2024-07-04 15:15:25 +02:00

124 lines
4.4 KiB
TypeScript

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, 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 { SpineTexture } from "./SpineTexture.js";
import type { BlendMode, NumberArrayLike } from "@esotericsoftware/spine-core";
import type { ISlotMesh } from "./Spine.js";
import { Mesh, MeshGeometry, MeshMaterial } from "@pixi/mesh";
import { Texture } from "@pixi/core";
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;
let textureCoordData = textureCoord.data;
let 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();
}
}