[pixi] Update internals to be more straight forward.

This commit is contained in:
Mario Zechner 2024-06-04 12:24:49 +02:00
parent 62a8216c63
commit e498e96355

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@ -62,7 +62,7 @@ export interface ISpineOptions {
autoUpdate?: boolean;
/** The value passed to the skeleton reader. If omitted, 1 is passed. See {@link SkeletonBinary.scale} for details. */
scale?: number;
/**
/**
* A factory to override the default ones to render Spine meshes ({@link DarkSlotMesh} or {@link SlotMesh}).
* If omitted, a factory returning a ({@link DarkSlotMesh} or {@link SlotMesh}) will be used depending on the presence of
* a dark tint mesh in the skeleton.
@ -177,25 +177,19 @@ export class Spine extends Container {
// Because reasons, pixi uses deltaFrames at 60fps. We ignore the default deltaFrames and use the deltaSeconds from pixi ticker.
const delta = deltaSeconds ?? Ticker.shared.deltaMS / 1000;
this.state.update(delta);
this.state.apply(this.skeleton);
this.skeleton.update(delta);
this.skeleton.updateWorldTransform(Physics.update);
}
/** Before rendering, apply the state change to the Spine AnimationState and update the skeleton transform, then call the {@link Container.updateTransform}. */
/** Render the meshes based on the current skeleton state, render debug information, then call {@link Container.updateTransform}. */
public override updateTransform (): void {
this.updateSpineTransform();
this.renderMeshes();
this.sortChildren();
this.debug?.renderDebug(this);
super.updateTransform();
}
protected updateSpineTransform (): void {
// if I ever create the linked spines, this will be useful.
this.state.apply(this.skeleton);
this.skeleton.updateWorldTransform(Physics.update);
this.updateGeometry();
this.sortChildren();
}
/** Destroy Spine game object elements, then call the {@link Container.destroy} with the given options */
public override destroy (options?: boolean | IDestroyOptions | undefined): void {
for (const [, mesh] of this.meshesCache) {
@ -232,7 +226,7 @@ export class Spine extends Container {
private verticesCache: NumberArrayLike = Utils.newFloatArray(1024);
private updateGeometry (): void {
private renderMeshes (): void {
this.resetMeshes();
let triangles: Array<number> | null = null;
@ -346,7 +340,7 @@ export class Spine extends Container {
Spine.clipper.clipEnd();
}
/**
/**
* Set the position of the bone given in input through a {@link IPointData}.
* @param bone: the bone name or the bone instance to set the position
* @param outPos: the new position of the bone.
@ -372,7 +366,7 @@ export class Spine extends Container {
}
}
/**
/**
* Return the position of the bone given in input into an {@link IPointData}.
* @param bone: the bone name or the bone instance to get the position from
* @param outPos: an optional {@link IPointData} to use to return the bone position, rathern than instantiating a new object.
@ -421,7 +415,7 @@ export class Spine extends Container {
/** A cache containing skeleton data and atlases already loaded by {@link Spine.from}. */
public static readonly skeletonCache: Record<string, SkeletonData> = Object.create(null);
/**
/**
* Use this method to instantiate a Spine game object.
* Before instantiating a Spine game object, the skeleton (`.skel` or `.json`) and the atlas text files must be loaded into the Assets. For example:
* ```
@ -431,7 +425,7 @@ export class Spine extends Container {
* ```
* Once a Spine game object is created, its skeleton data is cached into {@link Spine.skeletonCache} using the key:
* `${skeletonAssetName}-${atlasAssetName}-${options?.scale ?? 1}`
*
*
* @param skeletonAssetName - the asset name for the skeleton `.skel` or `.json` file previously loaded into the Assets
* @param atlasAssetName - the asset name for the atlas file previously loaded into the Assets
* @param options - Options to configure the Spine game object