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[haxe] Closes #2403, deform vertices arrays need to be initialized with default values.
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spine-haxe/example/src/Test.hx
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77
spine-haxe/example/src/Test.hx
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software or
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* otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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import Scene.SceneManager;
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import openfl.utils.Assets;
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import spine.SkeletonData;
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import spine.animation.AnimationStateData;
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import spine.atlas.TextureAtlas;
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import spine.starling.SkeletonSprite;
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import spine.starling.StarlingTextureLoader;
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import starling.core.Starling;
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import starling.events.TouchEvent;
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import starling.events.TouchPhase;
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class Test extends Scene {
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var loadBinary = true;
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public function load():Void {
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background.color = 0xaaaaaaff;
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var atlas = new TextureAtlas(Assets.getText("assets/avatar.spine_atlas"), new StarlingTextureLoader("assets/avatar.spine_atlas"));
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var skeletondata = SkeletonData.from(loadBinary ? Assets.getBytes("assets/avatar.skel") : Assets.getText("assets/avatar.json"), atlas);
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var animationStateData = new AnimationStateData(skeletondata);
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animationStateData.defaultMix = 0.25;
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var skeletonSprite = new SkeletonSprite(skeletondata, animationStateData);
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var bounds = skeletonSprite.skeleton.getBounds();
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skeletonSprite.scale = Starling.current.stage.stageWidth / bounds.width * 0.2;
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skeletonSprite.x = Starling.current.stage.stageWidth / 2;
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skeletonSprite.y = Starling.current.stage.stageHeight * 0.9;
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for (i in 0...skeletondata.animations.length) {
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skeletonSprite.state.addAnimation(0, skeletondata.animations[i], false, 0);
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}
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addChild(skeletonSprite);
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juggler.add(skeletonSprite);
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addText("Click anywhere for next scene");
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addEventListener(TouchEvent.TOUCH, onTouch);
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}
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public function onTouch(e:TouchEvent) {
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var touch = e.getTouch(this);
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trace(touch);
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if (touch != null && touch.phase == TouchPhase.ENDED) {
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SceneManager.getInstance().switchScene(new SequenceExample());
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}
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}
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}
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@ -1055,14 +1055,14 @@ class SkeletonBinary {
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if (end == 0) {
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if (weighted) {
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deform = new Array<Float>();
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deform.resize(deformLength);
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ArrayUtils.resize(deform, deformLength, 0);
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} else {
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deform = vertices;
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}
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} else {
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var v:Int, vn:Int;
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deform = new Array<Float>();
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deform.resize(deformLength);
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ArrayUtils.resize(deform, deformLength, 0);
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var start:Int = input.readInt(true);
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end += start;
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if (scale == 1) {
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@ -979,13 +979,13 @@ class SkeletonJson {
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if (verticesValue == null) {
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if (weighted) {
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deform = new Array<Float>();
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deform.resize(deformLength);
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ArrayUtils.resize(deform, deformLength, 0);
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} else {
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deform = vertices;
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}
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} else {
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deform = new Array<Float>();
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deform.resize(deformLength);
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ArrayUtils.resize(deform, deformLength, 0);
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var start:Int = getInt(keyMap, "offset");
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var temp:Array<Float> = getFloatArray(keyMap, "vertices");
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for (i in 0...temp.length) {
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@ -156,7 +156,7 @@ class DeformTimeline extends CurveTimeline implements SlotTimeline {
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deform.resize(0);
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return;
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}
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deform.resize(vertexCount);
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ArrayUtils.resize(deform, vertexCount, 0);
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var vertexAttachment:VertexAttachment = cast(slotAttachment, VertexAttachment);
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if (vertexAttachment.bones == null) {
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// Unweighted vertex positions.
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@ -175,7 +175,7 @@ class DeformTimeline extends CurveTimeline implements SlotTimeline {
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return;
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}
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deform.resize(vertexCount);
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ArrayUtils.resize(deform, vertexCount, 0);
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var setup:Float;
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if (time >= frames[frames.length - 1]) // Time is after last frame.
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{
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