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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 14:24:53 +08:00
Merge branch '4.1' into 4.2-beta
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commit
f5f9eaadd3
@ -53,9 +53,72 @@ static int sprite_count = 0;
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static spine::Vector<unsigned short> quad_indices;
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static spine::Vector<unsigned short> quad_indices;
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static spine::Vector<float> scratch_vertices;
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static spine::Vector<float> scratch_vertices;
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static Vector<Vector2> scratch_points;
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static Vector<Vector2> scratch_points;
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static Vector<Vector2> scratch_uvs;
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static Vector<Color> scratch_colors;
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static void clear_triangles(SpineMesh2D *mesh_instance) {
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static Vector<int> scratch_indices;
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#if VERSION_MAJOR > 3
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RenderingServer::get_singleton()->canvas_item_clear(mesh_instance->get_canvas_item());
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#else
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VisualServer::get_singleton()->canvas_item_clear(mesh_instance->get_canvas_item());
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#endif
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}
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static void add_triangles(SpineMesh2D *mesh_instance,
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const Vector<Point2> &vertices,
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const Vector<Point2> &uvs,
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const Vector<Color> &colors,
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const Vector<int> &indices,
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SpineRendererObject *renderer_object) {
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#if VERSION_MAJOR > 3
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RenderingServer::get_singleton()->canvas_item_add_triangle_array(mesh_instance->get_canvas_item(),
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indices,
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vertices,
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colors,
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uvs,
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Vector<int>(),
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Vector<float>(),
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renderer_object->canvas_texture.is_valid() ? renderer_object->canvas_texture->get_rid() : RID(),
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-1);
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#else
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auto texture = renderer_object->texture;
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auto normal_map = renderer_object->normal_map;
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VisualServer::get_singleton()->canvas_item_add_triangle_array(mesh_instance->get_canvas_item(),
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indices,
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vertices,
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colors,
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uvs,
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Vector<int>(),
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Vector<float>(),
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texture.is_null() ? RID() : texture->get_rid(),
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-1,
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normal_map.is_null() ? RID() : normal_map->get_rid());
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#endif
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}
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void SpineMesh2D::_notification(int what) {
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switch (what) {
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case NOTIFICATION_READY: {
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set_process_internal(true);
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break;
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}
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case NOTIFICATION_INTERNAL_PROCESS:
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#if VERSION_MAJOR > 3
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queue_redraw();
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#else
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update();
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#endif
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break;
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case NOTIFICATION_DRAW:
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//clear_triangles(this);
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if (renderer_object)
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add_triangles(this, vertices, uvs, colors, indices, renderer_object);
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break;
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default:
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break;
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}
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}
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void SpineMesh2D::_bind_methods() {
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}
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void SpineSprite::_bind_methods() {
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void SpineSprite::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_skeleton_data_res", "skeleton_data_res"), &SpineSprite::set_skeleton_data_res);
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ClassDB::bind_method(D_METHOD("set_skeleton_data_res", "skeleton_data_res"), &SpineSprite::set_skeleton_data_res);
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@ -259,7 +322,7 @@ void SpineSprite::on_skeleton_data_changed() {
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void SpineSprite::generate_meshes_for_slots(Ref<SpineSkeleton> skeleton_ref) {
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void SpineSprite::generate_meshes_for_slots(Ref<SpineSkeleton> skeleton_ref) {
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auto skeleton = skeleton_ref->get_spine_object();
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auto skeleton = skeleton_ref->get_spine_object();
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for (int i = 0, n = (int) skeleton->getSlots().size(); i < n; i++) {
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for (int i = 0, n = (int) skeleton->getSlots().size(); i < n; i++) {
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auto mesh_instance = memnew(MeshInstance2D);
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auto mesh_instance = memnew(SpineMesh2D);
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mesh_instance->set_position(Vector2(0, 0));
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mesh_instance->set_position(Vector2(0, 0));
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mesh_instance->set_material(default_materials[spine::BlendMode_Normal]);
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mesh_instance->set_material(default_materials[spine::BlendMode_Normal]);
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// Needed so that debug drawables are rendered in front of attachments
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// Needed so that debug drawables are rendered in front of attachments
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@ -490,54 +553,14 @@ void SpineSprite::update_skeleton(float delta) {
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#endif
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#endif
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}
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}
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static void clear_mesh_instance(MeshInstance2D *mesh_instance) {
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#if VERSION_MAJOR > 3
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RenderingServer::get_singleton()->canvas_item_clear(mesh_instance->get_canvas_item());
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#else
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VisualServer::get_singleton()->canvas_item_clear(mesh_instance->get_canvas_item());
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#endif
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}
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static void add_triangles(MeshInstance2D *mesh_instance,
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const Vector<Point2> &vertices,
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const Vector<Point2> &uvs,
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const Vector<Color> &colors,
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const Vector<int> &indices,
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SpineRendererObject *renderer_object) {
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#if VERSION_MAJOR > 3
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RenderingServer::get_singleton()->canvas_item_add_triangle_array(mesh_instance->get_canvas_item(),
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indices,
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vertices,
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colors,
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uvs,
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Vector<int>(),
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Vector<float>(),
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renderer_object->canvas_texture.is_valid() ? renderer_object->canvas_texture->get_rid() : RID(),
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-1);
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#else
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auto texture = renderer_object->texture;
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auto normal_map = renderer_object->normal_map;
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VisualServer::get_singleton()->canvas_item_add_triangle_array(mesh_instance->get_canvas_item(),
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indices,
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vertices,
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colors,
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uvs,
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Vector<int>(),
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Vector<float>(),
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texture.is_null() ? RID() : texture->get_rid(),
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-1,
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normal_map.is_null() ? RID() : normal_map->get_rid());
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#endif
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}
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void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton_ref) {
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void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton_ref) {
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spine::Skeleton *skeleton = skeleton_ref->get_spine_object();
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spine::Skeleton *skeleton = skeleton_ref->get_spine_object();
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for (int i = 0, n = (int) skeleton->getSlots().size(); i < n; ++i) {
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for (int i = 0, n = (int) skeleton->getSlots().size(); i < n; ++i) {
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spine::Slot *slot = skeleton->getDrawOrder()[i];
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spine::Slot *slot = skeleton->getDrawOrder()[i];
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spine::Attachment *attachment = slot->getAttachment();
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spine::Attachment *attachment = slot->getAttachment();
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MeshInstance2D *mesh_instance = mesh_instances[i];
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SpineMesh2D *mesh_instance = mesh_instances[i];
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mesh_instance->renderer_object = nullptr;
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mesh_instance->set_light_mask(get_light_mask());
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mesh_instance->set_light_mask(get_light_mask());
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clear_mesh_instance(mesh_instance);
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if (!attachment) {
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if (!attachment) {
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skeleton_clipper->clipEnd(*slot);
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skeleton_clipper->clipEnd(*slot);
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continue;
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continue;
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@ -607,21 +630,20 @@ void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton_ref) {
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if (indices->size() > 0) {
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if (indices->size() > 0) {
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// Set the mesh
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// Set the mesh
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size_t num_vertices = vertices->size() / 2;
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size_t num_vertices = vertices->size() / 2;
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scratch_points.resize((int) num_vertices);
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mesh_instance->vertices.resize((int) num_vertices);
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memcpy(scratch_points.ptrw(), vertices->buffer(), num_vertices * 2 * sizeof(float));
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memcpy(mesh_instance->vertices.ptrw(), vertices->buffer(), num_vertices * 2 * sizeof(float));
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scratch_uvs.resize((int) num_vertices);
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mesh_instance->uvs.resize((int) num_vertices);
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memcpy(scratch_uvs.ptrw(), uvs->buffer(), num_vertices * 2 * sizeof(float));
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memcpy(mesh_instance->uvs.ptrw(), uvs->buffer(), num_vertices * 2 * sizeof(float));
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scratch_colors.resize((int) num_vertices);
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mesh_instance->colors.resize((int) num_vertices);
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for (int j = 0; j < (int) num_vertices; j++) {
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for (int j = 0; j < (int) num_vertices; j++) {
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scratch_colors.set(j, Color(tint.r, tint.g, tint.b, tint.a));
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mesh_instance->colors.set(j, Color(tint.r, tint.g, tint.b, tint.a));
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}
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}
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scratch_indices.resize((int) indices->size());
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mesh_instance->indices.resize((int) indices->size());
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for (int j = 0; j < (int) indices->size(); ++j) {
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for (int j = 0; j < (int) indices->size(); ++j) {
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scratch_indices.set(j, indices->buffer()[j]);
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mesh_instance->indices.set(j, indices->buffer()[j]);
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}
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}
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add_triangles(mesh_instance, scratch_points, scratch_uvs, scratch_colors, scratch_indices, renderer_object);
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mesh_instance->renderer_object = renderer_object;
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spine::BlendMode blend_mode = slot->getData().getBlendMode();
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spine::BlendMode blend_mode = slot->getData().getBlendMode();
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Ref<Material> custom_material;
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Ref<Material> custom_material;
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@ -676,9 +698,9 @@ void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton_ref) {
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}
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}
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void SpineSprite::draw() {
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void SpineSprite::draw() {
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if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) return;
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if (!animation_state.is_valid() && !skeleton.is_valid()) return;
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if (!animation_state.is_valid() && !skeleton.is_valid()) return;
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if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) return;
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auto mouse_position = get_local_mouse_position();
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auto mouse_position = get_local_mouse_position();
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spine::Slot *hovered_slot = nullptr;
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spine::Slot *hovered_slot = nullptr;
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@ -32,11 +32,35 @@
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#include "SpineSkeleton.h"
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#include "SpineSkeleton.h"
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#include "SpineAnimationState.h"
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#include "SpineAnimationState.h"
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#include "scene/2d/node_2d.h"
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#include "scene/2d/node_2d.h"
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#include "scene/2d/mesh_instance_2d.h"
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class SpineSlotNode;
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class SpineSlotNode;
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class SpineSprite : public Node2D, public spine::AnimationStateListenerObject {
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struct SpineRendererObject;
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class SpineSprite;
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class SpineMesh2D : public Node2D {
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GDCLASS(SpineMesh2D, Node2D);
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friend class SpineSprite;
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protected:
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void _notification(int what);
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static void _bind_methods();
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Vector<Vector2> vertices;
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Vector<Vector2> uvs;
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Vector<Color> colors;
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Vector<int> indices;
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SpineRendererObject *renderer_object;
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public:
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SpineMesh2D() : renderer_object(nullptr){};
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~SpineMesh2D(){};
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};
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class SpineSprite : public Node2D,
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public spine::AnimationStateListenerObject {
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GDCLASS(SpineSprite, Node2D)
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GDCLASS(SpineSprite, Node2D)
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friend class SpineBone;
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friend class SpineBone;
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@ -67,7 +91,7 @@ protected:
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Color debug_clipping_color;
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Color debug_clipping_color;
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spine::Vector<spine::Vector<SpineSlotNode *>> slot_nodes;
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spine::Vector<spine::Vector<SpineSlotNode *>> slot_nodes;
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Vector<MeshInstance2D *> mesh_instances;
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Vector<SpineMesh2D *> mesh_instances;
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static Ref<CanvasItemMaterial> default_materials[4];
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static Ref<CanvasItemMaterial> default_materials[4];
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Ref<Material> normal_material;
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Ref<Material> normal_material;
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Ref<Material> additive_material;
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Ref<Material> additive_material;
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