/****************************************************************************** * Spine Runtimes License Agreement * Last updated May 1, 2019. Replaces all prior versions. * * Copyright (c) 2013-2019, 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. * * THIS SOFTWARE IS 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 THIS SOFTWARE, * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ module spine.threejs { export class MeshBatcher extends THREE.Mesh { private static VERTEX_SIZE = 9; private vertexBuffer: THREE.InterleavedBuffer; private vertices: Float32Array; private verticesLength = 0; private indices: Uint16Array; private indicesLength = 0; constructor (maxVertices: number = 10920) { super(); 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); 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; this.geometry = geo; this.material = new SkeletonMeshMaterial(); } dispose () { this.geometry.dispose(); this.material.dispose(); } clear () { let geo = (this.geometry); geo.drawRange.start = 0; geo.drawRange.count = 0; (this.material).uniforms.map.value = null; } begin () { this.verticesLength = 0; this.indicesLength = 0; } canBatch(verticesLength: number, indicesLength: number) { if (this.indicesLength + indicesLength >= this.indices.byteLength / 2) return false; if (this.verticesLength + verticesLength >= this.vertices.byteLength / 2) return false; return true; } batch (vertices: ArrayLike, verticesLength: number, indices: ArrayLike, indicesLength: number, z: number = 0) { let indexStart = this.verticesLength / MeshBatcher.VERTEX_SIZE; let vertexBuffer = this.vertices; let i = this.verticesLength; let j = 0; for (;j < verticesLength;) { 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 < indicesLength; i++, j++) indicesArray[i] = indices[j] + indexStart; this.indicesLength += indicesLength; } end () { this.vertexBuffer.needsUpdate = this.verticesLength > 0; this.vertexBuffer.updateRange.offset = 0; this.vertexBuffer.updateRange.count = this.verticesLength; let geo = (this.geometry); geo.getIndex().needsUpdate = this.indicesLength > 0; geo.getIndex().updateRange.offset = 0; geo.getIndex().updateRange.count = this.indicesLength; geo.drawRange.start = 0; geo.drawRange.count = this.indicesLength; } } }