Merge remote-tracking branch 'origin/3.6' into 3.6

This commit is contained in:
Nathan Sweet 2017-09-11 21:35:46 +02:00
commit e00803b2c7
3 changed files with 17 additions and 16 deletions

View File

@ -269,6 +269,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t
case SP_ATTACHMENT_CLIPPING: { case SP_ATTACHMENT_CLIPPING: {
spClippingAttachment* clip = (spClippingAttachment*)slot->attachment; spClippingAttachment* clip = (spClippingAttachment*)slot->attachment;
spSkeletonClipping_clipStart(_clipper, slot, clip); spSkeletonClipping_clipStart(_clipper, slot, clip);
continue;
} }
default: default:
spSkeletonClipping_clipEnd(_clipper, slot); spSkeletonClipping_clipEnd(_clipper, slot);

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@ -1,4 +1,4 @@
------------------------------------------------------------------------------- -------------------------------------------------------------------------------
-- Spine Runtimes Software License v2.5 -- Spine Runtimes Software License v2.5
-- --
-- Copyright (c) 2013-2016, Esoteric Software -- Copyright (c) 2013-2016, Esoteric Software
@ -189,7 +189,7 @@ function Bone:updateWorldTransformWith (x, y, rotation, scaleX, scaleY, shearX,
local la = math_cos(math_rad(shearX)) * scaleX; local la = math_cos(math_rad(shearX)) * scaleX;
local lb = math_cos(math_rad(90 + shearY)) * scaleY; local lb = math_cos(math_rad(90 + shearY)) * scaleY;
local lc = math_sin(math_rad(shearX)) * scaleX; local lc = math_sin(math_rad(shearX)) * scaleX;
local ld = math_sin(90 + shearY) * scaleY; local ld = math_sin(math_rad(90 + shearY)) * scaleY;
local flip = self.skeleton.flipX ~= self.skeleton.flipY local flip = self.skeleton.flipX ~= self.skeleton.flipY
if transformMode ~= TransformMode.noScaleOrReflection then flip = pa * pd - pb * pc < 0 end if transformMode ~= TransformMode.noScaleOrReflection then flip = pa * pd - pb * pc < 0 end
if flip then if flip then

View File

@ -12,7 +12,7 @@ up into multiple modules:
While the source code for the core library and backends is written in TypeScript, all code is compiled to easily consumable JavaScript. While the source code for the core library and backends is written in TypeScript, all code is compiled to easily consumable JavaScript.
## Licensing ## Licensing
This Spine Runtime may only be used for personal or internal use, typically to evaluate Spine before purchasing. If you would like to incorporate a Spine Runtime into your applications, distribute software containing a Spine Runtime, or modify a Spine Runtime, then you will need a valid [Spine license](https://esotericsoftware.com/spine-purchase). Please see the [Spine Runtimes Software License](https://github.com/EsotericSoftware/spine-runtimes/blob/master/LICENSE) for detailed information. This Spine Runtime may only be used for personal or internal use, typically to evaluate Spine before purchasing. If you would like to incorporate a Spine Runtime into your applications, distribute software containing a Spine Runtime, or modify a Spine Runtime, then you will need a valid [Spine license](https://esotericsoftware.com/spine-purchase). Please see the [Spine Runtimes Software License](https://github.com/EsotericSoftware/spine-runtimes/blob/3.6/LICENSE) for detailed information.
The Spine Runtimes are developed with the intent to be used with data exported from Spine. By purchasing Spine, `Section 2` of the [Spine Software License](https://esotericsoftware.com/files/license.txt) grants the right to create and distribute derivative works of the Spine Runtimes. The Spine Runtimes are developed with the intent to be used with data exported from Spine. By purchasing Spine, `Section 2` of the [Spine Software License](https://esotericsoftware.com/files/license.txt) grants the right to create and distribute derivative works of the Spine Runtimes.
@ -63,18 +63,18 @@ python -m SimpleHTTPServer
Then open `http://localhost:8000/webgl/example`, `http://localhost:8000/canvas/example`, `https://localhost:8000/threejs/example` or `http://localhost:8000/widget/example` in your browser. Then open `http://localhost:8000/webgl/example`, `http://localhost:8000/canvas/example`, `https://localhost:8000/threejs/example` or `http://localhost:8000/widget/example` in your browser.
## WebGL Demos ## WebGL Demos
The spine-ts WebGL demos load their image, atlas, and JSON files from our webserver and so can be run directly, without needing a webserver. The demos can be viewed [all on one page](http://esotericsoftware.com/spine-demos/) or in individual, standalone pages which are easy for you to explore and edit. See the [standalone demos source code](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-ts/webgl/demos) and view the pages here: The spine-ts WebGL demos load their image, atlas, and JSON files from our webserver and so can be run directly, without needing a webserver. The demos can be viewed [all on one page](http://esotericsoftware.com/spine-demos/) or in individual, standalone pages which are easy for you to explore and edit. See the [standalone demos source code](https://github.com/EsotericSoftware/spine-runtimes/tree/3.6/spine-ts/webgl/demos) and view the pages here:
- [Spine vs sprite sheets](http://rawgit.com/EsotericSoftware/spine-runtimes/master/spine-ts/webgl/demos/spritesheets.html) - [Spine vs sprite sheets](http://rawgit.com/EsotericSoftware/spine-runtimes/3.6/spine-ts/webgl/demos/spritesheets.html)
- [Image changes](http://rawgit.com/EsotericSoftware/spine-runtimes/master/spine-ts/webgl/demos/imagechanges.html) - [Image changes](http://rawgit.com/EsotericSoftware/spine-runtimes/3.6/spine-ts/webgl/demos/imagechanges.html)
- [Transitions](http://rawgit.com/EsotericSoftware/spine-runtimes/master/spine-ts/webgl/demos/transitions.html) - [Transitions](http://rawgit.com/EsotericSoftware/spine-runtimes/3.6/spine-ts/webgl/demos/transitions.html)
- [Meshes](http://rawgit.com/EsotericSoftware/spine-runtimes/master/spine-ts/webgl/demos/meshes.html) - [Meshes](http://rawgit.com/EsotericSoftware/spine-runtimes/3.6/spine-ts/webgl/demos/meshes.html)
- [Skins](http://rawgit.com/EsotericSoftware/spine-runtimes/master/spine-ts/webgl/demos/skins.html) - [Skins](http://rawgit.com/EsotericSoftware/spine-runtimes/3.6/spine-ts/webgl/demos/skins.html)
- [Hoverboard](http://rawgit.com/EsotericSoftware/spine-runtimes/master/spine-ts/webgl/demos/hoverboard.html) - [Hoverboard](http://rawgit.com/EsotericSoftware/spine-runtimes/3.6/spine-ts/webgl/demos/hoverboard.html)
- [Transform constraints](http://rawgit.com/EsotericSoftware/spine-runtimes/master/spine-ts/webgl/demos/transforms.html) - [Transform constraints](http://rawgit.com/EsotericSoftware/spine-runtimes/3.6/spine-ts/webgl/demos/transforms.html)
- [Tank](http://rawgit.com/EsotericSoftware/spine-runtimes/master/spine-ts/webgl/demos/tank.html) - [Tank](http://rawgit.com/EsotericSoftware/spine-runtimes/3.6/spine-ts/webgl/demos/tank.html)
- [Vine](http://rawgit.com/EsotericSoftware/spine-runtimes/master/spine-ts/webgl/demos/vine.html) - [Vine](http://rawgit.com/EsotericSoftware/spine-runtimes/3.6/spine-ts/webgl/demos/vine.html)
- [Stretchyman](http://rawgit.com/EsotericSoftware/spine-runtimes/master/spine-ts/webgl/demos/stretchyman.html) - [Stretchyman](http://rawgit.com/EsotericSoftware/spine-runtimes/3.6/spine-ts/webgl/demos/stretchyman.html)
Please note that Chrome and possibly other browsers do not use the original CORS headers when loading cached resources. After the initial page load for a demo, you may need to forcefully refresh (hold `shift` and click refresh) or clear your browser cache. Please note that Chrome and possibly other browsers do not use the original CORS headers when loading cached resources. After the initial page load for a demo, you may need to forcefully refresh (hold `shift` and click refresh) or clear your browser cache.
@ -168,7 +168,7 @@ Create a HTML element on your website, either statically or via JavaScript:
<div id="my-widget"></div> <div id="my-widget"></div>
``` ```
Then create a new `spine.SpineWidget`, providing a [`SpineWidgetConfiguration`](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-ts/widget/src/Widget.ts#L281) object, e.g.: Then create a new `spine.SpineWidget`, providing a [`SpineWidgetConfiguration`](https://github.com/EsotericSoftware/spine-runtimes/blob/3.6/spine-ts/widget/src/Widget.ts#L281) object, e.g.:
```JavaScript ```JavaScript
new spine.SpineWidget("my-widget", { new spine.SpineWidget("my-widget", {
@ -215,6 +215,6 @@ You can also create a HTML element with class `spine-widget` and `data-` attribu
an element via JavaScript on demand. an element via JavaScript on demand.
The resulting `SpineWidget` has various fields that let you modify the animation programmatically. Most notably, the `skeleton` and `state` fields The resulting `SpineWidget` has various fields that let you modify the animation programmatically. Most notably, the `skeleton` and `state` fields
let you modify all aspects of your animation as you wish. See the [example](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-ts/widget/example/index.html#L21). let you modify all aspects of your animation as you wish. See the [example](https://github.com/EsotericSoftware/spine-runtimes/blob/3.6/spine-ts/widget/example/index.html#L21).
You can also modify what debug information is shown by accessing `SpineWidget.debugRenderer` and set the various `drawXXX` fields to `true` or `false`. You can also modify what debug information is shown by accessing `SpineWidget.debugRenderer` and set the various `drawXXX` fields to `true` or `false`.