mirror of
https://github.com/smallmain/cocos-enhance-kit.git
synced 2024-12-26 11:48:29 +00:00
[engine] Spine 组件所有特性原生平台适配
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commit
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@ -505,6 +505,12 @@ sp.Skeleton = cc.Class({
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if (isMultiSupport) {
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if (isMultiSupport) {
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if (!this.enableBatch) this.enableBatch = true;
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if (!this.enableBatch) this.enableBatch = true;
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}
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}
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if (CC_JSB) {
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if (this._nativeSkeleton) {
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this._nativeSkeleton.setUseMulti(isMultiSupport);
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}
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}
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}
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}
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this._materialCache = {};
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this._materialCache = {};
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},
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},
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@ -1012,29 +1018,21 @@ sp.Skeleton = cc.Class({
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},
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},
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/**
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/**
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* 获取 attachment 的 region
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* 获取 attachment 的 region 数据
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*/
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*/
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getRegion(slotName, attachmentName) {
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getRegionData(slotName, attachmentName) {
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const attachment = this.getAttachment(slotName, attachmentName);
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const attachment = this.getAttachment(slotName, attachmentName);
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if (attachment) {
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if (attachment) return new sp.RegionData(attachment);
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return attachment.region;
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}
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return null;
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return null;
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},
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},
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/**
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/**
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* 修改 attachment 的 region
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* 修改 attachment 的 region 数据
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*/
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*/
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setRegion(slotName, attachmentName, region) {
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setRegionData(slotName, attachmentName, regionData) {
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const attachment = this.getAttachment(slotName, attachmentName);
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const attachment = this.getAttachment(slotName, attachmentName);
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if (attachment) {
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if (attachment) {
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attachment.region = region;
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regionData.assignToAttachment(attachment);
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if (attachment instanceof sp.spine.MeshAttachment) {
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attachment.updateUVs();
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} else if (attachment instanceof sp.spine.RegionAttachment) {
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attachment.setRegion(region);
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attachment.updateOffset();
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}
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this.setVertsDirty();
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this.setVertsDirty();
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return true;
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return true;
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}
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}
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@ -28,6 +28,228 @@
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*/
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*/
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let SkeletonCache = !CC_JSB && require('./skeleton-cache').sharedCache;
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let SkeletonCache = !CC_JSB && require('./skeleton-cache').sharedCache;
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/**
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* Spine Attachment 的 Region 数据
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*/
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class RegionData {
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static middlewareTextureID = -1;
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static updateUV(region) {
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const texture = CC_JSB ? region.texture2D : region.texture._texture;
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if (region.rotate) {
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region.u = region.x / texture.width;
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region.v = region.y / texture.height;
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region.u2 = (region.x + region.height) / texture.width;
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region.v2 = (region.y + region.width) / texture.height;
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} else {
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region.u = region.x / texture.width;
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region.v = region.y / texture.height;
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region.u2 = (region.x + region.width) / texture.width;
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region.v2 = (region.y + region.height) / texture.height;
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}
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}
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x;
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y;
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degrees;
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texture;
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texture2D;
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u;
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v;
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u2;
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v2;
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width;
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height;
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rotate;
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offsetX;
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offsetY;
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originalWidth;
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originalHeight;
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constructor(attachmentOrSpriteFrame) {
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if (attachmentOrSpriteFrame instanceof cc.SpriteFrame) {
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this.initWithSpriteFrame(attachmentOrSpriteFrame);
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} else if (attachmentOrSpriteFrame != null) {
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this.initWithAttachment(attachmentOrSpriteFrame);
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}
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}
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initWithSpriteFrame(spriteFrame) {
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const texture = spriteFrame.getTexture();
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const rect = spriteFrame.getRect();
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const origSize = spriteFrame.getOriginalSize();
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const _offset = spriteFrame.getOffset();
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const rotate = spriteFrame.isRotated();
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const offset = cc.v2(
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(origSize.width - rect.width) * 0.5 + _offset.x,
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(origSize.height - rect.height) * 0.5 + _offset.y,
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);
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const degrees = rotate ? 270 : 0;
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this.x = rect.x;
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this.y = rect.y;
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this.width = rect.width;
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this.height = rect.height;
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this.originalWidth = origSize.width;
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this.originalHeight = origSize.height;
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this.offsetX = offset.x;
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this.offsetY = offset.y;
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this.rotate = degrees != 0;
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this.degrees = degrees;
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this.updateWithTexture2D(texture);
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}
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initWithAttachment(attachment) {
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if (CC_JSB) {
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this.x = attachment.regionX;
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this.y = attachment.regionY;
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this.width = attachment.regionWidth;
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this.height = attachment.regionHeight;
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this.originalWidth = attachment.regionOriginalWidth;
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this.originalHeight = attachment.regionOriginalHeight;
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this.offsetX = attachment.regionOffsetX;
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this.offsetY = attachment.regionOffsetY;
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this.degrees = attachment.regionDegrees;
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this.rotate = this.degrees !== 0;
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this.texture = attachment.textureForJSB;
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this.texture2D = attachment.getTexture2D();
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this.updateUV();
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} else {
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const region = attachment.region;
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this.x = region.x;
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this.y = region.y;
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this.width = region.width;
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this.height = region.height;
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this.originalWidth = region.originalWidth;
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this.originalHeight = region.originalHeight;
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this.offsetX = region.offsetX;
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this.offsetY = region.offsetY;
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this.rotate = region.rotate;
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this.degrees = region.degrees;
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this.texture = region.texture;
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this.texture2D = region.texture._texture;
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this.u = region.u;
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this.u2 = region.u2;
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this.v = region.v;
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this.v2 = region.v2;
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}
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}
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updateUV() {
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RegionData.updateUV(this);
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}
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updateWithPackedFrame(packedFrame) {
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this.x = packedFrame.x;
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this.y = packedFrame.y;
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this.updateWithTexture2D(packedFrame.texture);
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}
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updateWithTexture2D(texture2d) {
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if (CC_JSB) {
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const spTex = new middleware.Texture2D();
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spTex.setRealTextureIndex(RegionData.middlewareTextureID--);
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spTex.setPixelsWide(texture2d.width);
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spTex.setPixelsHigh(texture2d.height);
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spTex.setNativeTexture(texture2d.getImpl());
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this.texture = spTex;
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} else {
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this.texture = new sp.SkeletonTexture({
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width: texture2d.width,
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height: texture2d.height,
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});
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this.texture.setRealTexture(texture2d);
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}
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this.texture2D = texture2d;
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this.updateUV();
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}
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toSpriteFrame(strict) {
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if (strict && (this.degrees !== 270 || this.degrees !== 0)) {
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return null;
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}
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const frame = new cc.SpriteFrame(
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this.texture2D,
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cc.rect(this.x, this.y, this.width, this.height),
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this.rotate, // 如果 region 不是 0 或 270 则会出现问题
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cc.v2(this.offsetX - (this.originalWidth - this.width) * 0.5, this.offsetY - (this.originalHeight - this.height) * 0.5),
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cc.size(this.originalWidth, this.originalHeight),
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);
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return frame;
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}
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assignToAttachment(attachment, strict = true, resetDynamicAtlas = true) {
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if (CC_JSB) {
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if (resetDynamicAtlas) {
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// 如果有在使用动态合图则先还原
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if (attachment && attachment._spriteFrame) {
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const spriteFrame = attachment._spriteFrame;
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attachment._spriteFrame = null;
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spriteFrame.destroy();
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}
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}
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attachment._texture2D = this.texture2D;
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attachment.setRegionForJSB(this.texture, { x: this.x, y: this.y, w: this.width, h: this.height }, cc.size(this.originalWidth, this.originalHeight), cc.v2(this.offsetX, this.offsetY), this.degrees);
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} else {
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const region = attachment.region;
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if (resetDynamicAtlas) {
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// 如果有在使用动态合图则先还原
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if (region && region._spriteFrame) {
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const spriteFrame = region._spriteFrame;
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region._spriteFrame = null;
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spriteFrame.destroy();
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}
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}
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if (strict) {
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region.x = this.x;
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region.y = this.y;
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region.width = this.width;
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region.height = this.height;
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region.originalWidth = this.originalWidth;
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region.originalHeight = this.originalHeight;
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region.offsetX = this.offsetX;
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region.offsetY = this.offsetY;
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region.rotate = this.rotate;
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region.degrees = this.degrees;
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region.texture = this.texture;
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region.u = this.u;
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region.u2 = this.u2;
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region.v = this.v;
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region.v2 = this.v2;
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}
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if (attachment instanceof sp.spine.MeshAttachment) {
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attachment.updateUVs();
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} else if (attachment instanceof sp.spine.RegionAttachment) {
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attachment.setRegion(region);
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attachment.updateOffset();
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}
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}
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}
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reset() {
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this.texture = null;
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this.texture2D = null;
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}
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}
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/**
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/**
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* !#en The skeleton data of spine.
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* !#en The skeleton data of spine.
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* !#zh Spine 的 骨骼数据。
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* !#zh Spine 的 骨骼数据。
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@ -139,74 +361,7 @@ let SkeletonData = cc.Class({
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statics: {
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statics: {
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preventDeferredLoadDependents: true,
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preventDeferredLoadDependents: true,
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cloneId: 0,
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createRegion(spriteFrame, original = undefined) {
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const region = new sp.spine.TextureAtlasRegion();
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const texture = spriteFrame.getTexture();
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const rect = spriteFrame.getRect();
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const origSize = spriteFrame.getOriginalSize();
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const _offset = spriteFrame.getOffset();
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const rotate = spriteFrame.isRotated();
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const offset = cc.v2(
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(origSize.width - rect.width) * 0.5 + _offset.x,
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(origSize.height - rect.height) * 0.5 + _offset.y,
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);
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const degrees = rotate ? 270 : 0;
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if (original) {
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region.name = original.name;
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region.page = original.page;
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}
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region.x = rect.x;
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region.y = rect.y;
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region.width = rect.width;
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region.height = rect.height;
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region.originalWidth = origSize.width;
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region.originalHeight = origSize.height;
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region.offsetX = offset.x;
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region.offsetY = offset.y;
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region.rotate = degrees != 0;
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region.degrees = degrees;
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const skelTex = new sp.SkeletonTexture({
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width: texture.width,
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height: texture.height,
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});
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skelTex.setRealTexture(texture);
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region.texture = skelTex;
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this.updateRegionUV(region);
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return region;
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},
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updateRegionUV(region) {
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const texture = region.texture._texture;
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if (region.rotate) {
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region.u = region.x / texture.width;
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region.v = region.y / texture.height;
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region.u2 = (region.x + region.height) / texture.width;
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region.v2 = (region.y + region.width) / texture.height;
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} else {
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region.u = region.x / texture.width;
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region.v = region.y / texture.height;
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region.u2 = (region.x + region.width) / texture.width;
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region.v2 = (region.y + region.height) / texture.height;
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}
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},
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createSpriteFrame(region) {
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const frame = new cc.SpriteFrame(
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region.texture._texture,
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cc.rect(region.x, region.y, region.width, region.height),
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region.rotate, // 如果 region 不是 0 或 270 则会出现问题
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cc.v2(region.offsetX - (region.originalWidth - region.width) * 0.5, region.offsetY - (region.originalHeight - region.height) * 0.5),
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cc.size(region.originalWidth, region.originalHeight),
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);
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return frame;
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},
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},
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},
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// PUBLIC
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// PUBLIC
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@ -234,7 +389,6 @@ let SkeletonData = cc.Class({
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this._skinsEnum = null;
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this._skinsEnum = null;
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this._animsEnum = null;
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this._animsEnum = null;
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}
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}
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this._cloneId = 0;
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},
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},
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ensureTexturesLoaded (loaded, caller) {
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ensureTexturesLoaded (loaded, caller) {
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@ -396,48 +550,55 @@ let SkeletonData = cc.Class({
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*/
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*/
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clone: function () {
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clone: function () {
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const cloned = new SkeletonData();
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const cloned = new SkeletonData();
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cloned._cloneId = this._cloneId + 1;
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SkeletonData.cloneId++;
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const suffix = '(clone ' + String(cloned._cloneId) + ')';
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const suffix = '(clone ' + String(SkeletonData.cloneId) + ')';
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cloned._uuid = this._uuid + suffix;
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cloned._uuid = this._uuid.split('(')[0] + suffix;
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cloned.name = this.name + suffix;
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cloned.name = this.name + suffix;
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cloned.scale = this.scale;
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cloned.scale = this.scale;
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cloned.textureNames = this.textureNames;
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cloned.textures = this.textures;
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cloned._atlasText = this._atlasText;
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cloned._atlasText = this._atlasText;
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cloned.textureNames = this.textureNames;
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cloned._skeletonJson = this._skeletonJson;
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cloned._skeletonJson = this._skeletonJson;
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cloned._buffer = this._buffer;
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cloned.textures = this.textures;
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if (CC_JSB) {
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const realUuid = cloned._uuid;
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cloned._uuid = this._uuid;
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cloned._nativeUrl = this._nativeUrl;
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cloned._native = this._native;
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||||||
|
cloned.nativeUrl; // 触发 nativeUrl getter
|
||||||
|
cloned._uuid = realUuid;
|
||||||
|
} else {
|
||||||
|
cloned._buffer = this._buffer;
|
||||||
|
}
|
||||||
|
cloned.getRuntimeData();
|
||||||
|
|
||||||
return cloned;
|
return cloned;
|
||||||
},
|
},
|
||||||
|
|
||||||
destroy() {
|
_destroyFromDynamicAtlas() {
|
||||||
// 删除动态图集
|
|
||||||
if (this._atlasCache) {
|
|
||||||
const regions = this._atlasCache.regions;
|
|
||||||
for (const region of regions) {
|
|
||||||
if (region._spriteFrame) {
|
|
||||||
region._spriteFrame.destroy();
|
|
||||||
region._spriteFrame = null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (this._skeletonCache) {
|
if (this._skeletonCache) {
|
||||||
const skins = this._skeletonCache.skins;
|
const skins = this._skeletonCache.skins;
|
||||||
for (const skin of skins) {
|
for (const skin of skins) {
|
||||||
for (const attachments of skin.attachments) {
|
for (const attachments of skin.attachments) {
|
||||||
for (const key in attachments) {
|
for (const key in attachments) {
|
||||||
const region = attachments[key].region;
|
const region = CC_JSB ? attachments[key] : attachments[key].region;
|
||||||
if (region && region._spriteFrame) {
|
if (region && region._spriteFrame) {
|
||||||
region._spriteFrame.destroy();
|
const spriteFrame = region._spriteFrame;
|
||||||
region._spriteFrame = null;
|
region._spriteFrame = null;
|
||||||
|
spriteFrame.destroy();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
},
|
||||||
|
|
||||||
|
destroy() {
|
||||||
|
this._destroyFromDynamicAtlas();
|
||||||
SkeletonCache.removeSkeleton(this._uuid);
|
SkeletonCache.removeSkeleton(this._uuid);
|
||||||
this._super();
|
this._super();
|
||||||
},
|
},
|
||||||
});
|
});
|
||||||
|
|
||||||
sp.SkeletonData = module.exports = SkeletonData;
|
sp.SkeletonData = module.exports = SkeletonData;
|
||||||
|
sp.RegionData = RegionData;
|
||||||
|
@ -84,6 +84,7 @@ let _r, _g, _b, _fr, _fg, _fb, _fa, _dr, _dg, _db, _da;
|
|||||||
let _comp, _buffer, _renderer, _node, _needColor, _vertexEffect;
|
let _comp, _buffer, _renderer, _node, _needColor, _vertexEffect;
|
||||||
|
|
||||||
let _packedRegions = [];
|
let _packedRegions = [];
|
||||||
|
let _tmpRegionData = new sp.RegionData();
|
||||||
|
|
||||||
function _getSlotMaterial (tex, blendMode) {
|
function _getSlotMaterial (tex, blendMode) {
|
||||||
let src, dst;
|
let src, dst;
|
||||||
@ -225,12 +226,23 @@ export default class SpineAssembler extends Assembler {
|
|||||||
|
|
||||||
const skins = comp.skeletonData._skeletonCache.skins;
|
const skins = comp.skeletonData._skeletonCache.skins;
|
||||||
root: for (const skin of skins) {
|
root: for (const skin of skins) {
|
||||||
for (const attachment of skin.attachments) {
|
for (const attachments of skin.attachments) {
|
||||||
for (const key in attachment) {
|
for (const key in attachments) {
|
||||||
const region = attachment[key].region;
|
if (CC_JSB) {
|
||||||
if (region && region.texture) {
|
const attachment = attachments[key];
|
||||||
this.checkAndSwitchMaterial(comp, region.texture._texture, material);
|
if (attachment && attachment.getTexture2D) {
|
||||||
break root;
|
const texture = attachment.getTexture2D(comp.skeletonData);
|
||||||
|
if (texture) {
|
||||||
|
this.checkAndSwitchMaterial(comp, texture, material);
|
||||||
|
break root;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
const region = attachments[key].region;
|
||||||
|
if (region && region.texture) {
|
||||||
|
this.checkAndSwitchMaterial(comp, region.texture._texture, material);
|
||||||
|
break root;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -240,37 +252,27 @@ export default class SpineAssembler extends Assembler {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
bindPackedRegion(attachment, region) {
|
updatePackedAttachment(attachment, strict) {
|
||||||
|
_tmpRegionData.assignToAttachment(attachment, strict, false);
|
||||||
|
|
||||||
|
const region = CC_JSB ? attachment : attachment.region;
|
||||||
const frame = region._spriteFrame;
|
const frame = region._spriteFrame;
|
||||||
|
|
||||||
sp.SkeletonData.updateRegionUV(region);
|
|
||||||
if (attachment instanceof sp.spine.MeshAttachment) {
|
|
||||||
attachment.updateUVs();
|
|
||||||
} else {
|
|
||||||
attachment.setRegion(region);
|
|
||||||
attachment.updateOffset();
|
|
||||||
}
|
|
||||||
|
|
||||||
region._original._ref++;
|
region._original._ref++;
|
||||||
|
|
||||||
frame.once("_resetDynamicAtlasFrame", () => {
|
frame.once("_resetDynamicAtlasFrame", () => {
|
||||||
region.x = region._original._x;
|
_tmpRegionData.initWithAttachment(attachment);
|
||||||
region.y = region._original._y;
|
|
||||||
region.texture = region._original._texture;
|
|
||||||
region._original._ref--;
|
|
||||||
|
|
||||||
|
_tmpRegionData.x = region._original._x;
|
||||||
|
_tmpRegionData.y = region._original._y;
|
||||||
|
_tmpRegionData.texture = region._original._texture;
|
||||||
|
if (CC_JSB) _tmpRegionData.texture2D = region._original._texture2D;
|
||||||
|
region._original._ref--;
|
||||||
if (region._original._ref <= 0) {
|
if (region._original._ref <= 0) {
|
||||||
region._original = null;
|
region._original = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
// update uv
|
_tmpRegionData.assignToAttachment(attachment, true, false);
|
||||||
sp.SkeletonData.updateRegionUV(region);
|
_tmpRegionData.reset();
|
||||||
if (attachment instanceof sp.spine.MeshAttachment) {
|
|
||||||
attachment.updateUVs();
|
|
||||||
} else {
|
|
||||||
attachment.setRegion(region);
|
|
||||||
attachment.updateOffset();
|
|
||||||
}
|
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -287,47 +289,78 @@ export default class SpineAssembler extends Assembler {
|
|||||||
for (const attachments of skin.attachments) {
|
for (const attachments of skin.attachments) {
|
||||||
for (const key in attachments) {
|
for (const key in attachments) {
|
||||||
const attachment = attachments[key];
|
const attachment = attachments[key];
|
||||||
const region = attachment.region;
|
if (attachment) {
|
||||||
|
if (CC_JSB) {
|
||||||
|
if (!attachment._original && attachment.getTexture2D) {
|
||||||
|
const texture = attachment.getTexture2D(comp.skeletonData);
|
||||||
|
if (texture && texture.packable) {
|
||||||
|
if (attachment._spriteFrame) {
|
||||||
|
const spriteFrame = attachment._spriteFrame;
|
||||||
|
attachment._spriteFrame = null;
|
||||||
|
spriteFrame.destroy();
|
||||||
|
}
|
||||||
|
_tmpRegionData.initWithAttachment(attachment);
|
||||||
|
const frame = _tmpRegionData.toSpriteFrame();
|
||||||
|
const packedFrame = cc.dynamicAtlasManager.insertSpriteFrame(frame);
|
||||||
|
if (packedFrame) {
|
||||||
|
frame._setDynamicAtlasFrame(packedFrame);
|
||||||
|
|
||||||
if (region) {
|
attachment._original = {
|
||||||
if (region._original) {
|
_texture2D: texture,
|
||||||
// 可能出现多个 attachment 共用同一个 region
|
_texture: _tmpRegionData.texture,
|
||||||
if (_packedRegions.includes(region)) {
|
_x: attachment.regionX,
|
||||||
this.bindPackedRegion(attachment, region);
|
_y: attachment.regionY,
|
||||||
|
_ref: 0,
|
||||||
|
};
|
||||||
|
|
||||||
|
attachment._spriteFrame = frame;
|
||||||
|
|
||||||
|
_tmpRegionData.updateWithPackedFrame(packedFrame);
|
||||||
|
|
||||||
|
this.updatePackedAttachment(attachment);
|
||||||
|
} else {
|
||||||
|
frame.destroy();
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
} else if (region.texture && region.texture._texture.packable) {
|
} else {
|
||||||
if (region._spriteFrame) {
|
const region = attachment.region;
|
||||||
region._spriteFrame.destroy();
|
const alreadyInAtlas = !!region._original;
|
||||||
region._spriteFrame = null;
|
|
||||||
}
|
|
||||||
const frame = sp.SkeletonData.createSpriteFrame(region);
|
|
||||||
const packedFrame = cc.dynamicAtlasManager.insertSpriteFrame(frame);
|
|
||||||
if (packedFrame) {
|
|
||||||
frame._setDynamicAtlasFrame(packedFrame);
|
|
||||||
|
|
||||||
region._original = {
|
if (alreadyInAtlas) {
|
||||||
_texture: region.texture,
|
// 可能出现多个 attachment 共用同一个 region
|
||||||
_x: region.x,
|
if (_packedRegions.includes(region)) {
|
||||||
_y: region.y,
|
this.updatePackedAttachment(attachment, false);
|
||||||
_ref: 0,
|
}
|
||||||
};
|
} else if (region.texture && region.texture._texture.packable) {
|
||||||
|
if (region._spriteFrame) {
|
||||||
|
const spriteFrame = region._spriteFrame;
|
||||||
|
region._spriteFrame = null;
|
||||||
|
spriteFrame.destroy();
|
||||||
|
}
|
||||||
|
_tmpRegionData.initWithAttachment(attachment);
|
||||||
|
const frame = _tmpRegionData.toSpriteFrame();
|
||||||
|
const packedFrame = cc.dynamicAtlasManager.insertSpriteFrame(frame);
|
||||||
|
if (packedFrame) {
|
||||||
|
frame._setDynamicAtlasFrame(packedFrame);
|
||||||
|
|
||||||
region.texture = new sp.SkeletonTexture({
|
region._original = {
|
||||||
width: packedFrame.texture.width,
|
_texture: region.texture,
|
||||||
height: packedFrame.texture.height,
|
_x: region.x,
|
||||||
});
|
_y: region.y,
|
||||||
region.texture.setRealTexture(packedFrame.texture);
|
_ref: 0,
|
||||||
|
};
|
||||||
|
|
||||||
region.x = packedFrame.x;
|
region._spriteFrame = frame;
|
||||||
region.y = packedFrame.y;
|
|
||||||
|
|
||||||
// update uv
|
_tmpRegionData.updateWithPackedFrame(packedFrame);
|
||||||
region._spriteFrame = frame;
|
|
||||||
this.bindPackedRegion(attachment, region);
|
|
||||||
|
|
||||||
_packedRegions.push(region);
|
this.updatePackedAttachment(attachment);
|
||||||
} else {
|
|
||||||
frame.destroy();
|
_packedRegions.push(region);
|
||||||
|
} else {
|
||||||
|
frame.destroy();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -337,6 +370,7 @@ export default class SpineAssembler extends Assembler {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
_tmpRegionData.reset();
|
||||||
_packedRegions.length = 0;
|
_packedRegions.length = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user