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https://github.com/EsotericSoftware/spine-runtimes.git
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[pixi] Update internals to be more straight forward.
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@ -177,25 +177,19 @@ export class Spine extends Container {
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// Because reasons, pixi uses deltaFrames at 60fps. We ignore the default deltaFrames and use the deltaSeconds from pixi ticker.
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// Because reasons, pixi uses deltaFrames at 60fps. We ignore the default deltaFrames and use the deltaSeconds from pixi ticker.
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const delta = deltaSeconds ?? Ticker.shared.deltaMS / 1000;
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const delta = deltaSeconds ?? Ticker.shared.deltaMS / 1000;
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this.state.update(delta);
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this.state.update(delta);
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this.state.apply(this.skeleton);
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this.skeleton.update(delta);
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this.skeleton.update(delta);
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this.skeleton.updateWorldTransform(Physics.update);
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}
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}
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/** Before rendering, apply the state change to the Spine AnimationState and update the skeleton transform, then call the {@link Container.updateTransform}. */
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/** Render the meshes based on the current skeleton state, render debug information, then call {@link Container.updateTransform}. */
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public override updateTransform (): void {
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public override updateTransform (): void {
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this.updateSpineTransform();
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this.renderMeshes();
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this.sortChildren();
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this.debug?.renderDebug(this);
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this.debug?.renderDebug(this);
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super.updateTransform();
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super.updateTransform();
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}
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}
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protected updateSpineTransform (): void {
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// if I ever create the linked spines, this will be useful.
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this.state.apply(this.skeleton);
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this.skeleton.updateWorldTransform(Physics.update);
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this.updateGeometry();
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this.sortChildren();
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}
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/** Destroy Spine game object elements, then call the {@link Container.destroy} with the given options */
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/** Destroy Spine game object elements, then call the {@link Container.destroy} with the given options */
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public override destroy (options?: boolean | IDestroyOptions | undefined): void {
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public override destroy (options?: boolean | IDestroyOptions | undefined): void {
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for (const [, mesh] of this.meshesCache) {
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for (const [, mesh] of this.meshesCache) {
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@ -232,7 +226,7 @@ export class Spine extends Container {
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private verticesCache: NumberArrayLike = Utils.newFloatArray(1024);
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private verticesCache: NumberArrayLike = Utils.newFloatArray(1024);
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private updateGeometry (): void {
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private renderMeshes (): void {
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this.resetMeshes();
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this.resetMeshes();
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let triangles: Array<number> | null = null;
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let triangles: Array<number> | null = null;
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