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DarkSlotMesh.ts
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DarkSlotMesh.ts
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated September 24, 2021. Replaces all prior versions.
*
* Copyright (c) 2013-2021, 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";
import type { BlendMode, NumberArrayLike } from "@esotericsoftware/spine-core";
import { DarkTintMesh } from "./darkTintMesh/DarkTintMesh";
import type { ISlotMesh } from "./Spine";
export class DarkSlotMesh extends DarkTintMesh implements ISlotMesh {
public name: string = "";
private static auxColor = [0, 0, 0, 0];
constructor () {
super();
}
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;
if (this.geometry.getBuffer("aTextureCoord").data?.length !== vertLenght) {
this.geometry.getBuffer("aTextureCoord").data = new Float32Array(vertLenght);
}
if (this.geometry.getBuffer("aVertexPosition").data?.length !== vertLenght) {
this.geometry.getBuffer("aVertexPosition").data = new Float32Array(vertLenght);
}
let vertIndex = 0;
for (let i = 0; i < finalVerticesLength; i += darkTint ? 12 : 8) {
let auxi = i;
this.geometry.getBuffer("aVertexPosition").data[vertIndex] = finalVertices[auxi++];
this.geometry.getBuffer("aVertexPosition").data[vertIndex + 1] = finalVertices[auxi++];
auxi += 4; // color
this.geometry.getBuffer("aTextureCoord").data[vertIndex] = finalVertices[auxi++];
this.geometry.getBuffer("aTextureCoord").data[vertIndex + 1] = finalVertices[auxi++];
vertIndex += 2;
}
if (darkTint) {
DarkSlotMesh.auxColor[0] = finalVertices[8];
DarkSlotMesh.auxColor[1] = finalVertices[9];
DarkSlotMesh.auxColor[2] = finalVertices[10];
DarkSlotMesh.auxColor[3] = finalVertices[11];
this.darkTint = DarkSlotMesh.auxColor;
DarkSlotMesh.auxColor[0] = finalVertices[2];
DarkSlotMesh.auxColor[1] = finalVertices[3];
DarkSlotMesh.auxColor[2] = finalVertices[4];
DarkSlotMesh.auxColor[3] = finalVertices[5];
this.tint = DarkSlotMesh.auxColor;
} else {
DarkSlotMesh.auxColor[0] = finalVertices[2];
DarkSlotMesh.auxColor[1] = finalVertices[3];
DarkSlotMesh.auxColor[2] = finalVertices[4];
DarkSlotMesh.auxColor[3] = finalVertices[5];
this.tint = DarkSlotMesh.auxColor;
}
this.blendMode = SpineTexture.toPixiBlending(slotBlendMode);
if (this.geometry.indexBuffer.data.length !== finalIndices.length) {
this.geometry.indexBuffer.data = new Uint32Array(finalIndices);
} else {
for (let i = 0; i < finalIndicesLength; i++) {
this.geometry.indexBuffer.data[i] = finalIndices[i];
}
}
this.name = slotName;
this.geometry.getBuffer("aVertexPosition").update();
this.geometry.getBuffer("aTextureCoord").update();
this.geometry.indexBuffer.update();
}
}