/****************************************************************************** * 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 MeshBatcher { mesh: THREE.Mesh; private static VERTEX_SIZE = 9; private vertexBuffer: THREE.InterleavedBuffer; private vertices: Float32Array; private verticesLength = 0; private indices: Uint16Array; private indicesLength = 0; constructor (mesh: THREE.Mesh, maxVertices: number = 10920) { if (maxVertices > 10920) throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices); let vertices = this.vertices = new Float32Array(maxVertices * MeshBatcher.VERTEX_SIZE); let indices = this.indices = new Uint16Array(maxVertices * 3); this.mesh = mesh; let geo = new THREE.BufferGeometry(); let vertexBuffer = this.vertexBuffer = new THREE.InterleavedBuffer(vertices, MeshBatcher.VERTEX_SIZE); vertexBuffer.dynamic = true; geo.addAttribute("position", new THREE.InterleavedBufferAttribute(vertexBuffer, 3, 0, false)); geo.addAttribute("color", new THREE.InterleavedBufferAttribute(vertexBuffer, 4, 3, false)); geo.addAttribute("uv", new THREE.InterleavedBufferAttribute(vertexBuffer, 2, 7, false)); geo.setIndex(new THREE.BufferAttribute(indices, 1)); geo.getIndex().dynamic = true; geo.drawRange.start = 0; geo.drawRange.count = 0; mesh.geometry = geo; } begin () { this.verticesLength = 0; this.indicesLength = 0; } batch (vertices: ArrayLike, indices: ArrayLike, z: number = 0) { let indexStart = this.verticesLength / MeshBatcher.VERTEX_SIZE; let vertexBuffer = this.vertices; let i = this.verticesLength; let j = 0; for (;j < vertices.length;) { vertexBuffer[i++] = vertices[j++]; vertexBuffer[i++] = vertices[j++]; vertexBuffer[i++] = z; vertexBuffer[i++] = vertices[j++]; vertexBuffer[i++] = vertices[j++]; vertexBuffer[i++] = vertices[j++]; vertexBuffer[i++] = vertices[j++]; vertexBuffer[i++] = vertices[j++]; vertexBuffer[i++] = vertices[j++]; } this.verticesLength = i; let indicesArray = this.indices; for (i = this.indicesLength, j = 0; j < indices.length; i++, j++) indicesArray[i] = indices[j] + indexStart; this.indicesLength += indices.length; } end () { this.vertexBuffer.needsUpdate = true; this.vertexBuffer.updateRange.offset = 0; this.vertexBuffer.updateRange.count = this.verticesLength; let geo = (this.mesh.geometry); geo.getIndex().needsUpdate = true; geo.getIndex().updateRange.offset = 0; geo.getIndex().updateRange.count = this.indicesLength; geo.drawRange.start = 0; geo.drawRange.count = this.indicesLength; } } }