;
const M01 = 4;
const M02 = 8;
const M03 = 12;
const M10 = 1;
const M11 = 5;
const M12 = 9;
const M13 = 13;
const M20 = 2;
const M21 = 6;
const M22 = 10;
const M23 = 14;
const M30 = 3;
const M31 = 7;
const M32 = 11;
const M33 = 15;
class Matrix4 {
temp: Float32Array;
values: Float32Array;

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@ -30,7 +30,10 @@
module spine.threejs {
export class SkeletonMesh extends THREE.Mesh {
tempPos: Vector2 = new Vector2();
tempUv: Vector2 = new Vector2();
tempLight = new Color();
tempDark = new Color();
skeleton: Skeleton;
state: AnimationState;
zOffset: number = 0.1;
@ -71,6 +74,11 @@ module spine.threejs {
}
private updateGeometry() {
let tempPos = this.tempPos;
let tempUv = this.tempUv;
let tempLight = this.tempLight;
let tempDark = this.tempDark;
let geometry = <THREE.BufferGeometry>this.geometry;
var numVertices = 0;
var verticesLength = 0;
@ -148,16 +156,58 @@ module spine.threejs {
clipper.clipTriangles(vertices, numFloats, triangles, triangles.length, uvs, color, null, false);
let clippedVertices = clipper.clippedVertices;
let clippedTriangles = clipper.clippedTriangles;
if (this.vertexEffect != null) {
let vertexEffect = this.vertexEffect;
let verts = clippedVertices;
for (let v = 0, n = clippedVertices.length; v < n; v += vertexSize) {
tempPos.x = verts[v];
tempPos.y = verts[v + 1];
tempLight.setFromColor(color);
tempDark.set(0, 0, 0, 0);
tempUv.x = verts[v + 6];
tempUv.y = verts[v + 7];
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;
}
}
batcher.batch(clippedVertices, clippedVertices.length, clippedTriangles, clippedTriangles.length, z);
} else {
let verts = vertices;
for (let v = 2, u = 0, n = numFloats; v < n; v += vertexSize, u += 2) {
verts[v] = color.r;
verts[v + 1] = color.g;
verts[v + 2] = color.b;
verts[v + 3] = color.a;
verts[v + 4] = uvs[u];
verts[v + 5] = uvs[u + 1];
if (this.vertexEffect != null) {
let vertexEffect = this.vertexEffect;
for (let v = 0, u = 0, n = numFloats; v < n; v += vertexSize, u += 2) {
tempPos.x = verts[v];
tempPos.y = verts[v + 1];
tempLight.setFromColor(color);
tempDark.set(0, 0, 0, 0);
tempUv.x = uvs[u];
tempUv.y = uvs[u + 1];
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 = 2, u = 0, n = numFloats; v < n; v += vertexSize, u += 2) {
verts[v] = color.r;
verts[v + 1] = color.g;
verts[v + 2] = color.b;
verts[v + 3] = color.a;
verts[v + 4] = uvs[u];
verts[v + 5] = uvs[u + 1];
}
}
batcher.batch(vertices, numFloats, triangles, triangles.length, z);
}

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@ -592,6 +592,7 @@ SpriteRenderer:
m_Size: {x: 1, y: 1}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
--- !u!1 &1262477660
GameObject:
m_ObjectHideFlags: 0
@ -1075,6 +1076,7 @@ Material:
m_ShaderKeywords:
m_LightmapFlags: 5
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
@ -1296,3 +1298,4 @@ SpriteRenderer:
m_Size: {x: 1, y: 1}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1

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@ -0,0 +1,31 @@
using UnityEngine;
namespace Spine.Unity.Examples {
public class SpineboyTargetController : MonoBehaviour {
public SkeletonAnimation skeletonAnimation;
[SpineBone(dataField:"skeletonAnimation")]
public string boneName;
public new Camera camera;
Bone bone;
void OnValidate () {
if (skeletonAnimation == null) skeletonAnimation = GetComponent<SkeletonAnimation>();
}
void Start () {
bone = skeletonAnimation.Skeleton.FindBone(boneName);
}
void Update () {
var mousePosition = Input.mousePosition;
var worldMousePosition = camera.ScreenToWorldPoint(mousePosition);
var skeletonSpacePoint = skeletonAnimation.transform.InverseTransformPoint(worldMousePosition);
if (skeletonAnimation.Skeleton.FlipX) skeletonSpacePoint.x *= -1;
bone.SetPosition(skeletonSpacePoint);
}
}
}

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@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: af275876c7b01264b85161629a9bc217
timeCreated: 1489915484
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -30,6 +30,7 @@
using UnityEngine;
using Spine.Unity.Modules.AttachmentTools;
using System.Collections;
namespace Spine.Unity.Examples {
@ -69,7 +70,8 @@ namespace Spine.Unity.Examples {
}
}
void Start () {
IEnumerator Start () {
yield return new WaitForSeconds(1f); // Delay for one second before applying. For testing.
Apply();
}

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@ -30,6 +30,7 @@
using UnityEngine;
using Spine.Unity.Modules.AttachmentTools;
using System.Collections;
namespace Spine.Unity.Examples {
@ -69,10 +70,12 @@ namespace Spine.Unity.Examples {
}
}
void Start () {
IEnumerator Start () {
yield return new WaitForSeconds(1f); // Delay for 1 second. For testing.
Apply();
}
[ContextMenu("Apply")]
void Apply () {
var skeletonGraphic = GetComponent<SkeletonGraphic>();
var skeleton = skeletonGraphic.Skeleton;
@ -81,7 +84,7 @@ namespace Spine.Unity.Examples {
// Let's prepare a new skin to be our custom skin with equips/customizations. We get a clone so our original skins are unaffected.
customSkin = customSkin ?? new Skin("custom skin"); // This requires that all customizations are done with skin placeholders defined in Spine.
//customSkin = customSkin ?? skeleton.UnshareSkin(true, false, skeletonAnimation.AnimationState); // use this if you are not customizing on the default skin and don't plan to remove
// Next let's
// Next let's get the skin that contains our source attachments. These are the attachments that
var baseSkin = skeleton.Data.FindSkin(baseSkinName);
// STEP 1: "EQUIP" ITEMS USING SPRITES
@ -113,7 +116,6 @@ namespace Spine.Unity.Examples {
// Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector.
// Combine all the attachment sources into one skin. Usually this means the default skin and the custom skin.
// call Skin.GetRepackedSkin to get a cloned skin with cloned attachments that all use one texture.
// Under the hood, this relies on
if (repack) {
var repackedSkin = new Skin("repacked skin");
repackedSkin.Append(skeleton.Data.DefaultSkin);
@ -124,7 +126,8 @@ namespace Spine.Unity.Examples {
skeleton.SetSkin(customSkin);
}
skeleton.SetSlotsToSetupPose();
//skeleton.SetSlotsToSetupPose();
skeleton.SetToSetupPose();
skeletonGraphic.Update(0);
skeletonGraphic.OverrideTexture = runtimeAtlas;

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@ -13,8 +13,9 @@ MonoBehaviour:
m_EditorClassIdentifier:
atlasAssets:
- {fileID: 11400000, guid: d5fc231712b346f459c8583fa224a669, type: 2}
skeletonJSON: {fileID: 4900000, guid: 3ae635b4540c450408d30a8afb9f75a7, type: 3}
spriteCollection: {fileID: 0}
scale: 0.01
skeletonJSON: {fileID: 4900000, guid: 3ae635b4540c450408d30a8afb9f75a7, type: 3}
fromAnimation: []
toAnimation: []
duration: []

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@ -11,6 +11,7 @@ Material:
m_ShaderKeywords:
m_LightmapFlags: 5
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
@ -29,5 +30,6 @@ Material:
- _RefractionStrength: 0.01
- _node_3476: 0
m_Colors:
- _Black: {r: 0, g: 0, b: 0, a: 0}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _FillColor: {r: 1, g: 1, b: 1, a: 1}

View File

@ -198,6 +198,32 @@ namespace Spine.Unity.Editor {
EditorGUILayout.LabelField("spine-tk2d", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(spriteCollection, true);
#endif
{
bool hasNulls = false;
foreach (var a in m_skeletonDataAsset.atlasAssets) {
if (a == null) {
hasNulls = true;
break;
}
}
if (hasNulls) {
if (m_skeletonDataAsset.atlasAssets.Length == 1) {
EditorGUILayout.HelpBox("Atlas array cannot have null entries!", MessageType.None);
} else {
EditorGUILayout.HelpBox("Atlas array should not have null entries!", MessageType.Error);
if (SpineInspectorUtility.CenteredButton(SpineInspectorUtility.TempContent("Remove null entries"))) {
var trimmedAtlasAssets = new List<AtlasAsset>();
foreach (var a in m_skeletonDataAsset.atlasAssets) {
if (a != null) trimmedAtlasAssets.Add(a);
}
m_skeletonDataAsset.atlasAssets = trimmedAtlasAssets.ToArray();
serializedObject.Update();
}
}
}
}
}
if (EditorGUI.EndChangeCheck()) {
@ -446,25 +472,6 @@ namespace Spine.Unity.Editor {
void RepopulateWarnings () {
warnings.Clear();
// Clear null entries.
{
bool hasNulls = false;
foreach (var a in m_skeletonDataAsset.atlasAssets) {
if (a == null) {
hasNulls = true;
break;
}
}
if (hasNulls) {
var trimmedAtlasAssets = new List<AtlasAsset>();
foreach (var a in m_skeletonDataAsset.atlasAssets) {
if (a != null) trimmedAtlasAssets.Add(a);
}
m_skeletonDataAsset.atlasAssets = trimmedAtlasAssets.ToArray();
}
serializedObject.Update();
}
if (skeletonJSON.objectReferenceValue == null) {
warnings.Add("Missing Skeleton JSON");
} else {
@ -475,8 +482,6 @@ namespace Spine.Unity.Editor {
bool searchForSpineAtlasAssets = true;
bool isSpriteCollectionNull = spriteCollection.objectReferenceValue == null;
if (!isSpriteCollectionNull) searchForSpineAtlasAssets = false;
//else
// warnings.Add("Your sprite collection may have missing images.");
#else
const bool searchForSpineAtlasAssets = true;
#endif