2017-04-13 10:45:25 +02:00

103 lines
4.5 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 MeshBatcher {
mesh: THREE.Mesh;
private static VERTEX_SIZE = 9;
private vertexBuffer: THREE.InterleavedBuffer;
private vertices: Float32Array;
private verticesLength = 0;
private indices: Uint16Array;
private indicesLength = 0;
constructor (mesh: THREE.Mesh, maxVertices: number = 10920) {
if (maxVertices > 10920) throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices);
let vertices = this.vertices = new Float32Array(maxVertices * MeshBatcher.VERTEX_SIZE);
let indices = this.indices = new Uint16Array(maxVertices * 3);
this.mesh = mesh;
let geo = new THREE.BufferGeometry();
let vertexBuffer = this.vertexBuffer = new THREE.InterleavedBuffer(vertices, MeshBatcher.VERTEX_SIZE);
vertexBuffer.dynamic = true;
geo.addAttribute("position", new THREE.InterleavedBufferAttribute(vertexBuffer, 3, 0, false));
geo.addAttribute("color", new THREE.InterleavedBufferAttribute(vertexBuffer, 4, 3, false));
geo.addAttribute("uv", new THREE.InterleavedBufferAttribute(vertexBuffer, 2, 7, false));
geo.setIndex(new THREE.BufferAttribute(indices, 1));
geo.getIndex().dynamic = true;
geo.drawRange.start = 0;
geo.drawRange.count = 0;
mesh.geometry = geo;
}
begin () {
this.verticesLength = 0;
this.indicesLength = 0;
}
batch (vertices: ArrayLike<number>, verticesLength: number, indices: ArrayLike<number>, indicesLength: number, z: number = 0) {
let indexStart = this.verticesLength / MeshBatcher.VERTEX_SIZE;
let vertexBuffer = this.vertices;
let i = this.verticesLength;
let j = 0;
for (;j < verticesLength;) {
vertexBuffer[i++] = vertices[j++];
vertexBuffer[i++] = vertices[j++];
vertexBuffer[i++] = z;
vertexBuffer[i++] = vertices[j++];
vertexBuffer[i++] = vertices[j++];
vertexBuffer[i++] = vertices[j++];
vertexBuffer[i++] = vertices[j++];
vertexBuffer[i++] = vertices[j++];
vertexBuffer[i++] = vertices[j++];
}
this.verticesLength = i;
let indicesArray = this.indices;
for (i = this.indicesLength, j = 0; j < indicesLength; i++, j++)
indicesArray[i] = indices[j] + indexStart;
this.indicesLength += indicesLength;
}
end () {
this.vertexBuffer.needsUpdate = true;
this.vertexBuffer.updateRange.offset = 0;
this.vertexBuffer.updateRange.count = this.verticesLength;
let geo = (<THREE.BufferGeometry>this.mesh.geometry);
geo.getIndex().needsUpdate = true;
geo.getIndex().updateRange.offset = 0;
geo.getIndex().updateRange.count = this.indicesLength;
geo.drawRange.start = 0;
geo.drawRange.count = this.indicesLength;
}
}
}