mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-10 00:58:43 +08:00
103 lines
4.5 KiB
TypeScript
103 lines
4.5 KiB
TypeScript
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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module spine.threejs {
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export class MeshBatcher {
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mesh: 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 (mesh: THREE.Mesh, maxVertices: number = 10920) {
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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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this.mesh = mesh;
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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.dynamic = true;
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geo.addAttribute("position", new THREE.InterleavedBufferAttribute(vertexBuffer, 3, 0, false));
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geo.addAttribute("color", new THREE.InterleavedBufferAttribute(vertexBuffer, 4, 3, false));
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geo.addAttribute("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().dynamic = true;
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geo.drawRange.start = 0;
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geo.drawRange.count = 0;
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mesh.geometry = geo;
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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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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 = true;
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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.mesh.geometry);
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geo.getIndex().needsUpdate = true;
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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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