mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-11 09:38:44 +08:00
126 lines
5.4 KiB
TypeScript
126 lines
5.4 KiB
TypeScript
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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module spine.threejs {
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export class MeshBatcher extends THREE.Mesh {
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private static VERTEX_SIZE = 9;
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private vertexBuffer: THREE.InterleavedBuffer;
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private vertices: Float32Array;
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private verticesLength = 0;
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private indices: Uint16Array;
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private indicesLength = 0;
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constructor (maxVertices: number = 10920, materialCustomizer: SkeletonMeshMaterialParametersCustomizer = (parameters) => { }) {
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super();
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if (maxVertices > 10920) throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices);
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let vertices = this.vertices = new Float32Array(maxVertices * MeshBatcher.VERTEX_SIZE);
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let indices = this.indices = new Uint16Array(maxVertices * 3);
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let geo = new THREE.BufferGeometry();
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let vertexBuffer = this.vertexBuffer = new THREE.InterleavedBuffer(vertices, MeshBatcher.VERTEX_SIZE);
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vertexBuffer.usage = WebGLRenderingContext.DYNAMIC_DRAW;
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geo.setAttribute("position", new THREE.InterleavedBufferAttribute(vertexBuffer, 3, 0, false));
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geo.setAttribute("color", new THREE.InterleavedBufferAttribute(vertexBuffer, 4, 3, false));
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geo.setAttribute("uv", new THREE.InterleavedBufferAttribute(vertexBuffer, 2, 7, false));
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geo.setIndex(new THREE.BufferAttribute(indices, 1));
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geo.getIndex().usage = WebGLRenderingContext.DYNAMIC_DRAW;
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geo.drawRange.start = 0;
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geo.drawRange.count = 0;
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this.geometry = geo;
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this.material = new SkeletonMeshMaterial(materialCustomizer);
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}
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dispose () {
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this.geometry.dispose();
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if (this.material instanceof THREE.Material)
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this.material.dispose();
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else if (this.material) {
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for (let i = 0; i < this.material.length; i++) {
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let material = this.material[i];
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if (material instanceof THREE.Material)
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material.dispose();
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}
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}
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}
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clear () {
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let geo = (<THREE.BufferGeometry>this.geometry);
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geo.drawRange.start = 0;
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geo.drawRange.count = 0;
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(<SkeletonMeshMaterial>this.material).uniforms.map.value = null;
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}
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begin () {
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this.verticesLength = 0;
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this.indicesLength = 0;
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}
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canBatch(verticesLength: number, indicesLength: number) {
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if (this.indicesLength + indicesLength >= this.indices.byteLength / 2) return false;
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if (this.verticesLength + verticesLength >= this.vertices.byteLength / 2) return false;
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return true;
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}
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batch (vertices: ArrayLike<number>, verticesLength: number, indices: ArrayLike<number>, indicesLength: number, z: number = 0) {
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let indexStart = this.verticesLength / MeshBatcher.VERTEX_SIZE;
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let vertexBuffer = this.vertices;
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let i = this.verticesLength;
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let j = 0;
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for (;j < verticesLength;) {
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vertexBuffer[i++] = vertices[j++];
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vertexBuffer[i++] = vertices[j++];
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vertexBuffer[i++] = z;
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vertexBuffer[i++] = vertices[j++];
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vertexBuffer[i++] = vertices[j++];
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vertexBuffer[i++] = vertices[j++];
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vertexBuffer[i++] = vertices[j++];
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vertexBuffer[i++] = vertices[j++];
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vertexBuffer[i++] = vertices[j++];
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}
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this.verticesLength = i;
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let indicesArray = this.indices;
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for (i = this.indicesLength, j = 0; j < indicesLength; i++, j++)
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indicesArray[i] = indices[j] + indexStart;
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this.indicesLength += indicesLength;
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}
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end () {
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this.vertexBuffer.needsUpdate = this.verticesLength > 0;
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this.vertexBuffer.updateRange.offset = 0;
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this.vertexBuffer.updateRange.count = this.verticesLength;
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let geo = (<THREE.BufferGeometry>this.geometry);
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geo.getIndex().needsUpdate = this.indicesLength > 0;
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geo.getIndex().updateRange.offset = 0;
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geo.getIndex().updateRange.count = this.indicesLength;
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geo.drawRange.start = 0;
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geo.drawRange.count = this.indicesLength;
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}
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}
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}
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