import { SpineTexture } from "./SpineTexture"; import type { BlendMode, NumberArrayLike } from "@esotericsoftware/spine-core"; import { DarkTintMesh } from "./darkTintMesh/DarkTintMesh"; import type { ISlotMesh } from "./Spine"; export class DarkSlotMesh extends DarkTintMesh implements ISlotMesh { public name: string = ""; private static auxColor = [0, 0, 0, 0]; constructor() { super(); } public updateFromSpineData( slotTexture: SpineTexture, slotBlendMode: BlendMode, slotName: string, finalVertices: NumberArrayLike, finalVerticesLength: number, finalIndices: NumberArrayLike, finalIndicesLength: number, darkTint: boolean ): void { this.texture = slotTexture.texture; const vertLenght = (finalVerticesLength / (darkTint ? 12 : 8)) * 2; if (this.geometry.getBuffer("aTextureCoord").data?.length !== vertLenght) { this.geometry.getBuffer("aTextureCoord").data = new Float32Array(vertLenght); } if (this.geometry.getBuffer("aVertexPosition").data?.length !== vertLenght) { this.geometry.getBuffer("aVertexPosition").data = new Float32Array(vertLenght); } let vertIndex = 0; for (let i = 0; i < finalVerticesLength; i += darkTint ? 12 : 8) { let auxi = i; this.geometry.getBuffer("aVertexPosition").data[vertIndex] = finalVertices[auxi++]; this.geometry.getBuffer("aVertexPosition").data[vertIndex + 1] = finalVertices[auxi++]; auxi += 4; // color this.geometry.getBuffer("aTextureCoord").data[vertIndex] = finalVertices[auxi++]; this.geometry.getBuffer("aTextureCoord").data[vertIndex + 1] = finalVertices[auxi++]; vertIndex += 2; } if (darkTint) { DarkSlotMesh.auxColor[0] = finalVertices[8]; DarkSlotMesh.auxColor[1] = finalVertices[9]; DarkSlotMesh.auxColor[2] = finalVertices[10]; DarkSlotMesh.auxColor[3] = finalVertices[11]; this.darkTint = DarkSlotMesh.auxColor; DarkSlotMesh.auxColor[0] = finalVertices[2]; DarkSlotMesh.auxColor[1] = finalVertices[3]; DarkSlotMesh.auxColor[2] = finalVertices[4]; DarkSlotMesh.auxColor[3] = finalVertices[5]; this.tint = DarkSlotMesh.auxColor; } else { DarkSlotMesh.auxColor[0] = finalVertices[2]; DarkSlotMesh.auxColor[1] = finalVertices[3]; DarkSlotMesh.auxColor[2] = finalVertices[4]; DarkSlotMesh.auxColor[3] = finalVertices[5]; this.tint = DarkSlotMesh.auxColor; } this.blendMode = SpineTexture.toPixiBlending(slotBlendMode); if (this.geometry.indexBuffer.data.length !== finalIndices.length) { this.geometry.indexBuffer.data = new Uint32Array(finalIndices); } else { for (let i = 0; i < finalIndicesLength; i++) { this.geometry.indexBuffer.data[i] = finalIndices[i]; } } this.name = slotName; this.geometry.getBuffer("aVertexPosition").update(); this.geometry.getBuffer("aTextureCoord").update(); this.geometry.indexBuffer.update(); } }