/****************************************************************************** * Spine Runtimes License Agreement * Last updated July 28, 2023. Replaces all prior versions. * * Copyright (c) 2013-2023, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software or * otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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 THE * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ import { SpineTexture } from "./SpineTexture.js"; import type { BlendMode, NumberArrayLike } from "@esotericsoftware/spine-core"; import { DarkTintMesh } from "./darkTintMesh/DarkTintMesh.js"; import type { ISlotMesh } from "./Spine.js"; 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); this.alpha = DarkSlotMesh.auxColor[3]; 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(); } }