mirror of
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synced 2025-12-20 17:26:01 +08:00
[starling] Fixed assignment of MeshStyle and colorizing vertices. Closes #879
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parent
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@ -1,5 +1,4 @@
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eclipse.preferences.version=1
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encoding//src/spine/examples/TankExample.as=UTF-8
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encoding//src/spine/examples/TwoColorExample.as=UTF-8
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encoding//src/spine/starling/SkeletonSprite.as=UTF-8
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encoding/<project>=UTF-8
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Binary file not shown.
@ -1,269 +0,0 @@
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/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
|
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
|
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
|
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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package spine {
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public class ConvexDecomposer {
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private var convexPolygons : Vector.<Vector.<Number>> = new Vector.<Vector.<Number>>();
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private var convexPolygonsIndices : Vector.<Vector.<int>> = new Vector.<Vector.<int>>();
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private var indicesArray : Vector.<int> = new Vector.<int>();
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private var isConcaveArray : Vector.<Boolean> = new Vector.<Boolean>();
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private var triangles : Vector.<int> = new Vector.<int>();
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private var polygonPool : Pool = new Pool(function() : Vector.<Number> {
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return new Vector.<Number>();
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});
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private var polygonIndicesPool : Pool = new Pool(function() : Vector.<int> {
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return new Vector.<int>();
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});
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public function ConvexDecomposer () {
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}
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public function decompose(input : Vector.<Number>) : Vector.<Vector.<Number>> {
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var vertices : Vector.<Number> = input;
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var vertexCount : int = input.length >> 1;
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var i : int, n : int;
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var indices : Vector.<int> = this.indicesArray;
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indices.length = 0;
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for (i = 0; i < vertexCount; i++)
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indices[i] = i;
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var isConcaveArray : Vector.<Boolean> = this.isConcaveArray;
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isConcaveArray.length = 0;
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for (i = 0, n = vertexCount; i < n; ++i)
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isConcaveArray[i] = isConcave(i, vertexCount, vertices, indices);
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var triangles : Vector.<int> = this.triangles;
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triangles.length = 0;
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while (vertexCount > 3) {
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// Find ear tip.
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var previous : int = vertexCount - 1, next : int = 1;
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i = 0;
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while (true) {
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outer:
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if (!isConcaveArray[i]) {
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var p1 : int = indices[previous] << 1, p2 : int = indices[i] << 1, p3 : int = indices[next] << 1;
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var p1x : Number = vertices[p1], p1y : Number = vertices[p1 + 1];
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var p2x : Number = vertices[p2], p2y : Number = vertices[p2 + 1];
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var p3x : Number = vertices[p3], p3y : Number = vertices[p3 + 1];
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for (var ii : int = (next + 1) % vertexCount; ii != previous; ii = (ii + 1) % vertexCount) {
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if (!isConcaveArray[ii]) continue;
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var v : int = indices[ii] << 1;
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var vx : int = vertices[v], vy : int = vertices[v + 1];
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if (positiveArea(p3x, p3y, p1x, p1y, vx, vy)) {
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if (positiveArea(p1x, p1y, p2x, p2y, vx, vy)) {
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if (positiveArea(p2x, p2y, p3x, p3y, vx, vy)) break outer;
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}
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}
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}
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break;
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}
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if (next == 0) {
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do {
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if (!isConcaveArray[i]) break;
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i--;
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} while (i > 0);
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break;
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}
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previous = i;
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i = next;
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next = (next + 1) % vertexCount;
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}
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// Cut ear tip.
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triangles.push(indices[(vertexCount + i - 1) % vertexCount]);
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triangles.push(indices[i]);
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triangles.push(indices[(i + 1) % vertexCount]);
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indices.splice(i, 1);
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isConcaveArray.splice(i, 1);
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vertexCount--;
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var previousIndex : int = (vertexCount + i - 1) % vertexCount;
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var nextIndex : int = i == vertexCount ? 0 : i;
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isConcaveArray[previousIndex] = isConcave(previousIndex, vertexCount, vertices, indices);
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isConcaveArray[nextIndex] = isConcave(nextIndex, vertexCount, vertices, indices);
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}
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if (vertexCount == 3) {
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triangles.push(indices[2]);
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triangles.push(indices[0]);
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triangles.push(indices[1]);
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}
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var convexPolygons : Vector.<Vector.<Number>> = this.convexPolygons;
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for (i = 0, n = convexPolygons.length; i < n; i++) {
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this.polygonPool.free(convexPolygons[i]);
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}
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convexPolygons.length = 0;
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var convexPolygonsIndices : Vector.<Vector.<int>> = this.convexPolygonsIndices;
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for (i = 0, n = convexPolygonsIndices.length; i < n; i++) {
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this.polygonIndicesPool.free(convexPolygonsIndices[i]);
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}
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convexPolygonsIndices.length = 0;
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var polygonIndices : Vector.<int> = Vector.<int>(this.polygonIndicesPool.obtain());
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polygonIndices.length = 0;
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var polygon : Vector.<Number> = Vector.<Number>(this.polygonPool.obtain());
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polygon.length = 0;
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// Merge subsequent triangles if they form a triangle fan.
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var fanBaseIndex : int = -1, lastWinding : int = 0;
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var x1 : Number, y1 : Number, x2 : Number, y2 : Number, x3 : Number, y3 : Number;
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var winding1 : int, winding2 : int, o : int;
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for (i = 0, n = triangles.length; i < n; i += 3) {
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var t1 : int = triangles[i] << 1, t2 : int = triangles[i + 1] << 1, t3 : int = triangles[i + 2] << 1;
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x1 = vertices[t1];
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y1 = vertices[t1 + 1];
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x2 = vertices[t2];
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y2 = vertices[t2 + 1];
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x3 = vertices[t3];
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y3 = vertices[t3 + 1];
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// If the base of the last triangle is the same as this triangle, check if they form a convex polygon (triangle fan).
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var merged : Boolean = false;
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if (fanBaseIndex == t1) {
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o = polygon.length - 4;
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winding1 = ConvexDecomposer.winding(polygon[o], polygon[o + 1], polygon[o + 2], polygon[o + 3], x3, y3);
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winding2 = ConvexDecomposer.winding(x3, y3, polygon[0], polygon[1], polygon[2], polygon[3]);
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if (winding1 == lastWinding && winding2 == lastWinding) {
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polygon.push(x3);
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polygon.push(y3);
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polygonIndices.push(t3);
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merged = true;
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}
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}
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// Otherwise make this triangle the new base.
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if (!merged) {
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if (polygon.length > 0) {
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convexPolygons.push(polygon);
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convexPolygonsIndices.push(polygonIndices);
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}
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polygon = Vector.<Number>(this.polygonPool.obtain());
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polygon.length = 0;
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polygon.push(x1);
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polygon.push(y1);
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polygon.push(x2);
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polygon.push(y2);
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polygon.push(x3);
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polygon.push(y3);
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polygonIndices = Vector.<int>(this.polygonIndicesPool.obtain());
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polygonIndices.length = 0;
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polygonIndices.push(t1);
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polygonIndices.push(t2);
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polygonIndices.push(t3);
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lastWinding = ConvexDecomposer.winding(x1, y1, x2, y2, x3, y3);
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fanBaseIndex = t1;
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}
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}
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if (polygon.length > 0) {
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convexPolygons.push(polygon);
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convexPolygonsIndices.push(polygonIndices);
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}
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// Go through the list of polygons and try to merge the remaining triangles with the found triangle fans.
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for (i = 0, n = convexPolygons.length; i < n; i++) {
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polygonIndices = convexPolygonsIndices[i];
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if (polygonIndices.length == 0) continue;
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var firstIndex : int = polygonIndices[0];
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var lastIndex : int = polygonIndices[polygonIndices.length - 1];
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polygon = convexPolygons[i];
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o = polygon.length - 4;
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var prevPrevX : Number = polygon[o], prevPrevY : Number = polygon[o + 1];
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var prevX : Number = polygon[o + 2], prevY : Number = polygon[o + 3];
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var firstX : Number = polygon[0], firstY : Number = polygon[1];
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var secondX : Number = polygon[2], secondY : Number = polygon[3];
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var currWinding : int = ConvexDecomposer.winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY);
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for (ii = 0; ii < n; ii++) {
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if (ii == i) continue;
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var otherIndices : Vector.<int>= convexPolygonsIndices[ii];
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if (otherIndices.length != 3) continue;
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var otherFirstIndex : int = otherIndices[0];
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var otherSecondIndex : int = otherIndices[1];
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var otherLastIndex : int = otherIndices[2];
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var otherPoly : Vector.<Number>= convexPolygons[ii];
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x3 = otherPoly[otherPoly.length - 2];
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y3 = otherPoly[otherPoly.length - 1];
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if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex) continue;
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winding1 = ConvexDecomposer.winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3);
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winding2 = ConvexDecomposer.winding(x3, y3, firstX, firstY, secondX, secondY);
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if (winding1 == currWinding && winding2 == currWinding) {
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otherPoly.length = 0;
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otherIndices.length = 0;
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polygon.push(x3);
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polygon.push(y3);
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polygonIndices.push(otherLastIndex);
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prevPrevX = prevX;
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prevPrevY = prevY;
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prevX = x3;
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prevY = y3;
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ii = 0;
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}
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}
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}
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// Remove empty polygons that resulted from the merge step above.
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for (i = convexPolygons.length - 1; i >= 0; i--) {
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polygon = convexPolygons[i];
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if (polygon.length == 0) {
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convexPolygons.splice(i, 1);
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this.polygonPool.free(polygon);
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}
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}
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return convexPolygons;
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}
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private static function isConcave(index : Number, vertexCount : Number, vertices : Vector.<Number>, indices : Vector.<int>) : Boolean {
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var previous : int = indices[(vertexCount + index - 1) % vertexCount] << 1;
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var current : int = indices[index] << 1;
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var next : int = indices[(index + 1) % vertexCount] << 1;
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return !positiveArea(vertices[previous], vertices[previous + 1], vertices[current], vertices[current + 1], vertices[next], vertices[next + 1]);
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}
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private static function positiveArea(p1x : Number, p1y : Number, p2x : Number, p2y : Number, p3x : Number, p3y : Number) : Boolean {
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return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0;
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}
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private static function winding(p1x : Number, p1y : Number, p2x : Number, p2y : Number, p3x : Number, p3y : Number) : int {
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var px : Number = p2x - p1x, py : Number = p2y - p1y;
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return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1;
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}
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}
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}
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@ -76,30 +76,26 @@ package spine.examples {
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this.setRequiresRedraw();
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addChild(skeleton);
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// Starling.juggler.add(skeleton);
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Starling.juggler.add(skeleton);
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addEventListener(TouchEvent.TOUCH, onClick);
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}
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private function onClick(event : TouchEvent) : void {
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var touch : Touch = event.getTouch(this);
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if (touch && touch.phase == TouchPhase.BEGAN) {
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skeleton.state.update(gunGrabCount++ % 2 == 1 ? 0 : 0.1);
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skeleton.state.apply(skeleton.skeleton);
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skeleton.skeleton.updateWorldTransform();
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this.setRequiresRedraw();
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// if (gunGrabCount < 2) {
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// if (gunGrabbed)
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// skeleton.skeleton.setToSetupPose();
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// else
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// skeleton.state.setAnimationByName(1, "gungrab", false);
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// gunGrabbed = !gunGrabbed;
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// gunGrabCount++;
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// } else {
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// var parent: DisplayObjectContainer = this.parent;
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// this.removeFromParent(true);
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// parent.addChild(new TankExample());
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// }
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if (touch && touch.phase == TouchPhase.BEGAN) {
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if (gunGrabCount < 2) {
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if (gunGrabbed)
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skeleton.skeleton.setToSetupPose();
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else
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skeleton.state.setAnimationByName(1, "gungrab", false);
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gunGrabbed = !gunGrabbed;
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gunGrabCount++;
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} else {
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var parent: DisplayObjectContainer = this.parent;
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this.removeFromParent(true);
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parent.addChild(new TankExample());
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}
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}
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}
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}
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@ -1,277 +0,0 @@
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/******************************************************************************
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* 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.
|
||||
*****************************************************************************/
|
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package spine.starling {
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import spine.attachments.ClippingAttachment;
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import spine.SkeletonClipping;
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import spine.Bone;
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import spine.Skeleton;
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import spine.SkeletonData;
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import spine.Slot;
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import spine.atlas.AtlasRegion;
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import spine.attachments.Attachment;
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import spine.attachments.MeshAttachment;
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import spine.attachments.RegionAttachment;
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import starling.display.BlendMode;
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import starling.display.DisplayObject;
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import starling.display.Image;
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import starling.rendering.IndexData;
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import starling.rendering.Painter;
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import starling.rendering.VertexData;
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import starling.utils.Color;
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import starling.utils.MatrixUtil;
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import flash.geom.Matrix;
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import flash.geom.Point;
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import flash.geom.Rectangle;
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public class SkeletonSprite extends DisplayObject {
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static private var _tempPoint : Point = new Point();
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static private var _tempMatrix : Matrix = new Matrix();
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static private var _tempVertices : Vector.<Number> = new Vector.<Number>(8);
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static internal var blendModes : Vector.<String> = new <String>[BlendMode.NORMAL, BlendMode.ADD, BlendMode.MULTIPLY, BlendMode.SCREEN];
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private var _skeleton : Skeleton;
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public var batchable : Boolean = true;
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private var _smoothing : String = "bilinear";
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private static var _twoColorStyle : TwoColorMeshStyle;
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private static var clipper: SkeletonClipping = new SkeletonClipping();
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private static var QUAD_INDICES : Vector.<uint> = new <uint>[0, 1, 2, 2, 3, 0];
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public function SkeletonSprite(skeletonData : SkeletonData) {
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Bone.yDown = true;
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_skeleton = new Skeleton(skeletonData);
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_skeleton.updateWorldTransform();
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if (_twoColorStyle == null) {
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_twoColorStyle = new TwoColorMeshStyle();
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}
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}
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override public function render(painter : Painter) : void {
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var clipper: SkeletonClipping = SkeletonSprite.clipper;
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painter.state.alpha *= skeleton.color.a;
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var originalBlendMode : String = painter.state.blendMode;
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var r : Number = skeleton.color.r * 255;
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var g : Number = skeleton.color.g * 255;
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var b : Number = skeleton.color.b * 255;
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var drawOrder : Vector.<Slot> = skeleton.drawOrder;
|
||||
var ii : int, iii : int;
|
||||
var attachmentColor: spine.Color;
|
||||
var rgb : uint, a : Number;
|
||||
var dark : uint;
|
||||
var mesh : SkeletonMesh;
|
||||
var verticesLength : int, verticesCount : int, indicesLength : int;
|
||||
var indexData : IndexData, indices : Vector.<uint>, vertexData : VertexData;
|
||||
var uvs : Vector.<Number>;
|
||||
|
||||
for (var i : int = 0, n : int = drawOrder.length; i < n; ++i) {
|
||||
var worldVertices : Vector.<Number> = _tempVertices;
|
||||
var slot : Slot = drawOrder[i];
|
||||
if (slot.attachment is RegionAttachment) {
|
||||
var region : RegionAttachment = slot.attachment as RegionAttachment;
|
||||
verticesLength = 4 * 2;
|
||||
verticesCount = verticesLength >> 1;
|
||||
if (worldVertices.length < verticesLength) worldVertices.length = verticesLength;
|
||||
region.computeWorldVertices(slot.bone, worldVertices, 0, 2);
|
||||
|
||||
mesh = region.rendererObject as SkeletonMesh;
|
||||
indices = QUAD_INDICES;
|
||||
if (mesh == null) {
|
||||
if (region.rendererObject is Image)
|
||||
region.rendererObject = mesh = new SkeletonMesh(Image(region.rendererObject).texture);
|
||||
if (region.rendererObject is AtlasRegion)
|
||||
region.rendererObject = mesh = new SkeletonMesh(Image(AtlasRegion(region.rendererObject).rendererObject).texture);
|
||||
mesh.setStyle(_twoColorStyle);
|
||||
}
|
||||
indexData = mesh.getIndexData();
|
||||
attachmentColor = region.color;
|
||||
uvs = region.uvs;
|
||||
} else if (slot.attachment is MeshAttachment) {
|
||||
var meshAttachment : MeshAttachment = MeshAttachment(slot.attachment);
|
||||
verticesLength = meshAttachment.worldVerticesLength;
|
||||
verticesCount = verticesLength >> 1;
|
||||
if (worldVertices.length < verticesLength) worldVertices.length = verticesLength;
|
||||
meshAttachment.computeWorldVertices(slot, 0, meshAttachment.worldVerticesLength, worldVertices, 0, 2);
|
||||
|
||||
mesh = meshAttachment.rendererObject as SkeletonMesh;
|
||||
indices = meshAttachment.triangles;
|
||||
if (mesh == null) {
|
||||
if (meshAttachment.rendererObject is Image)
|
||||
meshAttachment.rendererObject = mesh = new SkeletonMesh(Image(meshAttachment.rendererObject).texture);
|
||||
if (meshAttachment.rendererObject is AtlasRegion)
|
||||
meshAttachment.rendererObject = mesh = new SkeletonMesh(Image(AtlasRegion(meshAttachment.rendererObject).rendererObject).texture);
|
||||
mesh.setStyle(_twoColorStyle);
|
||||
}
|
||||
indexData = mesh.getIndexData();
|
||||
attachmentColor = meshAttachment.color;
|
||||
uvs = meshAttachment.uvs;
|
||||
} else if (slot.attachment is ClippingAttachment) {
|
||||
var clip : ClippingAttachment = ClippingAttachment(slot.attachment);
|
||||
clipper.clipStart(slot, clip);
|
||||
continue;
|
||||
} else {
|
||||
continue;
|
||||
}
|
||||
|
||||
a = slot.color.a * attachmentColor.a;
|
||||
rgb = Color.rgb(r * slot.color.r * attachmentColor.r, g * slot.color.g * attachmentColor.g, b * slot.color.b * attachmentColor.b);
|
||||
if (slot.darkColor == null) dark = Color.rgb(0, 0, 0);
|
||||
else dark = Color.rgb(slot.darkColor.r * 255, slot.darkColor.g * 255, slot.darkColor.b * 255);
|
||||
|
||||
if (clipper.isClipping()) {
|
||||
clipper.clipTriangles(worldVertices, indices, indices.length, uvs);
|
||||
verticesCount = clipper.clippedVertices.length >> 1;
|
||||
worldVertices = clipper.clippedVertices;
|
||||
uvs = clipper.clippedUvs;
|
||||
indices = clipper.clippedTriangles;
|
||||
}
|
||||
|
||||
trace ("slot: " + slot.data.name);
|
||||
trace("vertices: " + worldVertices);
|
||||
trace("uvs:" + uvs);
|
||||
trace("indices:" + indices);
|
||||
trace("rgb: " + rgb);
|
||||
trace("a: " + a);
|
||||
trace("dark: " + dark);
|
||||
|
||||
if (indices.length > 0) {
|
||||
// Mesh doesn't retain the style, can't find the reason why
|
||||
mesh.setStyle(_twoColorStyle);
|
||||
|
||||
indicesLength = indices.length;
|
||||
for (ii = 0; ii < indicesLength; ii++) {
|
||||
indexData.setIndex(ii, indices[ii]);
|
||||
}
|
||||
indexData.numIndices = indicesLength;
|
||||
indexData.trim();
|
||||
|
||||
vertexData = mesh.getVertexData();
|
||||
vertexData.colorize("color", rgb, a);
|
||||
vertexData.colorize("color2", dark);
|
||||
for (ii = 0, iii = 0; ii < verticesCount; ii++, iii += 2) {
|
||||
mesh.setVertexPosition(ii, worldVertices[iii], worldVertices[iii + 1]);
|
||||
mesh.setTexCoords(ii, uvs[iii], uvs[iii + 1]);
|
||||
}
|
||||
vertexData.numVertices = verticesCount;
|
||||
painter.state.blendMode = blendModes[slot.data.blendMode.ordinal];
|
||||
painter.batchMesh(mesh);
|
||||
}
|
||||
|
||||
clipper.clipEndWithSlot(slot);
|
||||
}
|
||||
painter.state.blendMode = originalBlendMode;
|
||||
clipper.clipEnd();
|
||||
trace("==============");
|
||||
}
|
||||
|
||||
override public function hitTest(localPoint : Point) : DisplayObject {
|
||||
var minX : Number = Number.MAX_VALUE, minY : Number = Number.MAX_VALUE;
|
||||
var maxX : Number = -Number.MAX_VALUE, maxY : Number = -Number.MAX_VALUE;
|
||||
var slots : Vector.<Slot> = skeleton.slots;
|
||||
var worldVertices : Vector.<Number> = _tempVertices;
|
||||
var empty : Boolean = true;
|
||||
for (var i : int = 0, n : int = slots.length; i < n; ++i) {
|
||||
var slot : Slot = slots[i];
|
||||
var attachment : Attachment = slot.attachment;
|
||||
if (!attachment) continue;
|
||||
var verticesLength : int;
|
||||
if (attachment is RegionAttachment) {
|
||||
var region : RegionAttachment = RegionAttachment(slot.attachment);
|
||||
verticesLength = 8;
|
||||
region.computeWorldVertices(slot.bone, worldVertices, 0, 2);
|
||||
} else if (attachment is MeshAttachment) {
|
||||
var mesh : MeshAttachment = MeshAttachment(attachment);
|
||||
verticesLength = mesh.worldVerticesLength;
|
||||
if (worldVertices.length < verticesLength) worldVertices.length = verticesLength;
|
||||
mesh.computeWorldVertices(slot, 0, verticesLength, worldVertices, 0, 2);
|
||||
} else
|
||||
continue;
|
||||
|
||||
if (verticesLength != 0)
|
||||
empty = false;
|
||||
|
||||
for (var ii : int = 0; ii < verticesLength; ii += 2) {
|
||||
var x : Number = worldVertices[ii], y : Number = worldVertices[ii + 1];
|
||||
minX = minX < x ? minX : x;
|
||||
minY = minY < y ? minY : y;
|
||||
maxX = maxX > x ? maxX : x;
|
||||
maxY = maxY > y ? maxY : y;
|
||||
}
|
||||
}
|
||||
|
||||
if (empty)
|
||||
return null;
|
||||
|
||||
var temp : Number;
|
||||
if (maxX < minX) {
|
||||
temp = maxX;
|
||||
maxX = minX;
|
||||
minX = temp;
|
||||
}
|
||||
if (maxY < minY) {
|
||||
temp = maxY;
|
||||
maxY = minY;
|
||||
minY = temp;
|
||||
}
|
||||
|
||||
if (localPoint.x >= minX && localPoint.x < maxX && localPoint.y >= minY && localPoint.y < maxY)
|
||||
return this;
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
override public function getBounds(targetSpace : DisplayObject, resultRect : Rectangle = null) : Rectangle {
|
||||
if (!resultRect)
|
||||
resultRect = new Rectangle();
|
||||
if (targetSpace == this)
|
||||
resultRect.setTo(0, 0, 0, 0);
|
||||
else if (targetSpace == parent)
|
||||
resultRect.setTo(x, y, 0, 0);
|
||||
else {
|
||||
getTransformationMatrix(targetSpace, _tempMatrix);
|
||||
MatrixUtil.transformCoords(_tempMatrix, 0, 0, _tempPoint);
|
||||
resultRect.setTo(_tempPoint.x, _tempPoint.y, 0, 0);
|
||||
}
|
||||
return resultRect;
|
||||
}
|
||||
|
||||
public function get skeleton() : Skeleton {
|
||||
return _skeleton;
|
||||
}
|
||||
|
||||
public function get smoothing() : String {
|
||||
return _smoothing;
|
||||
}
|
||||
|
||||
public function set smoothing(smoothing : String) : void {
|
||||
_smoothing = smoothing;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1,279 +1,273 @@
|
||||
/******************************************************************************
|
||||
* 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.
|
||||
*****************************************************************************/
|
||||
|
||||
package spine.starling {
|
||||
import spine.attachments.ClippingAttachment;
|
||||
import spine.SkeletonClipping;
|
||||
import spine.Bone;
|
||||
import spine.Skeleton;
|
||||
import spine.SkeletonData;
|
||||
import spine.Slot;
|
||||
import spine.atlas.AtlasRegion;
|
||||
import spine.attachments.Attachment;
|
||||
import spine.attachments.MeshAttachment;
|
||||
import spine.attachments.RegionAttachment;
|
||||
|
||||
import starling.display.BlendMode;
|
||||
import starling.display.DisplayObject;
|
||||
import starling.display.Image;
|
||||
import starling.rendering.IndexData;
|
||||
import starling.rendering.Painter;
|
||||
import starling.rendering.VertexData;
|
||||
import starling.utils.Color;
|
||||
import starling.utils.MatrixUtil;
|
||||
|
||||
import flash.geom.Matrix;
|
||||
import flash.geom.Point;
|
||||
import flash.geom.Rectangle;
|
||||
|
||||
public class SkeletonSprite extends DisplayObject {
|
||||
static private var _tempPoint : Point = new Point();
|
||||
static private var _tempMatrix : Matrix = new Matrix();
|
||||
static private var _tempVertices : Vector.<Number> = new Vector.<Number>(8);
|
||||
static internal var blendModes : Vector.<String> = new <String>[BlendMode.NORMAL, BlendMode.ADD, BlendMode.MULTIPLY, BlendMode.SCREEN];
|
||||
private var _skeleton : Skeleton;
|
||||
public var batchable : Boolean = true;
|
||||
private var _smoothing : String = "bilinear";
|
||||
private static var _twoColorStyle : TwoColorMeshStyle;
|
||||
private static var clipper: SkeletonClipping = new SkeletonClipping();
|
||||
private static var QUAD_INDICES : Vector.<uint> = new <uint>[0, 1, 2, 2, 3, 0];
|
||||
|
||||
public function SkeletonSprite(skeletonData : SkeletonData) {
|
||||
Bone.yDown = true;
|
||||
_skeleton = new Skeleton(skeletonData);
|
||||
_skeleton.updateWorldTransform();
|
||||
if (_twoColorStyle == null) {
|
||||
_twoColorStyle = new TwoColorMeshStyle();
|
||||
}
|
||||
}
|
||||
|
||||
override public function render(painter : Painter) : void {
|
||||
var clipper: SkeletonClipping = SkeletonSprite.clipper;
|
||||
painter.state.alpha *= skeleton.color.a;
|
||||
var originalBlendMode : String = painter.state.blendMode;
|
||||
var r : Number = skeleton.color.r * 255;
|
||||
var g : Number = skeleton.color.g * 255;
|
||||
var b : Number = skeleton.color.b * 255;
|
||||
var drawOrder : Vector.<Slot> = skeleton.drawOrder;
|
||||
var ii : int, iii : int;
|
||||
var attachmentColor: spine.Color;
|
||||
var rgb : uint, a : Number;
|
||||
var dark : uint;
|
||||
var mesh : SkeletonMesh;
|
||||
var verticesLength : int, verticesCount : int, indicesLength : int;
|
||||
var indexData : IndexData, indices : Vector.<uint>, vertexData : VertexData;
|
||||
var uvs : Vector.<Number>;
|
||||
|
||||
for (var i : int = 0, n : int = drawOrder.length; i < n; ++i) {
|
||||
var worldVertices : Vector.<Number> = _tempVertices;
|
||||
var slot : Slot = drawOrder[i];
|
||||
if (slot.attachment is RegionAttachment) {
|
||||
var region : RegionAttachment = slot.attachment as RegionAttachment;
|
||||
verticesLength = 4 * 2;
|
||||
verticesCount = verticesLength >> 1;
|
||||
if (worldVertices.length < verticesLength) worldVertices.length = verticesLength;
|
||||
region.computeWorldVertices(slot.bone, worldVertices, 0, 2);
|
||||
|
||||
mesh = region.rendererObject as SkeletonMesh;
|
||||
indices = QUAD_INDICES;
|
||||
if (mesh == null) {
|
||||
if (region.rendererObject is Image)
|
||||
region.rendererObject = mesh = new SkeletonMesh(Image(region.rendererObject).texture);
|
||||
if (region.rendererObject is AtlasRegion)
|
||||
region.rendererObject = mesh = new SkeletonMesh(Image(AtlasRegion(region.rendererObject).rendererObject).texture);
|
||||
|
||||
indexData = mesh.getIndexData();
|
||||
for (ii = 0; ii < indices.length; ii++)
|
||||
indexData.setIndex(ii, indices[ii]);
|
||||
indexData.numIndices = indices.length;
|
||||
indexData.trim();
|
||||
}
|
||||
indexData = mesh.getIndexData();
|
||||
attachmentColor = region.color;
|
||||
uvs = region.uvs;
|
||||
} else if (slot.attachment is MeshAttachment) {
|
||||
var meshAttachment : MeshAttachment = MeshAttachment(slot.attachment);
|
||||
verticesLength = meshAttachment.worldVerticesLength;
|
||||
verticesCount = verticesLength >> 1;
|
||||
if (worldVertices.length < verticesLength) worldVertices.length = verticesLength;
|
||||
meshAttachment.computeWorldVertices(slot, 0, meshAttachment.worldVerticesLength, worldVertices, 0, 2);
|
||||
|
||||
mesh = meshAttachment.rendererObject as SkeletonMesh;
|
||||
indices = meshAttachment.triangles;
|
||||
if (mesh == null) {
|
||||
if (meshAttachment.rendererObject is Image)
|
||||
meshAttachment.rendererObject = mesh = new SkeletonMesh(Image(meshAttachment.rendererObject).texture);
|
||||
if (meshAttachment.rendererObject is AtlasRegion)
|
||||
meshAttachment.rendererObject = mesh = new SkeletonMesh(Image(AtlasRegion(meshAttachment.rendererObject).rendererObject).texture);
|
||||
mesh.setStyle(_twoColorStyle);
|
||||
|
||||
indexData = mesh.getIndexData();
|
||||
indicesLength = meshAttachment.triangles.length;
|
||||
for (ii = 0; ii < indicesLength; ii++) {
|
||||
indexData.setIndex(ii, indices[ii]);
|
||||
}
|
||||
indexData.numIndices = indicesLength;
|
||||
indexData.trim();
|
||||
}
|
||||
indexData = mesh.getIndexData();
|
||||
attachmentColor = meshAttachment.color;
|
||||
uvs = meshAttachment.uvs;
|
||||
} else if (slot.attachment is ClippingAttachment) {
|
||||
var clip : ClippingAttachment = ClippingAttachment(slot.attachment);
|
||||
clipper.clipStart(slot, clip);
|
||||
continue;
|
||||
} else {
|
||||
continue;
|
||||
}
|
||||
|
||||
a = slot.color.a * attachmentColor.a;
|
||||
rgb = Color.rgb(r * slot.color.r * attachmentColor.r, g * slot.color.g * attachmentColor.g, b * slot.color.b * attachmentColor.b);
|
||||
if (slot.darkColor == null) dark = Color.rgb(0, 0, 0);
|
||||
else dark = Color.rgb(slot.darkColor.r * 255, slot.darkColor.g * 255, slot.darkColor.b * 255);
|
||||
|
||||
if (clipper.isClipping()) {
|
||||
clipper.clipTriangles(worldVertices, indices, indices.length, uvs);
|
||||
|
||||
verticesCount = clipper.clippedVertices.length >> 1;
|
||||
worldVertices = clipper.clippedVertices;
|
||||
uvs = clipper.clippedUvs;
|
||||
|
||||
indices = clipper.clippedTriangles;
|
||||
indicesLength = indices.length;
|
||||
for (ii = 0; ii < indicesLength; ii++) {
|
||||
indexData.setIndex(ii, indices[ii]);
|
||||
}
|
||||
indexData.numIndices = indicesLength;
|
||||
indexData.trim();
|
||||
}
|
||||
|
||||
// Mesh doesn't retain the style, can't find the reason why
|
||||
mesh.setStyle(_twoColorStyle);
|
||||
vertexData = mesh.getVertexData();
|
||||
vertexData.colorize("color", rgb, a);
|
||||
vertexData.colorize("color2", dark);
|
||||
for (ii = 0, iii = 0; ii < verticesCount; ii++, iii += 2) {
|
||||
mesh.setVertexPosition(ii, worldVertices[iii], worldVertices[iii + 1]);
|
||||
mesh.setTexCoords(ii, uvs[iii], uvs[iii + 1]);
|
||||
}
|
||||
vertexData.numVertices = verticesCount;
|
||||
painter.state.blendMode = blendModes[slot.data.blendMode.ordinal];
|
||||
painter.batchMesh(mesh);
|
||||
|
||||
clipper.clipEndWithSlot(slot);
|
||||
}
|
||||
painter.state.blendMode = originalBlendMode;
|
||||
clipper.clipEnd();
|
||||
}
|
||||
|
||||
override public function hitTest(localPoint : Point) : DisplayObject {
|
||||
var minX : Number = Number.MAX_VALUE, minY : Number = Number.MAX_VALUE;
|
||||
var maxX : Number = -Number.MAX_VALUE, maxY : Number = -Number.MAX_VALUE;
|
||||
var slots : Vector.<Slot> = skeleton.slots;
|
||||
var worldVertices : Vector.<Number> = _tempVertices;
|
||||
var empty : Boolean = true;
|
||||
for (var i : int = 0, n : int = slots.length; i < n; ++i) {
|
||||
var slot : Slot = slots[i];
|
||||
var attachment : Attachment = slot.attachment;
|
||||
if (!attachment) continue;
|
||||
var verticesLength : int;
|
||||
if (attachment is RegionAttachment) {
|
||||
var region : RegionAttachment = RegionAttachment(slot.attachment);
|
||||
verticesLength = 8;
|
||||
region.computeWorldVertices(slot.bone, worldVertices, 0, 2);
|
||||
} else if (attachment is MeshAttachment) {
|
||||
var mesh : MeshAttachment = MeshAttachment(attachment);
|
||||
verticesLength = mesh.worldVerticesLength;
|
||||
if (worldVertices.length < verticesLength) worldVertices.length = verticesLength;
|
||||
mesh.computeWorldVertices(slot, 0, verticesLength, worldVertices, 0, 2);
|
||||
} else
|
||||
continue;
|
||||
|
||||
if (verticesLength != 0)
|
||||
empty = false;
|
||||
|
||||
for (var ii : int = 0; ii < verticesLength; ii += 2) {
|
||||
var x : Number = worldVertices[ii], y : Number = worldVertices[ii + 1];
|
||||
minX = minX < x ? minX : x;
|
||||
minY = minY < y ? minY : y;
|
||||
maxX = maxX > x ? maxX : x;
|
||||
maxY = maxY > y ? maxY : y;
|
||||
}
|
||||
}
|
||||
|
||||
if (empty)
|
||||
return null;
|
||||
|
||||
var temp : Number;
|
||||
if (maxX < minX) {
|
||||
temp = maxX;
|
||||
maxX = minX;
|
||||
minX = temp;
|
||||
}
|
||||
if (maxY < minY) {
|
||||
temp = maxY;
|
||||
maxY = minY;
|
||||
minY = temp;
|
||||
}
|
||||
|
||||
if (localPoint.x >= minX && localPoint.x < maxX && localPoint.y >= minY && localPoint.y < maxY)
|
||||
return this;
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
override public function getBounds(targetSpace : DisplayObject, resultRect : Rectangle = null) : Rectangle {
|
||||
if (!resultRect)
|
||||
resultRect = new Rectangle();
|
||||
if (targetSpace == this)
|
||||
resultRect.setTo(0, 0, 0, 0);
|
||||
else if (targetSpace == parent)
|
||||
resultRect.setTo(x, y, 0, 0);
|
||||
else {
|
||||
getTransformationMatrix(targetSpace, _tempMatrix);
|
||||
MatrixUtil.transformCoords(_tempMatrix, 0, 0, _tempPoint);
|
||||
resultRect.setTo(_tempPoint.x, _tempPoint.y, 0, 0);
|
||||
}
|
||||
return resultRect;
|
||||
}
|
||||
|
||||
public function get skeleton() : Skeleton {
|
||||
return _skeleton;
|
||||
}
|
||||
|
||||
public function get smoothing() : String {
|
||||
return _smoothing;
|
||||
}
|
||||
|
||||
public function set smoothing(smoothing : String) : void {
|
||||
_smoothing = smoothing;
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* 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.
|
||||
*****************************************************************************/
|
||||
|
||||
package spine.starling {
|
||||
import spine.attachments.ClippingAttachment;
|
||||
import spine.SkeletonClipping;
|
||||
import spine.Bone;
|
||||
import spine.Skeleton;
|
||||
import spine.SkeletonData;
|
||||
import spine.Slot;
|
||||
import spine.atlas.AtlasRegion;
|
||||
import spine.attachments.Attachment;
|
||||
import spine.attachments.MeshAttachment;
|
||||
import spine.attachments.RegionAttachment;
|
||||
|
||||
import starling.display.BlendMode;
|
||||
import starling.display.DisplayObject;
|
||||
import starling.display.Image;
|
||||
import starling.rendering.IndexData;
|
||||
import starling.rendering.Painter;
|
||||
import starling.rendering.VertexData;
|
||||
import starling.utils.Color;
|
||||
import starling.utils.MatrixUtil;
|
||||
|
||||
import flash.geom.Matrix;
|
||||
import flash.geom.Point;
|
||||
import flash.geom.Rectangle;
|
||||
|
||||
public class SkeletonSprite extends DisplayObject {
|
||||
static private var _tempPoint : Point = new Point();
|
||||
static private var _tempMatrix : Matrix = new Matrix();
|
||||
static private var _tempVertices : Vector.<Number> = new Vector.<Number>(8);
|
||||
static internal var blendModes : Vector.<String> = new <String>[BlendMode.NORMAL, BlendMode.ADD, BlendMode.MULTIPLY, BlendMode.SCREEN];
|
||||
private var _skeleton : Skeleton;
|
||||
public var batchable : Boolean = true;
|
||||
private var _smoothing : String = "bilinear";
|
||||
private static var clipper: SkeletonClipping = new SkeletonClipping();
|
||||
private static var QUAD_INDICES : Vector.<uint> = new <uint>[0, 1, 2, 2, 3, 0];
|
||||
|
||||
public function SkeletonSprite(skeletonData : SkeletonData) {
|
||||
Bone.yDown = true;
|
||||
_skeleton = new Skeleton(skeletonData);
|
||||
_skeleton.updateWorldTransform();
|
||||
}
|
||||
|
||||
override public function render(painter : Painter) : void {
|
||||
var clipper: SkeletonClipping = SkeletonSprite.clipper;
|
||||
painter.state.alpha *= skeleton.color.a;
|
||||
var originalBlendMode : String = painter.state.blendMode;
|
||||
var r : Number = skeleton.color.r * 255;
|
||||
var g : Number = skeleton.color.g * 255;
|
||||
var b : Number = skeleton.color.b * 255;
|
||||
var drawOrder : Vector.<Slot> = skeleton.drawOrder;
|
||||
var ii : int, iii : int;
|
||||
var attachmentColor: spine.Color;
|
||||
var rgb : uint, a : Number;
|
||||
var dark : uint;
|
||||
var mesh : SkeletonMesh;
|
||||
var verticesLength : int, verticesCount : int, indicesLength : int;
|
||||
var indexData : IndexData, indices : Vector.<uint>, vertexData : VertexData;
|
||||
var uvs : Vector.<Number>;
|
||||
|
||||
for (var i : int = 0, n : int = drawOrder.length; i < n; ++i) {
|
||||
var worldVertices : Vector.<Number> = _tempVertices;
|
||||
var slot : Slot = drawOrder[i];
|
||||
if (slot.attachment is RegionAttachment) {
|
||||
var region : RegionAttachment = slot.attachment as RegionAttachment;
|
||||
verticesLength = 4 * 2;
|
||||
verticesCount = verticesLength >> 1;
|
||||
if (worldVertices.length < verticesLength) worldVertices.length = verticesLength;
|
||||
region.computeWorldVertices(slot.bone, worldVertices, 0, 2);
|
||||
|
||||
mesh = region.rendererObject as SkeletonMesh;
|
||||
indices = QUAD_INDICES;
|
||||
if (mesh == null) {
|
||||
if (region.rendererObject is Image)
|
||||
region.rendererObject = mesh = new SkeletonMesh(Image(region.rendererObject).texture);
|
||||
if (region.rendererObject is AtlasRegion)
|
||||
region.rendererObject = mesh = new SkeletonMesh(Image(AtlasRegion(region.rendererObject).rendererObject).texture);
|
||||
mesh.setStyle(new TwoColorMeshStyle());
|
||||
indexData = mesh.getIndexData();
|
||||
for (ii = 0; ii < indices.length; ii++)
|
||||
indexData.setIndex(ii, indices[ii]);
|
||||
indexData.numIndices = indices.length;
|
||||
indexData.trim();
|
||||
}
|
||||
indexData = mesh.getIndexData();
|
||||
attachmentColor = region.color;
|
||||
uvs = region.uvs;
|
||||
} else if (slot.attachment is MeshAttachment) {
|
||||
var meshAttachment : MeshAttachment = MeshAttachment(slot.attachment);
|
||||
verticesLength = meshAttachment.worldVerticesLength;
|
||||
verticesCount = verticesLength >> 1;
|
||||
if (worldVertices.length < verticesLength) worldVertices.length = verticesLength;
|
||||
meshAttachment.computeWorldVertices(slot, 0, meshAttachment.worldVerticesLength, worldVertices, 0, 2);
|
||||
|
||||
mesh = meshAttachment.rendererObject as SkeletonMesh;
|
||||
indices = meshAttachment.triangles;
|
||||
if (mesh == null) {
|
||||
if (meshAttachment.rendererObject is Image)
|
||||
meshAttachment.rendererObject = mesh = new SkeletonMesh(Image(meshAttachment.rendererObject).texture);
|
||||
if (meshAttachment.rendererObject is AtlasRegion)
|
||||
meshAttachment.rendererObject = mesh = new SkeletonMesh(Image(AtlasRegion(meshAttachment.rendererObject).rendererObject).texture);
|
||||
mesh.setStyle(new TwoColorMeshStyle());
|
||||
|
||||
indexData = mesh.getIndexData();
|
||||
indicesLength = meshAttachment.triangles.length;
|
||||
for (ii = 0; ii < indicesLength; ii++) {
|
||||
indexData.setIndex(ii, indices[ii]);
|
||||
}
|
||||
indexData.numIndices = indicesLength;
|
||||
indexData.trim();
|
||||
}
|
||||
indexData = mesh.getIndexData();
|
||||
attachmentColor = meshAttachment.color;
|
||||
uvs = meshAttachment.uvs;
|
||||
} else if (slot.attachment is ClippingAttachment) {
|
||||
var clip : ClippingAttachment = ClippingAttachment(slot.attachment);
|
||||
clipper.clipStart(slot, clip);
|
||||
continue;
|
||||
} else {
|
||||
continue;
|
||||
}
|
||||
|
||||
a = slot.color.a * attachmentColor.a;
|
||||
rgb = Color.rgb(r * slot.color.r * attachmentColor.r, g * slot.color.g * attachmentColor.g, b * slot.color.b * attachmentColor.b);
|
||||
if (slot.darkColor == null) dark = Color.rgb(0, 0, 0);
|
||||
else dark = Color.rgb(slot.darkColor.r * 255, slot.darkColor.g * 255, slot.darkColor.b * 255);
|
||||
|
||||
if (clipper.isClipping()) {
|
||||
clipper.clipTriangles(worldVertices, indices, indices.length, uvs);
|
||||
|
||||
verticesCount = clipper.clippedVertices.length >> 1;
|
||||
worldVertices = clipper.clippedVertices;
|
||||
uvs = clipper.clippedUvs;
|
||||
|
||||
indices = clipper.clippedTriangles;
|
||||
indicesLength = indices.length;
|
||||
for (ii = 0; ii < indicesLength; ii++) {
|
||||
indexData.setIndex(ii, indices[ii]);
|
||||
}
|
||||
indexData.numIndices = indicesLength;
|
||||
indexData.trim();
|
||||
}
|
||||
|
||||
vertexData = mesh.getVertexData();
|
||||
vertexData.numVertices = verticesCount;
|
||||
vertexData.colorize("color", rgb, a);
|
||||
vertexData.colorize("color2", dark);
|
||||
for (ii = 0, iii = 0; ii < verticesCount; ii++, iii += 2) {
|
||||
mesh.setVertexPosition(ii, worldVertices[iii], worldVertices[iii + 1]);
|
||||
mesh.setTexCoords(ii, uvs[iii], uvs[iii + 1]);
|
||||
}
|
||||
painter.state.blendMode = blendModes[slot.data.blendMode.ordinal];
|
||||
painter.batchMesh(mesh);
|
||||
|
||||
clipper.clipEndWithSlot(slot);
|
||||
}
|
||||
painter.state.blendMode = originalBlendMode;
|
||||
clipper.clipEnd();
|
||||
}
|
||||
|
||||
override public function hitTest(localPoint : Point) : DisplayObject {
|
||||
var minX : Number = Number.MAX_VALUE, minY : Number = Number.MAX_VALUE;
|
||||
var maxX : Number = -Number.MAX_VALUE, maxY : Number = -Number.MAX_VALUE;
|
||||
var slots : Vector.<Slot> = skeleton.slots;
|
||||
var worldVertices : Vector.<Number> = _tempVertices;
|
||||
var empty : Boolean = true;
|
||||
for (var i : int = 0, n : int = slots.length; i < n; ++i) {
|
||||
var slot : Slot = slots[i];
|
||||
var attachment : Attachment = slot.attachment;
|
||||
if (!attachment) continue;
|
||||
var verticesLength : int;
|
||||
if (attachment is RegionAttachment) {
|
||||
var region : RegionAttachment = RegionAttachment(slot.attachment);
|
||||
verticesLength = 8;
|
||||
region.computeWorldVertices(slot.bone, worldVertices, 0, 2);
|
||||
} else if (attachment is MeshAttachment) {
|
||||
var mesh : MeshAttachment = MeshAttachment(attachment);
|
||||
verticesLength = mesh.worldVerticesLength;
|
||||
if (worldVertices.length < verticesLength) worldVertices.length = verticesLength;
|
||||
mesh.computeWorldVertices(slot, 0, verticesLength, worldVertices, 0, 2);
|
||||
} else
|
||||
continue;
|
||||
|
||||
if (verticesLength != 0)
|
||||
empty = false;
|
||||
|
||||
for (var ii : int = 0; ii < verticesLength; ii += 2) {
|
||||
var x : Number = worldVertices[ii], y : Number = worldVertices[ii + 1];
|
||||
minX = minX < x ? minX : x;
|
||||
minY = minY < y ? minY : y;
|
||||
maxX = maxX > x ? maxX : x;
|
||||
maxY = maxY > y ? maxY : y;
|
||||
}
|
||||
}
|
||||
|
||||
if (empty)
|
||||
return null;
|
||||
|
||||
var temp : Number;
|
||||
if (maxX < minX) {
|
||||
temp = maxX;
|
||||
maxX = minX;
|
||||
minX = temp;
|
||||
}
|
||||
if (maxY < minY) {
|
||||
temp = maxY;
|
||||
maxY = minY;
|
||||
minY = temp;
|
||||
}
|
||||
|
||||
if (localPoint.x >= minX && localPoint.x < maxX && localPoint.y >= minY && localPoint.y < maxY)
|
||||
return this;
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
override public function getBounds(targetSpace : DisplayObject, resultRect : Rectangle = null) : Rectangle {
|
||||
if (!resultRect)
|
||||
resultRect = new Rectangle();
|
||||
if (targetSpace == this)
|
||||
resultRect.setTo(0, 0, 0, 0);
|
||||
else if (targetSpace == parent)
|
||||
resultRect.setTo(x, y, 0, 0);
|
||||
else {
|
||||
getTransformationMatrix(targetSpace, _tempMatrix);
|
||||
MatrixUtil.transformCoords(_tempMatrix, 0, 0, _tempPoint);
|
||||
resultRect.setTo(_tempPoint.x, _tempPoint.y, 0, 0);
|
||||
}
|
||||
return resultRect;
|
||||
}
|
||||
|
||||
public function get skeleton() : Skeleton {
|
||||
return _skeleton;
|
||||
}
|
||||
|
||||
public function get smoothing() : String {
|
||||
return _smoothing;
|
||||
}
|
||||
|
||||
public function set smoothing(smoothing : String) : void {
|
||||
_smoothing = smoothing;
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
x
Reference in New Issue
Block a user