208 lines
7.7 KiB
TypeScript

/******************************************************************************
* 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 SkeletonMesh extends THREE.Mesh {
skeleton: Skeleton;
state: AnimationState;
zOffset: number = 0.1;
private batcher: MeshBatcher;
static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
static VERTEX_SIZE = 2 + 2 + 4;
private vertices = Utils.newFloatArray(1024);
private tempColor = new Color();
constructor (skeletonData: SkeletonData) {
super();
this.skeleton = new Skeleton(skeletonData);
let animData = new AnimationStateData(skeletonData);
this.state = new AnimationState(animData);
let material = this.material = new THREE.MeshBasicMaterial();
material.side = THREE.DoubleSide;
material.transparent = true;
material.alphaTest = 0.5;
this.batcher = new MeshBatcher(this);
}
update(deltaTime: number) {
let state = this.state;
let skeleton = this.skeleton;
state.update(deltaTime);
state.apply(skeleton);
skeleton.updateWorldTransform();
this.updateGeometry();
}
private updateGeometry() {
let geometry = <THREE.BufferGeometry>this.geometry;
var numVertices = 0;
var verticesLength = 0;
var indicesLength = 0;
let blendMode: BlendMode = null;
let vertices: ArrayLike<number> = null;
let triangles: Array<number> = null;
let drawOrder = this.skeleton.drawOrder;
let batcher = this.batcher;
batcher.begin();
let z = 0;
let zOffset = this.zOffset;
for (let i = 0, n = drawOrder.length; i < n; i++) {
let slot = drawOrder[i];
let attachment = slot.getAttachment();
let texture: ThreeJsTexture = null;
if (attachment instanceof RegionAttachment) {
let region = <RegionAttachment>attachment;
vertices = this.computeRegionVertices(slot, region, false);
triangles = SkeletonMesh.QUAD_TRIANGLES;
texture = <ThreeJsTexture>(<TextureAtlasRegion>region.region.renderObject).texture;
} else if (attachment instanceof MeshAttachment) {
let mesh = <MeshAttachment>attachment;
vertices = this.computeMeshVertices(slot, mesh, false);
triangles = mesh.triangles;
texture = <ThreeJsTexture>(<TextureAtlasRegion>mesh.region.renderObject).texture;
} else continue;
if (texture != null) {
if (!(<THREE.MeshBasicMaterial>this.material).map) {
let mat = <THREE.MeshBasicMaterial>this.material;
mat.map = texture.texture;
mat.needsUpdate = true;
}
// FIXME per slot blending would require multiple material support
//let slotBlendMode = slot.data.blendMode;
//if (slotBlendMode != blendMode) {
// blendMode = slotBlendMode;
// batcher.setBlendMode(getSourceGLBlendMode(this._gl, blendMode, premultipliedAlpha), getDestGLBlendMode(this._gl, blendMode));
//}
this.batcher.batch(vertices, triangles, z);
z += zOffset;
}
}
batcher.end();
}
private computeRegionVertices(slot: Slot, region: RegionAttachment, pma: boolean) {
let skeleton = slot.bone.skeleton;
let skeletonColor = skeleton.color;
let slotColor = slot.color;
let regionColor = region.color;
let alpha = skeletonColor.a * slotColor.a * regionColor.a;
let multiplier = pma ? alpha : 1;
let color = this.tempColor;
color.set(skeletonColor.r * slotColor.r * regionColor.r * multiplier,
skeletonColor.g * slotColor.g * regionColor.g * multiplier,
skeletonColor.b * slotColor.b * regionColor.b * multiplier,
alpha);
region.computeWorldVertices(slot.bone, this.vertices, 0, SkeletonMesh.VERTEX_SIZE);
let vertices = this.vertices;
let uvs = region.uvs;
vertices[RegionAttachment.C1R] = color.r;
vertices[RegionAttachment.C1G] = color.g;
vertices[RegionAttachment.C1B] = color.b;
vertices[RegionAttachment.C1A] = color.a;
vertices[RegionAttachment.U1] = uvs[0];
vertices[RegionAttachment.V1] = uvs[1];
vertices[RegionAttachment.C2R] = color.r;
vertices[RegionAttachment.C2G] = color.g;
vertices[RegionAttachment.C2B] = color.b;
vertices[RegionAttachment.C2A] = color.a;
vertices[RegionAttachment.U2] = uvs[2];
vertices[RegionAttachment.V2] = uvs[3];
vertices[RegionAttachment.C3R] = color.r;
vertices[RegionAttachment.C3G] = color.g;
vertices[RegionAttachment.C3B] = color.b;
vertices[RegionAttachment.C3A] = color.a;
vertices[RegionAttachment.U3] = uvs[4];
vertices[RegionAttachment.V3] = uvs[5];
vertices[RegionAttachment.C4R] = color.r;
vertices[RegionAttachment.C4G] = color.g;
vertices[RegionAttachment.C4B] = color.b;
vertices[RegionAttachment.C4A] = color.a;
vertices[RegionAttachment.U4] = uvs[6];
vertices[RegionAttachment.V4] = uvs[7];
return vertices;
}
private computeMeshVertices(slot: Slot, mesh: MeshAttachment, pma: boolean) {
let skeleton = slot.bone.skeleton;
let skeletonColor = skeleton.color;
let slotColor = slot.color;
let regionColor = mesh.color;
let alpha = skeletonColor.a * slotColor.a * regionColor.a;
let multiplier = pma ? alpha : 1;
let color = this.tempColor;
color.set(skeletonColor.r * slotColor.r * regionColor.r * multiplier,
skeletonColor.g * slotColor.g * regionColor.g * multiplier,
skeletonColor.b * slotColor.b * regionColor.b * multiplier,
alpha);
let numVertices = mesh.worldVerticesLength / 2;
if (this.vertices.length < mesh.worldVerticesLength) {
this.vertices = Utils.newFloatArray(mesh.worldVerticesLength);
}
let vertices = this.vertices;
mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, vertices, 0, SkeletonMesh.VERTEX_SIZE);
let uvs = mesh.uvs;
for (let i = 0, n = numVertices, u = 0, v = 2; i < n; i++) {
vertices[v++] = color.r;
vertices[v++] = color.g;
vertices[v++] = color.b;
vertices[v++] = color.a;
vertices[v++] = uvs[u++];
vertices[v++] = uvs[u++];
v += 2;
}
return vertices;
}
}
}