/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, 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 type { BlendMode, NumberArrayLike } from "@esotericsoftware/spine-core"; import { Texture } from "@pixi/core"; import { Mesh, MeshGeometry, MeshMaterial } from "@pixi/mesh"; import type { ISlotMesh } from "./Spine.js"; import { SpineTexture } from "./SpineTexture.js"; export class SlotMesh extends Mesh implements ISlotMesh { public name: string = ""; private static readonly auxColor = [0, 0, 0, 0]; private warnedTwoTint: boolean = false; constructor () { const geometry = new MeshGeometry(); geometry.getBuffer("aVertexPosition").static = false; geometry.getBuffer("aTextureCoord").static = false; const meshMaterial = new MeshMaterial(Texture.EMPTY); super(geometry, meshMaterial); } 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; const textureCoord = this.geometry.getBuffer("aTextureCoord"); if (textureCoord.data?.length !== vertLenght) { textureCoord.data = new Float32Array(vertLenght); } const vertexCoord = this.geometry.getBuffer("aVertexPosition"); if (vertexCoord.data?.length !== vertLenght) { vertexCoord.data = new Float32Array(vertLenght); } let vertIndex = 0; const textureCoordData = textureCoord.data; const vertexCoordData = vertexCoord.data; for (let i = 0; i < finalVerticesLength; i += darkTint ? 12 : 8) { let auxi = i; vertexCoordData[vertIndex] = finalVertices[auxi++]; vertexCoordData[vertIndex + 1] = finalVertices[auxi++]; auxi += 4; // color textureCoordData[vertIndex] = finalVertices[auxi++]; textureCoordData[vertIndex + 1] = finalVertices[auxi++]; vertIndex += 2; } if (darkTint && !this.warnedTwoTint) { console.warn("DarkTint is not enabled by default. To enable use a DarkSlotMesh factory while creating the Spine object."); this.warnedTwoTint = true; } SlotMesh.auxColor[0] = finalVertices[2]; SlotMesh.auxColor[1] = finalVertices[3]; SlotMesh.auxColor[2] = finalVertices[4]; SlotMesh.auxColor[3] = finalVertices[5]; this.tint = SlotMesh.auxColor; this.alpha = SlotMesh.auxColor[3]; this.blendMode = SpineTexture.toPixiBlending(slotBlendMode); const indexBuffer = this.geometry.indexBuffer; if (indexBuffer.data.length !== finalIndices.length) { indexBuffer.data = new Uint32Array(finalIndices); } else { const indexBufferData = indexBuffer.data; for (let i = 0; i < finalIndicesLength; i++) { indexBufferData[i] = finalIndices[i]; } } this.name = slotName; textureCoord.update(); vertexCoord.update(); indexBuffer.update(); } }