mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-27 04:01:24 +08:00
124 lines
4.4 KiB
TypeScript
124 lines
4.4 KiB
TypeScript
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, 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 or
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* 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 THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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import { SpineTexture } from "./SpineTexture.js";
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import type { BlendMode, NumberArrayLike } from "@esotericsoftware/spine-core";
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import type { ISlotMesh } from "./Spine.js";
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import { Mesh, MeshGeometry, MeshMaterial } from "@pixi/mesh";
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import { Texture } from "@pixi/core";
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export class SlotMesh extends Mesh implements ISlotMesh {
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public name: string = "";
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private static readonly auxColor = [0, 0, 0, 0];
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private warnedTwoTint: boolean = false;
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constructor () {
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const geometry = new MeshGeometry();
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geometry.getBuffer("aVertexPosition").static = false;
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geometry.getBuffer("aTextureCoord").static = false;
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const meshMaterial = new MeshMaterial(Texture.EMPTY);
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super(geometry, meshMaterial);
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}
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public updateFromSpineData (
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slotTexture: SpineTexture,
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slotBlendMode: BlendMode,
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slotName: string,
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finalVertices: NumberArrayLike,
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finalVerticesLength: number,
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finalIndices: NumberArrayLike,
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finalIndicesLength: number,
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darkTint: boolean
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): void {
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this.texture = slotTexture.texture;
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const vertLenght = (finalVerticesLength / (darkTint ? 12 : 8)) * 2;
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const textureCoord = this.geometry.getBuffer("aTextureCoord");
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if (textureCoord.data?.length !== vertLenght) {
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textureCoord.data = new Float32Array(vertLenght);
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}
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const vertexCoord = this.geometry.getBuffer("aVertexPosition");
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if (vertexCoord.data?.length !== vertLenght) {
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vertexCoord.data = new Float32Array(vertLenght);
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}
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let vertIndex = 0;
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let textureCoordData = textureCoord.data;
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let vertexCoordData = vertexCoord.data;
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for (let i = 0; i < finalVerticesLength; i += darkTint ? 12 : 8) {
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let auxi = i;
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vertexCoordData[vertIndex] = finalVertices[auxi++];
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vertexCoordData[vertIndex + 1] = finalVertices[auxi++];
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auxi += 4; // color
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textureCoordData[vertIndex] = finalVertices[auxi++];
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textureCoordData[vertIndex + 1] = finalVertices[auxi++];
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vertIndex += 2;
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}
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if (darkTint && !this.warnedTwoTint) {
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console.warn("DarkTint is not enabled by default. To enable use a DarkSlotMesh factory while creating the Spine object.");
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this.warnedTwoTint = true;
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}
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SlotMesh.auxColor[0] = finalVertices[2];
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SlotMesh.auxColor[1] = finalVertices[3];
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SlotMesh.auxColor[2] = finalVertices[4];
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SlotMesh.auxColor[3] = finalVertices[5];
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this.tint = SlotMesh.auxColor;
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this.alpha = SlotMesh.auxColor[3];
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this.blendMode = SpineTexture.toPixiBlending(slotBlendMode);
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const indexBuffer = this.geometry.indexBuffer;
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if (indexBuffer.data.length !== finalIndices.length) {
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indexBuffer.data = new Uint32Array(finalIndices);
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} else {
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const indexBufferData = indexBuffer.data;
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for (let i = 0; i < finalIndicesLength; i++) {
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indexBufferData[i] = finalIndices[i];
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}
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}
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this.name = slotName;
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textureCoord.update();
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vertexCoord.update();
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indexBuffer.update();
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}
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}
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