/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes or (b) remove, * delete, alter, or obscure any trademarks or any copyright, trademark, patent, * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ module spine.threejs { export class SkeletonMesh extends THREE.Mesh { skeleton: Skeleton; state: AnimationState; zOffset: number = 0.1; private batcher: MeshBatcher; static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0]; constructor (skeletonData: SkeletonData) { super(); this.skeleton = new Skeleton(skeletonData); let animData = new AnimationStateData(skeletonData); this.state = new AnimationState(animData); let material = this.material = new THREE.MeshBasicMaterial(); material.side = THREE.DoubleSide; material.transparent = true; material.alphaTest = 0.5; this.batcher = new MeshBatcher(this); } update(deltaTime: number) { let state = this.state; let skeleton = this.skeleton; state.update(deltaTime); state.apply(skeleton); skeleton.updateWorldTransform(); this.updateGeometry(); } private updateGeometry() { let geometry = this.geometry; var numVertices = 0; var verticesLength = 0; var indicesLength = 0; let blendMode: BlendMode = null; let vertices: ArrayLike = null; let triangles: Array = null; let drawOrder = this.skeleton.drawOrder; let batcher = this.batcher; batcher.begin(); let z = 0; let zOffset = this.zOffset; for (let i = 0, n = drawOrder.length; i < n; i++) { let slot = drawOrder[i]; let attachment = slot.getAttachment(); let texture: ThreeJsTexture = null; if (attachment instanceof RegionAttachment) { let region = attachment; vertices = region.updateWorldVertices(slot, false); triangles = SkeletonMesh.QUAD_TRIANGLES; texture = (region.region.renderObject).texture; } else if (attachment instanceof MeshAttachment) { let mesh = attachment; vertices = mesh.updateWorldVertices(slot, false); triangles = mesh.triangles; texture = (mesh.region.renderObject).texture; } else continue; if (texture != null) { if (!(this.material).map) { let mat = this.material; mat.map = texture.texture; mat.needsUpdate = true; } // FIXME per slot blending would require multiple material support //let slotBlendMode = slot.data.blendMode; //if (slotBlendMode != blendMode) { // blendMode = slotBlendMode; // batcher.setBlendMode(getSourceGLBlendMode(this._gl, blendMode, premultipliedAlpha), getDestGLBlendMode(this._gl, blendMode)); //} this.batcher.batch(vertices, triangles, z); z += zOffset; } } batcher.end(); } static createMesh(map: THREE.Texture) { let geo = new THREE.BufferGeometry(); let vertices = new Float32Array(1024); vertices.set([ -200, -200, 1, 0, 0, 1, 0, 0, 200, -200, 0, 1, 0, 1, 1, 0, 200, 200, 0, 0, 1, 1, 1, 1, -200, 200, 1, 1, 0, 0.1, 0, 1 ], 0); let vb = new THREE.InterleavedBuffer(vertices, 8); var positions = new THREE.InterleavedBufferAttribute(vb, 2, 0, false); geo.addAttribute("position", positions); var colors = new THREE.InterleavedBufferAttribute(vb, 4, 2, false); geo.addAttribute("color", colors); var uvs = new THREE.InterleavedBufferAttribute(vb, 2, 6, false); geo.addAttribute("uv", colors); var indices = new Uint16Array(1024); indices.set([0, 1, 2, 2, 3, 0], 0); geo.setIndex(new THREE.BufferAttribute(indices, 1)); geo.drawRange.start = 0; geo.drawRange.count = 6; let mat = new THREE.MeshBasicMaterial(); mat.vertexColors = THREE.VertexColors; mat.transparent = true; mat.map = map; let mesh = new THREE.Mesh(geo, mat); return mesh; } } }