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初始化
This commit is contained in:
429
engine/extensions/spine/AttachUtil.js
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429
engine/extensions/spine/AttachUtil.js
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@@ -0,0 +1,429 @@
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/****************************************************************************
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Copyright (c) 2019 Xiamen Yaji Software Co., Ltd.
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https://www.cocos.com/
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||||
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||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated engine source code (the "Software"), a limited,
|
||||
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
|
||||
to use Cocos Creator solely to develop games on your target platforms. You shall
|
||||
not use Cocos Creator software for developing other software or tools that's
|
||||
used for developing games. You are not granted to publish, distribute,
|
||||
sublicense, and/or sell copies of Cocos Creator.
|
||||
|
||||
The software or tools in this License Agreement are licensed, not sold.
|
||||
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
****************************************************************************/
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import Mat4 from '../../cocos2d/core/value-types/mat4';
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const RenderFlow = require('../../cocos2d/core/renderer/render-flow');
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const FLAG_TRANSFORM = RenderFlow.FLAG_TRANSFORM;
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const EmptyHandle = function () {}
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const ATTACHED_ROOT_NAME = 'ATTACHED_NODE_TREE';
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const ATTACHED_PRE_NAME = 'ATTACHED_NODE:';
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const limitNode = function (node) {
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// attached node's world matrix update per frame
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Object.defineProperty(node, '_worldMatDirty', {
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get () { return true; },
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set (value) {/* do nothing */}
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});
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// shield world matrix calculate interface
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node._calculWorldMatrix = EmptyHandle;
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node._mulMat = EmptyHandle;
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};
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let _tempMat4 = new Mat4();
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/**
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* @module sp
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*/
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/**
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* !#en Attach node tool
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* !#zh 挂点工具类
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* @class sp.AttachUtil
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*/
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let AttachUtil = cc.Class({
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name: 'sp.AttachUtil',
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ctor () {
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this._inited = false;
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this._skeleton = null;
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this._skeletonNode = null;
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this._skeletonComp = null;
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this._attachedRootNode = null;
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this._attachedNodeArray = [];
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this._boneIndexToNode = {};
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},
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init (skeletonComp) {
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this._inited = true;
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this._skeleton = skeletonComp._skeleton;
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this._skeletonNode = skeletonComp.node;
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this._skeletonComp = skeletonComp;
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},
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reset () {
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this._inited = false;
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this._skeleton = null;
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this._skeletonNode = null;
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this._skeletonComp = null;
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},
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_prepareAttachNode () {
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let armature = this._skeleton;
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if (!armature) {
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return;
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}
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let rootNode = this._skeletonNode.getChildByName(ATTACHED_ROOT_NAME);
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if (!rootNode || !rootNode.isValid) {
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rootNode = new cc.Node(ATTACHED_ROOT_NAME);
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limitNode(rootNode);
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this._skeletonNode.addChild(rootNode);
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}
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let isCached = this._skeletonComp.isAnimationCached();
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if (isCached && this._skeletonComp._frameCache) {
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this._skeletonComp._frameCache.enableCacheAttachedInfo();
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}
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this._attachedRootNode = rootNode;
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return rootNode;
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},
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_buildBoneAttachedNode (bone, boneIndex) {
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let boneNodeName = ATTACHED_PRE_NAME + bone.data.name;
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let boneNode = new cc.Node(boneNodeName);
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this._buildBoneRelation(boneNode, bone, boneIndex);
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return boneNode;
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},
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_buildBoneRelation (boneNode, bone, boneIndex) {
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limitNode(boneNode);
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boneNode._bone = bone;
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boneNode._boneIndex = boneIndex;
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this._attachedNodeArray.push(boneNode);
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this._boneIndexToNode[boneIndex] = boneNode;
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},
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/**
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* !#en Gets attached root node.
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* !#zh 获取挂接节点树的根节点
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* @method getAttachedRootNode
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* @return {cc.Node}
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*/
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getAttachedRootNode () {
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return this._attachedRootNode;
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},
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/**
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* !#en Gets attached node which you want.
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* !#zh 获得对应的挂点
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* @method getAttachedNodes
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* @param {String} boneName
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* @return {Node[]}
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*/
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getAttachedNodes (boneName) {
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let nodeArray = this._attachedNodeArray;
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let res = [];
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if (!this._inited) return res;
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for (let i = 0, n = nodeArray.length; i < n; i++) {
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let boneNode = nodeArray[i];
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if (!boneNode || !boneNode.isValid) continue;
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if (boneNode.name === ATTACHED_PRE_NAME + boneName) {
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res.push(boneNode);
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}
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}
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return res;
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},
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_rebuildNodeArray () {
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let findMap = this._boneIndexToNode = {};
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let oldNodeArray = this._attachedNodeArray;
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let nodeArray = this._attachedNodeArray = [];
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for (let i = 0, n = oldNodeArray.length; i < n; i++) {
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let boneNode = oldNodeArray[i];
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if (!boneNode || !boneNode.isValid || boneNode._toRemove) continue;
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nodeArray.push(boneNode);
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findMap[boneNode._boneIndex] = boneNode;
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}
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},
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_sortNodeArray () {
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let nodeArray = this._attachedNodeArray;
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nodeArray.sort(function (a, b) {
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return a._boneIndex < b._boneIndex? -1 : 1;
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});
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},
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_getNodeByBoneIndex (boneIndex) {
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let findMap = this._boneIndexToNode;
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let boneNode = findMap[boneIndex];
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if (!boneNode || !boneNode.isValid) return null;
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return boneNode;
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},
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/**
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* !#en Destroy attached node which you want.
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* !#zh 销毁对应的挂点
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* @method destroyAttachedNodes
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* @param {String} boneName
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*/
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destroyAttachedNodes (boneName) {
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if (!this._inited) return;
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let nodeArray = this._attachedNodeArray;
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let markTree = function (rootNode) {
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let children = rootNode.children;
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for (let i = 0, n = children.length; i < n; i++) {
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let c = children[i];
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if (c) markTree(c);
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}
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rootNode._toRemove = true;
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}
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for (let i = 0, n = nodeArray.length; i < n; i++) {
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let boneNode = nodeArray[i];
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if (!boneNode || !boneNode.isValid) continue;
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let delName = boneNode.name.split(ATTACHED_PRE_NAME)[1];
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if (delName === boneName) {
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markTree(boneNode);
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boneNode.removeFromParent(true);
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boneNode.destroy();
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nodeArray[i] = null;
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}
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}
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this._rebuildNodeArray();
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},
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/**
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* !#en Traverse all bones to generate the minimum node tree containing the given bone names, NOTE that make sure the skeleton has initialized before calling this interface.
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* !#zh 遍历所有插槽,生成包含所有给定插槽名称的最小节点树,注意,调用该接口前请确保骨骼动画已经初始化好。
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* @method generateAttachedNodes
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* @param {String} boneName
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* @return {Node[]} attached node array
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*/
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generateAttachedNodes (boneName) {
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let targetNodes = [];
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if (!this._inited) return targetNodes;
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let rootNode = this._prepareAttachNode();
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if (!rootNode) return targetNodes;
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let res = [];
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let bones = this._skeleton.bones;
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for (let i = 0, n = bones.length; i < n; i++) {
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let bone = bones[i];
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let boneData = bone.data;
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if (boneData.name == boneName) {
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res.push(bone);
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}
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}
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let buildBoneTree = function (bone) {
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if (!bone) return;
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let boneData = bone.data;
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let boneNode = this._getNodeByBoneIndex(boneData.index);
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if (boneNode) return boneNode;
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boneNode = this._buildBoneAttachedNode(bone, boneData.index);
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let parentBoneNode = buildBoneTree(bone.parent) || rootNode;
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boneNode.parent = parentBoneNode;
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return boneNode;
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}.bind(this);
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for (let i = 0, n = res.length; i < n; i++) {
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let targetNode = buildBoneTree(res[i]);
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targetNodes.push(targetNode);
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}
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this._sortNodeArray();
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return targetNodes;
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},
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/**
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* !#en Destroy all attached node.
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* !#zh 销毁所有挂点
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* @method destroyAllAttachedNodes
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*/
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destroyAllAttachedNodes () {
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this._attachedRootNode = null;
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this._attachedNodeArray.length = 0;
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this._boneIndexToNode = {};
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if (!this._inited) return;
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let rootNode = this._skeletonNode.getChildByName(ATTACHED_ROOT_NAME);
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if (rootNode) {
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rootNode.removeFromParent(true);
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rootNode.destroy();
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rootNode = null;
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}
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},
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/**
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* !#en Traverse all bones to generate a tree containing all bones nodes, NOTE that make sure the skeleton has initialized before calling this interface.
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* !#zh 遍历所有插槽,生成包含所有插槽的节点树,注意,调用该接口前请确保骨骼动画已经初始化好。
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* @method generateAllAttachedNodes
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* @return {cc.Node} root node
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*/
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generateAllAttachedNodes () {
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if (!this._inited) return;
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// clear all records
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this._boneIndexToNode = {};
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this._attachedNodeArray.length = 0;
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let rootNode = this._prepareAttachNode();
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if (!rootNode) return;
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let bones = this._skeleton.bones;
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for (let i = 0, n = bones.length; i < n; i++) {
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let bone = bones[i];
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let boneData = bone.data;
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let parentNode = null;
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if (bone.parent) {
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let parentIndex = bone.parent.data.index;
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parentNode = this._boneIndexToNode[parentIndex];
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} else {
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parentNode = rootNode;
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}
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if (parentNode) {
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let boneNode = parentNode.getChildByName(ATTACHED_PRE_NAME + boneData.name);
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if (!boneNode || !boneNode.isValid) {
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boneNode = this._buildBoneAttachedNode(bone, boneData.index);
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parentNode.addChild(boneNode);
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} else {
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this._buildBoneRelation(boneNode, bone, boneData.index);
|
||||
}
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}
|
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}
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return rootNode;
|
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},
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_hasAttachedNode () {
|
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if (!this._inited) return false;
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let attachedRootNode = this._skeletonNode.getChildByName(ATTACHED_ROOT_NAME);
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return !!attachedRootNode;
|
||||
},
|
||||
|
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_associateAttachedNode () {
|
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if (!this._inited) return;
|
||||
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let rootNode = this._skeletonNode.getChildByName(ATTACHED_ROOT_NAME);
|
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if (!rootNode || !rootNode.isValid) return;
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this._attachedRootNode = rootNode;
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// clear all records
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this._boneIndexToNode = {};
|
||||
let nodeArray = this._attachedNodeArray;
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nodeArray.length = 0;
|
||||
limitNode(rootNode);
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||||
|
||||
if (!CC_NATIVERENDERER) {
|
||||
let isCached = this._skeletonComp.isAnimationCached();
|
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if (isCached && this._skeletonComp._frameCache) {
|
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this._skeletonComp._frameCache.enableCacheAttachedInfo();
|
||||
}
|
||||
}
|
||||
|
||||
let bones = this._skeleton.bones;
|
||||
for (let i = 0, n = bones.length; i < n; i++) {
|
||||
let bone = bones[i];
|
||||
let boneData = bone.data;
|
||||
let parentNode = null;
|
||||
if (bone.parent) {
|
||||
let parentIndex = bone.parent.data.index;
|
||||
parentNode = this._boneIndexToNode[parentIndex];
|
||||
} else {
|
||||
parentNode = rootNode;
|
||||
}
|
||||
|
||||
if (parentNode) {
|
||||
let boneNode = parentNode.getChildByName(ATTACHED_PRE_NAME + boneData.name);
|
||||
if (boneNode && boneNode.isValid) {
|
||||
this._buildBoneRelation(boneNode, bone, boneData.index);
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
_syncAttachedNode () {
|
||||
if (!this._inited) return;
|
||||
|
||||
let rootNode = this._attachedRootNode;
|
||||
let nodeArray = this._attachedNodeArray;
|
||||
if (!rootNode || !rootNode.isValid) {
|
||||
this._attachedRootNode = null;
|
||||
nodeArray.length = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
let rootMatrix = this._skeletonNode._worldMatrix;
|
||||
Mat4.copy(rootNode._worldMatrix, rootMatrix);
|
||||
rootNode._renderFlag &= ~FLAG_TRANSFORM;
|
||||
|
||||
let boneInfos = null;
|
||||
let isCached = this._skeletonComp.isAnimationCached();
|
||||
if (isCached) {
|
||||
boneInfos = this._skeletonComp._curFrame && this._skeletonComp._curFrame.boneInfos;
|
||||
} else {
|
||||
boneInfos = this._skeleton.bones;
|
||||
}
|
||||
|
||||
if (!boneInfos) return;
|
||||
|
||||
let mulMat = this._skeletonNode._mulMat;
|
||||
let matrixHandle = function (nodeMat, parentMat, bone) {
|
||||
let tm = _tempMat4.m;
|
||||
tm[0] = bone.a;
|
||||
tm[1] = bone.c;
|
||||
tm[4] = bone.b;
|
||||
tm[5] = bone.d;
|
||||
tm[12] = bone.worldX;
|
||||
tm[13] = bone.worldY;
|
||||
mulMat(nodeMat, parentMat, _tempMat4);
|
||||
};
|
||||
|
||||
let nodeArrayDirty = false;
|
||||
for (let i = 0, n = nodeArray.length; i < n; i++) {
|
||||
let boneNode = nodeArray[i];
|
||||
// Node has been destroy
|
||||
if (!boneNode || !boneNode.isValid) {
|
||||
nodeArray[i] = null;
|
||||
nodeArrayDirty = true;
|
||||
continue;
|
||||
}
|
||||
let bone = boneInfos[boneNode._boneIndex];
|
||||
// Bone has been destroy
|
||||
if (!bone) {
|
||||
boneNode.removeFromParent(true);
|
||||
boneNode.destroy();
|
||||
nodeArray[i] = null;
|
||||
nodeArrayDirty = true;
|
||||
continue;
|
||||
}
|
||||
matrixHandle(boneNode._worldMatrix, rootNode._worldMatrix, bone);
|
||||
boneNode._renderFlag &= ~FLAG_TRANSFORM;
|
||||
}
|
||||
if (nodeArrayDirty) {
|
||||
this._rebuildNodeArray();
|
||||
}
|
||||
},
|
||||
});
|
||||
|
||||
module.exports = sp.AttachUtil = AttachUtil;
|
||||
1392
engine/extensions/spine/Skeleton.js
Normal file
1392
engine/extensions/spine/Skeleton.js
Normal file
File diff suppressed because it is too large
Load Diff
BIN
engine/extensions/spine/editor/spine-asset.png
Normal file
BIN
engine/extensions/spine/editor/spine-asset.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 1.3 KiB |
259
engine/extensions/spine/editor/spine-meta.js
Normal file
259
engine/extensions/spine/editor/spine-meta.js
Normal file
@@ -0,0 +1,259 @@
|
||||
/****************************************************************************
|
||||
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
|
||||
|
||||
https://www.cocos.com/
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated engine source code (the "Software"), a limited,
|
||||
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
|
||||
to use Cocos Creator solely to develop games on your target platforms. You shall
|
||||
not use Cocos Creator software for developing other software or tools that's
|
||||
used for developing games. You are not granted to publish, distribute,
|
||||
sublicense, and/or sell copies of Cocos Creator.
|
||||
|
||||
The software or tools in this License Agreement are licensed, not sold.
|
||||
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
****************************************************************************/
|
||||
|
||||
'use strict';
|
||||
|
||||
/*
|
||||
* Reference:
|
||||
* http://en.esotericsoftware.com/spine-json-format
|
||||
*/
|
||||
|
||||
const Fs = require('fire-fs');
|
||||
const Path = require('fire-path');
|
||||
const Spine = require('../lib/spine');
|
||||
|
||||
const ATLAS_EXTS = ['.atlas', '.txt', '.atlas.txt', ''];
|
||||
const SPINE_ENCODING = { encoding: 'utf-8' };
|
||||
|
||||
const CustomAssetMeta = Editor.metas['custom-asset'];
|
||||
|
||||
function searchAtlas (skeletonPath, callback) {
|
||||
skeletonPath = Path.stripExt(skeletonPath);
|
||||
|
||||
function next (index) {
|
||||
var suffix = ATLAS_EXTS[index];
|
||||
var path = skeletonPath + suffix;
|
||||
Fs.exists(path, exists => {
|
||||
if (exists) {
|
||||
return callback(null, path);
|
||||
}
|
||||
else if (index + 1 < ATLAS_EXTS.length) {
|
||||
next(index + 1);
|
||||
}
|
||||
else {
|
||||
callback(new Error(`Can not find ${skeletonPath + ATLAS_EXTS[0]}`));
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
next(0);
|
||||
}
|
||||
|
||||
function loadAtlasText (skeletonPath, callback) {
|
||||
searchAtlas(skeletonPath, (err, path) => {
|
||||
if (err) {
|
||||
return callback(err);
|
||||
}
|
||||
Fs.readFile(path, SPINE_ENCODING, (err, data) => {
|
||||
callback(err, {
|
||||
data: data,
|
||||
atlasPath: path
|
||||
});
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
// A dummy texture loader to record all textures in atlas
|
||||
class TextureParser {
|
||||
constructor (atlasPath) {
|
||||
this.atlasPath = atlasPath;
|
||||
// array of loaded texture uuid
|
||||
this.textures = [];
|
||||
// array of corresponding line
|
||||
this.textureNames = [];
|
||||
}
|
||||
load (line) {
|
||||
var name = Path.basename(line);
|
||||
var base = Path.dirname(this.atlasPath);
|
||||
var path = Path.resolve(base, name);
|
||||
var uuid = Editor.assetdb.fspathToUuid(path);
|
||||
if (uuid) {
|
||||
console.log('UUID is initialized for "%s".', path);
|
||||
this.textures.push(uuid);
|
||||
this.textureNames.push(line);
|
||||
var tex = new Spine.Texture({});
|
||||
tex.setFilters = function() {};
|
||||
tex.setWraps = function() {};
|
||||
return tex;
|
||||
}
|
||||
else if (!Fs.existsSync(path)) {
|
||||
Editor.error('Can not find texture "%s" for atlas "%s"', line, this.atlasPath);
|
||||
}
|
||||
else {
|
||||
// AssetDB may call postImport more than once, we can get uuid in the next time.
|
||||
console.warn('WARN: UUID not yet initialized for "%s".', path);
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
class SpineMeta extends CustomAssetMeta {
|
||||
constructor (assetdb) {
|
||||
super(assetdb);
|
||||
this.textures = [];
|
||||
this.scale = 1;
|
||||
}
|
||||
|
||||
dests () {
|
||||
let rawPath = this._assetdb.uuidToFspath(this.uuid);
|
||||
let importPathNoExt = this._assetdb._uuidToImportPathNoExt(this.uuid);
|
||||
|
||||
let jsonPath = importPathNoExt + '.json';
|
||||
let extname = Path.extname(rawPath);
|
||||
let nativePath = importPathNoExt + extname;
|
||||
return [jsonPath, nativePath];
|
||||
}
|
||||
|
||||
// HACK - for inspector
|
||||
get texture () {
|
||||
return Editor.assetdb.uuidToUrl(this.textures[0]);
|
||||
}
|
||||
set texture (value) {
|
||||
this.textures[0] = Editor.assetdb.urlToUuid(value);
|
||||
}
|
||||
|
||||
static version () { return '1.2.5'; }
|
||||
static defaultType () {
|
||||
return 'spine';
|
||||
}
|
||||
|
||||
static validate (assetpath) {
|
||||
// handle binary file
|
||||
if (assetpath.endsWith(".skel")) {
|
||||
return true;
|
||||
}
|
||||
// TODO - import as a folder named '***.spine'
|
||||
var json;
|
||||
var text = Fs.readFileSync(assetpath, 'utf8');
|
||||
var fastTest = text.slice(0, 30);
|
||||
var maybe = ( fastTest.indexOf('slots') > 0 ||
|
||||
fastTest.indexOf('skins') > 0 ||
|
||||
fastTest.indexOf('events') > 0 ||
|
||||
fastTest.indexOf('animations') > 0 ||
|
||||
fastTest.indexOf('bones') > 0 ||
|
||||
fastTest.indexOf('skeleton') > 0 ||
|
||||
fastTest.indexOf('\"ik\"') > 0
|
||||
);
|
||||
if (maybe) {
|
||||
try {
|
||||
json = JSON.parse(text);
|
||||
}
|
||||
catch (e) {
|
||||
return false;
|
||||
}
|
||||
return Array.isArray(json.bones);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
_initTexture (asset, fspath, cb) {
|
||||
loadAtlasText(fspath, (err, res) => {
|
||||
if (err) {
|
||||
return cb(err);
|
||||
}
|
||||
|
||||
var db = this._assetdb;
|
||||
|
||||
// parse atlas textures
|
||||
var textureParser = new TextureParser(res.atlasPath);
|
||||
|
||||
try {
|
||||
new Spine.TextureAtlas(res.data, textureParser.load.bind(textureParser));
|
||||
}
|
||||
catch (err) {
|
||||
return cb(new Error(`Failed to load atlas file: "${res.atlasPath}". ${err.stack || err}`));
|
||||
}
|
||||
|
||||
this.textures = textureParser.textures;
|
||||
asset.textures = textureParser.textures.map(Editor.serialize.asAsset);
|
||||
asset.textureNames = textureParser.textureNames;
|
||||
asset.atlasText = res.data;
|
||||
db.saveAssetToLibrary(this.uuid, asset);
|
||||
cb();
|
||||
});
|
||||
}
|
||||
|
||||
_importJson (fspath, cb) {
|
||||
Fs.readFile(fspath, SPINE_ENCODING, (err, data) => {
|
||||
if (err) {
|
||||
return cb(err);
|
||||
}
|
||||
|
||||
var json;
|
||||
try {
|
||||
json = JSON.parse(data);
|
||||
}
|
||||
catch (e) {
|
||||
return cb(e);
|
||||
}
|
||||
|
||||
var asset = new sp.SkeletonData();
|
||||
asset.name = Path.basenameNoExt(fspath);
|
||||
asset.skeletonJson = json;
|
||||
asset.scale = this.scale;
|
||||
|
||||
this._initTexture(asset, fspath, cb);
|
||||
});
|
||||
}
|
||||
|
||||
_importBinary (fspath, cb) {
|
||||
// import native asset
|
||||
// Since skel is not in the white list of the WeChat suffix, bin is used instead
|
||||
let extname = ".bin";
|
||||
let dest = this._assetdb._uuidToImportPathNoExt(this.uuid) + extname;
|
||||
Fs.copy(fspath, dest, err => {
|
||||
if (err) {
|
||||
return cb(err);
|
||||
}
|
||||
|
||||
// import asset
|
||||
let asset = new sp.SkeletonData();
|
||||
asset.name = Path.basenameNoExt(fspath);
|
||||
asset._setRawAsset(extname);
|
||||
asset.scale = this.scale;
|
||||
|
||||
this._initTexture(asset, fspath, cb);
|
||||
});
|
||||
}
|
||||
|
||||
import (fspath, cb) {
|
||||
if (fspath.endsWith(".skel")) {
|
||||
this._importBinary(fspath, cb);
|
||||
} else {
|
||||
super.import(fspath, cb);
|
||||
}
|
||||
}
|
||||
|
||||
postImport (fspath, cb) {
|
||||
if (!fspath.endsWith(".skel")) {
|
||||
this._importJson(fspath, cb);
|
||||
} else {
|
||||
cb();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = SpineMeta;
|
||||
153
engine/extensions/spine/index.js
Normal file
153
engine/extensions/spine/index.js
Normal file
@@ -0,0 +1,153 @@
|
||||
/****************************************************************************
|
||||
Copyright (c) 2016 Chukong Technologies Inc.
|
||||
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
|
||||
|
||||
http://www.cocos2d-x.org
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
****************************************************************************/
|
||||
|
||||
/**
|
||||
* !#en
|
||||
* The global main namespace of Spine, all classes, functions,
|
||||
* properties and constants of Spine are defined in this namespace
|
||||
* !#zh
|
||||
* Spine 的全局的命名空间,
|
||||
* 与 Spine 相关的所有的类,函数,属性,常量都在这个命名空间中定义。
|
||||
* @module sp
|
||||
* @main sp
|
||||
*/
|
||||
|
||||
/*
|
||||
* Reference:
|
||||
* http://esotericsoftware.com/spine-runtime-terminology
|
||||
* http://esotericsoftware.com/files/runtime-diagram.png
|
||||
* http://en.esotericsoftware.com/spine-using-runtimes
|
||||
*/
|
||||
|
||||
var _global = typeof window === 'undefined' ? global : window;
|
||||
var _isUseSpine = true;
|
||||
|
||||
if (!CC_NATIVERENDERER) {
|
||||
_global.spine = require('./lib/spine');
|
||||
} else if (!_global.spine) {
|
||||
_isUseSpine = false;
|
||||
}
|
||||
|
||||
if (_isUseSpine) {
|
||||
_global.sp = _global.sp || {};
|
||||
|
||||
/**
|
||||
* !#en
|
||||
* The global time scale of Spine.
|
||||
* !#zh
|
||||
* Spine 全局时间缩放率。
|
||||
* @example
|
||||
* sp.timeScale = 0.8;
|
||||
*/
|
||||
sp._timeScale = 1.0;
|
||||
Object.defineProperty(sp, 'timeScale', {
|
||||
get () {
|
||||
return this._timeScale;
|
||||
},
|
||||
set (value) {
|
||||
this._timeScale = value;
|
||||
},
|
||||
configurable: true,
|
||||
});
|
||||
|
||||
// The attachment type of spine. It contains three type: REGION(0), BOUNDING_BOX(1), MESH(2) and SKINNED_MESH.
|
||||
sp.ATTACHMENT_TYPE = {
|
||||
REGION: 0,
|
||||
BOUNDING_BOX: 1,
|
||||
MESH: 2,
|
||||
SKINNED_MESH:3
|
||||
};
|
||||
|
||||
/**
|
||||
* !#en The event type of spine skeleton animation.
|
||||
* !#zh 骨骼动画事件类型。
|
||||
* @enum AnimationEventType
|
||||
*/
|
||||
sp.AnimationEventType = cc.Enum({
|
||||
/**
|
||||
* !#en The play spine skeleton animation start type.
|
||||
* !#zh 开始播放骨骼动画。
|
||||
* @property {Number} START
|
||||
*/
|
||||
START: 0,
|
||||
/**
|
||||
* !#en Another entry has replaced this entry as the current entry. This entry may continue being applied for mixing.
|
||||
* !#zh 当前的 entry 被其他的 entry 替换。当使用 mixing 时,当前的 entry 会继续运行。
|
||||
*/
|
||||
INTERRUPT: 1,
|
||||
/**
|
||||
* !#en The play spine skeleton animation finish type.
|
||||
* !#zh 播放骨骼动画结束。
|
||||
* @property {Number} END
|
||||
*/
|
||||
END: 2,
|
||||
/**
|
||||
* !#en The entry will be disposed.
|
||||
* !#zh entry 将被销毁。
|
||||
*/
|
||||
DISPOSE: 3,
|
||||
/**
|
||||
* !#en The play spine skeleton animation complete type.
|
||||
* !#zh 播放骨骼动画完成。
|
||||
* @property {Number} COMPLETE
|
||||
*/
|
||||
COMPLETE: 4,
|
||||
/**
|
||||
* !#en The spine skeleton animation event type.
|
||||
* !#zh 骨骼动画事件。
|
||||
* @property {Number} EVENT
|
||||
*/
|
||||
EVENT: 5
|
||||
});
|
||||
|
||||
/**
|
||||
* @module sp
|
||||
*/
|
||||
if (!CC_EDITOR || !Editor.isMainProcess) {
|
||||
|
||||
sp.spine = _global.spine;
|
||||
if (!CC_NATIVERENDERER) {
|
||||
require('./skeleton-texture');
|
||||
}
|
||||
|
||||
require('./skeleton-data');
|
||||
require('./vertex-effect-delegate');
|
||||
require('./Skeleton');
|
||||
require('./spine-assembler');
|
||||
}
|
||||
else {
|
||||
require('./skeleton-data');
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* !#en
|
||||
* `sp.spine` is the namespace for official Spine Runtime, which officially implemented and maintained by Spine.<br>
|
||||
* Please refer to the official documentation for its detailed usage: [http://en.esotericsoftware.com/spine-using-runtimes](http://en.esotericsoftware.com/spine-using-runtimes)
|
||||
* !#zh
|
||||
* sp.spine 模块是 Spine 官方运行库的 API 入口,由 Spine 官方统一实现和维护,具体用法请参考:[http://zh.esotericsoftware.com/spine-using-runtimes](http://zh.esotericsoftware.com/spine-using-runtimes)
|
||||
* @module sp.spine
|
||||
* @main sp.spine
|
||||
*/
|
||||
27
engine/extensions/spine/lib/LICENSE
Normal file
27
engine/extensions/spine/lib/LICENSE
Normal file
@@ -0,0 +1,27 @@
|
||||
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.
|
||||
1331
engine/extensions/spine/lib/spine.d.ts
vendored
Normal file
1331
engine/extensions/spine/lib/spine.d.ts
vendored
Normal file
File diff suppressed because it is too large
Load Diff
8174
engine/extensions/spine/lib/spine.js
Normal file
8174
engine/extensions/spine/lib/spine.js
Normal file
File diff suppressed because it is too large
Load Diff
648
engine/extensions/spine/skeleton-cache.js
Normal file
648
engine/extensions/spine/skeleton-cache.js
Normal file
@@ -0,0 +1,648 @@
|
||||
/****************************************************************************
|
||||
Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
|
||||
|
||||
https://www.cocos.com/
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated engine source code (the "Software"), a limited,
|
||||
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
|
||||
to use Cocos Creator solely to develop games on your target platforms. You shall
|
||||
not use Cocos Creator software for developing other software or tools that's
|
||||
used for developing games. You are not granted to publish, distribute,
|
||||
sublicense, and/or sell copies of Cocos Creator.
|
||||
|
||||
The software or tools in this License Agreement are licensed, not sold.
|
||||
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
****************************************************************************/
|
||||
const TrackEntryListeners = require('./track-entry-listeners');
|
||||
const spine = require('./lib/spine');
|
||||
// Permit max cache time, unit is second.
|
||||
const MaxCacheTime = 30;
|
||||
const FrameTime = 1 / 60;
|
||||
|
||||
let _vertices = [];
|
||||
let _indices = [];
|
||||
let _boneInfoOffset = 0;
|
||||
let _vertexOffset = 0;
|
||||
let _indexOffset = 0;
|
||||
let _vfOffset = 0;
|
||||
let _preTexUrl = null;
|
||||
let _preBlendMode = null;
|
||||
let _segVCount = 0;
|
||||
let _segICount = 0;
|
||||
let _segOffset = 0;
|
||||
let _colorOffset = 0;
|
||||
let _preFinalColor = null;
|
||||
let _preDarkColor = null;
|
||||
// x y u v c1 c2
|
||||
let _perVertexSize = 6;
|
||||
// x y u v r1 g1 b1 a1 r2 g2 b2 a2
|
||||
let _perClipVertexSize = 12;
|
||||
let _vfCount = 0, _indexCount = 0;
|
||||
let _tempr, _tempg, _tempb, _tempa;
|
||||
let _finalColor32, _darkColor32;
|
||||
let _finalColor = new spine.Color(1, 1, 1, 1);
|
||||
let _darkColor = new spine.Color(1, 1, 1, 1);
|
||||
let _quadTriangles = [0, 1, 2, 2, 3, 0];
|
||||
|
||||
//Cache all frames in an animation
|
||||
let AnimationCache = cc.Class({
|
||||
ctor () {
|
||||
this._privateMode = false;
|
||||
this._inited = false;
|
||||
this._invalid = true;
|
||||
this._enableCacheAttachedInfo = false;
|
||||
this.frames = [];
|
||||
this.totalTime = 0;
|
||||
this._frameIdx = -1;
|
||||
this.isCompleted = false;
|
||||
|
||||
this._skeletonInfo = null;
|
||||
this._animationName = null;
|
||||
this._tempSegments = null;
|
||||
this._tempColors = null;
|
||||
this._tempBoneInfos = null;
|
||||
},
|
||||
|
||||
init (skeletonInfo, animationName) {
|
||||
this._inited = true;
|
||||
this._animationName = animationName;
|
||||
this._skeletonInfo = skeletonInfo;
|
||||
},
|
||||
|
||||
// Clear texture quote.
|
||||
clear () {
|
||||
this._inited = false;
|
||||
for (let i = 0, n = this.frames.length; i < n; i++) {
|
||||
let frame = this.frames[i];
|
||||
frame.segments.length = 0;
|
||||
}
|
||||
this.invalidAllFrame();
|
||||
},
|
||||
|
||||
bind (listener) {
|
||||
let completeHandle = function (entry) {
|
||||
if (entry && entry.animation.name === this._animationName) {
|
||||
this.isCompleted = true;
|
||||
}
|
||||
}.bind(this);
|
||||
|
||||
listener.complete = completeHandle;
|
||||
},
|
||||
|
||||
unbind (listener) {
|
||||
listener.complete = null;
|
||||
},
|
||||
|
||||
begin () {
|
||||
if (!this._invalid) return;
|
||||
|
||||
let skeletonInfo = this._skeletonInfo;
|
||||
let preAnimationCache = skeletonInfo.curAnimationCache;
|
||||
|
||||
if (preAnimationCache && preAnimationCache !== this) {
|
||||
if (this._privateMode) {
|
||||
// Private cache mode just invalid pre animation frame.
|
||||
preAnimationCache.invalidAllFrame();
|
||||
} else {
|
||||
// If pre animation not finished, play it to the end.
|
||||
preAnimationCache.updateToFrame();
|
||||
}
|
||||
}
|
||||
|
||||
let skeleton = skeletonInfo.skeleton;
|
||||
let listener = skeletonInfo.listener;
|
||||
let state = skeletonInfo.state;
|
||||
|
||||
let animation = skeleton.data.findAnimation(this._animationName);
|
||||
state.setAnimationWith(0, animation, false);
|
||||
this.bind(listener);
|
||||
|
||||
// record cur animation cache
|
||||
skeletonInfo.curAnimationCache = this;
|
||||
this._frameIdx = -1;
|
||||
this.isCompleted = false;
|
||||
this.totalTime = 0;
|
||||
this._invalid = false;
|
||||
},
|
||||
|
||||
end () {
|
||||
if (!this._needToUpdate()) {
|
||||
// clear cur animation cache
|
||||
this._skeletonInfo.curAnimationCache = null;
|
||||
this.frames.length = this._frameIdx + 1;
|
||||
this.isCompleted = true;
|
||||
this.unbind(this._skeletonInfo.listener);
|
||||
}
|
||||
},
|
||||
|
||||
_needToUpdate (toFrameIdx) {
|
||||
return !this.isCompleted &&
|
||||
this.totalTime < MaxCacheTime &&
|
||||
(toFrameIdx == undefined || this._frameIdx < toFrameIdx);
|
||||
},
|
||||
|
||||
updateToFrame (toFrameIdx) {
|
||||
if (!this._inited) return;
|
||||
|
||||
this.begin();
|
||||
|
||||
if (!this._needToUpdate(toFrameIdx)) return;
|
||||
|
||||
let skeletonInfo = this._skeletonInfo;
|
||||
let skeleton = skeletonInfo.skeleton;
|
||||
let clipper = skeletonInfo.clipper;
|
||||
let state = skeletonInfo.state;
|
||||
|
||||
do {
|
||||
// Solid update frame rate 1/60.
|
||||
skeleton.update(FrameTime);
|
||||
state.update(FrameTime);
|
||||
state.apply(skeleton);
|
||||
skeleton.updateWorldTransform();
|
||||
this._frameIdx++;
|
||||
this._updateFrame(skeleton, clipper, this._frameIdx);
|
||||
this.totalTime += FrameTime;
|
||||
} while (this._needToUpdate(toFrameIdx));
|
||||
|
||||
this.end();
|
||||
},
|
||||
|
||||
isInited () {
|
||||
return this._inited;
|
||||
},
|
||||
|
||||
isInvalid () {
|
||||
return this._invalid;
|
||||
},
|
||||
|
||||
invalidAllFrame () {
|
||||
this.isCompleted = false;
|
||||
this._invalid = true;
|
||||
},
|
||||
|
||||
updateAllFrame () {
|
||||
this.invalidAllFrame();
|
||||
this.updateToFrame();
|
||||
},
|
||||
|
||||
enableCacheAttachedInfo () {
|
||||
if (!this._enableCacheAttachedInfo) {
|
||||
this._enableCacheAttachedInfo = true;
|
||||
this.invalidAllFrame();
|
||||
}
|
||||
},
|
||||
|
||||
_updateFrame (skeleton, clipper, index) {
|
||||
_vfOffset = 0;
|
||||
_boneInfoOffset = 0;
|
||||
_indexOffset = 0;
|
||||
_vertexOffset = 0;
|
||||
_preTexUrl = null;
|
||||
_preBlendMode = null;
|
||||
_segVCount = 0;
|
||||
_segICount = 0;
|
||||
_segOffset = 0;
|
||||
_colorOffset = 0;
|
||||
_preFinalColor = null;
|
||||
_preDarkColor = null;
|
||||
|
||||
this.frames[index] = this.frames[index] || {
|
||||
segments : [],
|
||||
colors : [],
|
||||
boneInfos : [],
|
||||
vertices : null,
|
||||
uintVert : null,
|
||||
indices : null,
|
||||
};
|
||||
let frame = this.frames[index];
|
||||
|
||||
let segments = this._tempSegments = frame.segments;
|
||||
let colors = this._tempColors = frame.colors;
|
||||
let boneInfos = this._tempBoneInfos = frame.boneInfos;
|
||||
this._traverseSkeleton(skeleton, clipper);
|
||||
if (_colorOffset > 0) {
|
||||
colors[_colorOffset - 1].vfOffset = _vfOffset;
|
||||
}
|
||||
colors.length = _colorOffset;
|
||||
boneInfos.length = _boneInfoOffset;
|
||||
// Handle pre segment.
|
||||
let preSegOffset = _segOffset - 1;
|
||||
if (preSegOffset >= 0) {
|
||||
// Judge segment vertex count is not empty.
|
||||
if (_segICount > 0) {
|
||||
let preSegInfo = segments[preSegOffset];
|
||||
preSegInfo.indexCount = _segICount;
|
||||
preSegInfo.vfCount = _segVCount * _perVertexSize;
|
||||
preSegInfo.vertexCount = _segVCount;
|
||||
segments.length = _segOffset;
|
||||
} else {
|
||||
// Discard pre segment.
|
||||
segments.length = _segOffset - 1;
|
||||
}
|
||||
}
|
||||
|
||||
// Segments is empty,discard all segments.
|
||||
if (segments.length == 0) return;
|
||||
|
||||
// Fill vertices
|
||||
let vertices = frame.vertices;
|
||||
let uintVert = frame.uintVert;
|
||||
if (!vertices || vertices.length < _vfOffset) {
|
||||
vertices = frame.vertices = new Float32Array(_vfOffset);
|
||||
uintVert = frame.uintVert = new Uint32Array(vertices.buffer);
|
||||
}
|
||||
for (let i = 0, j = 0; i < _vfOffset;) {
|
||||
vertices[i++] = _vertices[j++]; // x
|
||||
vertices[i++] = _vertices[j++]; // y
|
||||
vertices[i++] = _vertices[j++]; // u
|
||||
vertices[i++] = _vertices[j++]; // v
|
||||
uintVert[i++] = _vertices[j++]; // color1
|
||||
uintVert[i++] = _vertices[j++]; // color2
|
||||
}
|
||||
|
||||
// Fill indices
|
||||
let indices = frame.indices;
|
||||
if (!indices || indices.length < _indexOffset) {
|
||||
indices = frame.indices = new Uint16Array(_indexOffset);
|
||||
}
|
||||
|
||||
for (let i = 0; i < _indexOffset; i++) {
|
||||
indices[i] = _indices[i];
|
||||
}
|
||||
|
||||
frame.vertices = vertices;
|
||||
frame.uintVert = uintVert;
|
||||
frame.indices = indices;
|
||||
},
|
||||
|
||||
fillVertices (skeletonColor, attachmentColor, slotColor, clipper, slot) {
|
||||
|
||||
_tempa = slotColor.a * attachmentColor.a * skeletonColor.a * 255;
|
||||
_tempr = attachmentColor.r * skeletonColor.r * 255;
|
||||
_tempg = attachmentColor.g * skeletonColor.g * 255;
|
||||
_tempb = attachmentColor.b * skeletonColor.b * 255;
|
||||
|
||||
_finalColor.r = _tempr * slotColor.r;
|
||||
_finalColor.g = _tempg * slotColor.g;
|
||||
_finalColor.b = _tempb * slotColor.b;
|
||||
_finalColor.a = _tempa;
|
||||
|
||||
if (slot.darkColor == null) {
|
||||
_darkColor.set(0.0, 0, 0, 1.0);
|
||||
} else {
|
||||
_darkColor.r = slot.darkColor.r * _tempr;
|
||||
_darkColor.g = slot.darkColor.g * _tempg;
|
||||
_darkColor.b = slot.darkColor.b * _tempb;
|
||||
}
|
||||
_darkColor.a = 0;
|
||||
|
||||
_finalColor32 = ((_finalColor.a<<24) >>> 0) + (_finalColor.b<<16) + (_finalColor.g<<8) + _finalColor.r;
|
||||
_darkColor32 = ((_darkColor.a<<24) >>> 0) + (_darkColor.b<<16) + (_darkColor.g<<8) + _darkColor.r;
|
||||
|
||||
if (_preFinalColor !== _finalColor32 || _preDarkColor !== _darkColor32) {
|
||||
let colors = this._tempColors;
|
||||
_preFinalColor = _finalColor32;
|
||||
_preDarkColor = _darkColor32;
|
||||
if (_colorOffset > 0) {
|
||||
colors[_colorOffset - 1].vfOffset = _vfOffset;
|
||||
}
|
||||
colors[_colorOffset++] = {
|
||||
fr : _finalColor.r,
|
||||
fg : _finalColor.g,
|
||||
fb : _finalColor.b,
|
||||
fa : _finalColor.a,
|
||||
dr : _darkColor.r,
|
||||
dg : _darkColor.g,
|
||||
db : _darkColor.b,
|
||||
da : _darkColor.a,
|
||||
vfOffset : 0
|
||||
}
|
||||
}
|
||||
|
||||
if (!clipper.isClipping()) {
|
||||
|
||||
for (let v = _vfOffset, n = _vfOffset + _vfCount; v < n; v += _perVertexSize) {
|
||||
_vertices[v + 4] = _finalColor32; // light color
|
||||
_vertices[v + 5] = _darkColor32; // dark color
|
||||
}
|
||||
|
||||
} else {
|
||||
clipper.clipTriangles(_vertices, _vfCount, _indices, _indexCount, _vertices, _finalColor, _darkColor, true, _perVertexSize, _indexOffset, _vfOffset, _vfOffset + 2);
|
||||
let clippedVertices = clipper.clippedVertices;
|
||||
let clippedTriangles = clipper.clippedTriangles;
|
||||
|
||||
// insure capacity
|
||||
_indexCount = clippedTriangles.length;
|
||||
_vfCount = clippedVertices.length / _perClipVertexSize * _perVertexSize;
|
||||
|
||||
// fill indices
|
||||
for (let ii = 0, jj = _indexOffset, nn = clippedTriangles.length; ii < nn;) {
|
||||
_indices[jj++] = clippedTriangles[ii++];
|
||||
}
|
||||
|
||||
// fill vertices contain x y u v light color dark color
|
||||
for (let v = 0, n = clippedVertices.length, offset = _vfOffset; v < n; v += 12, offset += _perVertexSize) {
|
||||
_vertices[offset] = clippedVertices[v]; // x
|
||||
_vertices[offset + 1] = clippedVertices[v + 1]; // y
|
||||
_vertices[offset + 2] = clippedVertices[v + 6]; // u
|
||||
_vertices[offset + 3] = clippedVertices[v + 7]; // v
|
||||
|
||||
_vertices[offset + 4] = _finalColor32;
|
||||
_vertices[offset + 5] = _darkColor32;
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
_traverseSkeleton (skeleton, clipper) {
|
||||
let segments = this._tempSegments;
|
||||
let boneInfos = this._tempBoneInfos;
|
||||
let skeletonColor = skeleton.color;
|
||||
let attachment, attachmentColor, slotColor, uvs, triangles;
|
||||
let isRegion, isMesh, isClip;
|
||||
let texture;
|
||||
let preSegOffset, preSegInfo;
|
||||
let blendMode;
|
||||
let slot;
|
||||
|
||||
let bones = skeleton.bones;
|
||||
if (this._enableCacheAttachedInfo) {
|
||||
for (let i = 0, l = bones.length; i < l; i++, _boneInfoOffset++) {
|
||||
let bone = bones[i];
|
||||
let boneInfo = boneInfos[_boneInfoOffset];
|
||||
if (!boneInfo) {
|
||||
boneInfo = boneInfos[_boneInfoOffset] = {};
|
||||
}
|
||||
boneInfo.a = bone.a;
|
||||
boneInfo.b = bone.b;
|
||||
boneInfo.c = bone.c;
|
||||
boneInfo.d = bone.d;
|
||||
boneInfo.worldX = bone.worldX;
|
||||
boneInfo.worldY = bone.worldY;
|
||||
}
|
||||
}
|
||||
|
||||
for (let slotIdx = 0, slotCount = skeleton.drawOrder.length; slotIdx < slotCount; slotIdx++) {
|
||||
slot = skeleton.drawOrder[slotIdx];
|
||||
|
||||
if(!slot.bone.active) {
|
||||
continue;
|
||||
}
|
||||
|
||||
_vfCount = 0;
|
||||
_indexCount = 0;
|
||||
|
||||
attachment = slot.getAttachment();
|
||||
if (!attachment) {
|
||||
clipper.clipEndWithSlot(slot);
|
||||
continue;
|
||||
}
|
||||
|
||||
isRegion = attachment instanceof spine.RegionAttachment;
|
||||
isMesh = attachment instanceof spine.MeshAttachment;
|
||||
isClip = attachment instanceof spine.ClippingAttachment;
|
||||
|
||||
if (isClip) {
|
||||
clipper.clipStart(slot, attachment);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!isRegion && !isMesh) {
|
||||
clipper.clipEndWithSlot(slot);
|
||||
continue;
|
||||
}
|
||||
|
||||
texture = attachment.region.texture._texture;
|
||||
if (!texture) {
|
||||
clipper.clipEndWithSlot(slot);
|
||||
continue;
|
||||
}
|
||||
|
||||
blendMode = slot.data.blendMode;
|
||||
if (_preTexUrl !== texture.nativeUrl || _preBlendMode !== blendMode) {
|
||||
_preTexUrl = texture.nativeUrl;
|
||||
_preBlendMode = blendMode;
|
||||
// Handle pre segment.
|
||||
preSegOffset = _segOffset - 1;
|
||||
if (preSegOffset >= 0) {
|
||||
if (_segICount > 0) {
|
||||
preSegInfo = segments[preSegOffset];
|
||||
preSegInfo.indexCount = _segICount;
|
||||
preSegInfo.vertexCount = _segVCount;
|
||||
preSegInfo.vfCount = _segVCount * _perVertexSize;
|
||||
} else {
|
||||
// Discard pre segment.
|
||||
_segOffset--;
|
||||
}
|
||||
}
|
||||
// Handle now segment.
|
||||
segments[_segOffset] = {
|
||||
tex : texture,
|
||||
blendMode : blendMode,
|
||||
indexCount : 0,
|
||||
vertexCount : 0,
|
||||
vfCount : 0
|
||||
};
|
||||
_segOffset++;
|
||||
_segICount = 0;
|
||||
_segVCount = 0;
|
||||
}
|
||||
|
||||
if (isRegion) {
|
||||
|
||||
triangles = _quadTriangles;
|
||||
|
||||
// insure capacity
|
||||
_vfCount = 4 * _perVertexSize;
|
||||
_indexCount = 6;
|
||||
|
||||
// compute vertex and fill x y
|
||||
attachment.computeWorldVertices(slot.bone, _vertices, _vfOffset, _perVertexSize);
|
||||
}
|
||||
else if (isMesh) {
|
||||
|
||||
triangles = attachment.triangles;
|
||||
|
||||
// insure capacity
|
||||
_vfCount = (attachment.worldVerticesLength >> 1) * _perVertexSize;
|
||||
_indexCount = triangles.length;
|
||||
|
||||
// compute vertex and fill x y
|
||||
attachment.computeWorldVertices(slot, 0, attachment.worldVerticesLength, _vertices, _vfOffset, _perVertexSize);
|
||||
}
|
||||
|
||||
if (_vfCount == 0 || _indexCount == 0) {
|
||||
clipper.clipEndWithSlot(slot);
|
||||
continue;
|
||||
}
|
||||
|
||||
// fill indices
|
||||
for (let ii = 0, jj = _indexOffset, nn = triangles.length; ii < nn;) {
|
||||
_indices[jj++] = triangles[ii++];
|
||||
}
|
||||
|
||||
// fill u v
|
||||
uvs = attachment.uvs;
|
||||
for (let v = _vfOffset, n = _vfOffset + _vfCount, u = 0; v < n; v += _perVertexSize, u += 2) {
|
||||
_vertices[v + 2] = uvs[u]; // u
|
||||
_vertices[v + 3] = uvs[u + 1]; // v
|
||||
}
|
||||
|
||||
attachmentColor = attachment.color;
|
||||
slotColor = slot.color;
|
||||
|
||||
this.fillVertices(skeletonColor, attachmentColor, slotColor, clipper, slot);
|
||||
|
||||
if (_indexCount > 0) {
|
||||
for (let ii = _indexOffset, nn = _indexOffset + _indexCount; ii < nn; ii++) {
|
||||
_indices[ii] += _segVCount;
|
||||
}
|
||||
_indexOffset += _indexCount;
|
||||
_vfOffset += _vfCount;
|
||||
_vertexOffset = _vfOffset / _perVertexSize;
|
||||
_segICount += _indexCount;
|
||||
_segVCount += _vfCount / _perVertexSize;
|
||||
}
|
||||
|
||||
clipper.clipEndWithSlot(slot);
|
||||
}
|
||||
|
||||
clipper.clipEnd();
|
||||
}
|
||||
});
|
||||
|
||||
let SkeletonCache = cc.Class({
|
||||
ctor () {
|
||||
this._privateMode = false;
|
||||
this._animationPool = {};
|
||||
this._skeletonCache = {};
|
||||
},
|
||||
|
||||
enablePrivateMode () {
|
||||
this._privateMode = true;
|
||||
},
|
||||
|
||||
clear () {
|
||||
this._animationPool = {};
|
||||
this._skeletonCache = {};
|
||||
},
|
||||
|
||||
removeSkeleton (uuid) {
|
||||
var skeletonInfo = this._skeletonCache[uuid];
|
||||
if (!skeletonInfo) return;
|
||||
let animationsCache = skeletonInfo.animationsCache;
|
||||
for (var aniKey in animationsCache) {
|
||||
// Clear cache texture, and put cache into pool.
|
||||
// No need to create TypedArray next time.
|
||||
let animationCache = animationsCache[aniKey];
|
||||
if (!animationCache) continue;
|
||||
this._animationPool[uuid + "#" + aniKey] = animationCache;
|
||||
animationCache.clear();
|
||||
}
|
||||
|
||||
delete this._skeletonCache[uuid];
|
||||
},
|
||||
|
||||
getSkeletonCache (uuid, skeletonData) {
|
||||
let skeletonInfo = this._skeletonCache[uuid];
|
||||
if (!skeletonInfo) {
|
||||
let skeleton = new spine.Skeleton(skeletonData);
|
||||
let clipper = new spine.SkeletonClipping();
|
||||
let stateData = new spine.AnimationStateData(skeleton.data);
|
||||
let state = new spine.AnimationState(stateData);
|
||||
let listener = new TrackEntryListeners();
|
||||
state.addListener(listener);
|
||||
|
||||
this._skeletonCache[uuid] = skeletonInfo = {
|
||||
skeleton : skeleton,
|
||||
clipper : clipper,
|
||||
state : state,
|
||||
listener : listener,
|
||||
// Cache all kinds of animation frame.
|
||||
// When skeleton is dispose, clear all animation cache.
|
||||
animationsCache : {},
|
||||
curAnimationCache: null
|
||||
};
|
||||
}
|
||||
return skeletonInfo;
|
||||
},
|
||||
|
||||
getAnimationCache (uuid, animationName) {
|
||||
let skeletonInfo = this._skeletonCache[uuid];
|
||||
if (!skeletonInfo) return null;
|
||||
|
||||
let animationsCache = skeletonInfo.animationsCache;
|
||||
return animationsCache[animationName];
|
||||
},
|
||||
|
||||
invalidAnimationCache (uuid) {
|
||||
let skeletonInfo = this._skeletonCache[uuid];
|
||||
let skeleton = skeletonInfo && skeletonInfo.skeleton;
|
||||
if (!skeleton) return;
|
||||
|
||||
let animationsCache = skeletonInfo.animationsCache;
|
||||
for (var aniKey in animationsCache) {
|
||||
let animationCache = animationsCache[aniKey];
|
||||
animationCache.invalidAllFrame();
|
||||
}
|
||||
},
|
||||
|
||||
initAnimationCache (uuid, animationName) {
|
||||
if (!animationName) return null;
|
||||
let skeletonInfo = this._skeletonCache[uuid];
|
||||
let skeleton = skeletonInfo && skeletonInfo.skeleton;
|
||||
if (!skeleton) return null;
|
||||
|
||||
let animation = skeleton.data.findAnimation(animationName);
|
||||
if (!animation) {
|
||||
return null;
|
||||
}
|
||||
|
||||
let animationsCache = skeletonInfo.animationsCache;
|
||||
let animationCache = animationsCache[animationName];
|
||||
if (!animationCache) {
|
||||
// If cache exist in pool, then just use it.
|
||||
let poolKey = uuid + "#" + animationName;
|
||||
animationCache = this._animationPool[poolKey];
|
||||
if (animationCache) {
|
||||
delete this._animationPool[poolKey];
|
||||
} else {
|
||||
animationCache = new AnimationCache();
|
||||
animationCache._privateMode = this._privateMode;
|
||||
}
|
||||
animationCache.init(skeletonInfo, animationName);
|
||||
animationsCache[animationName] = animationCache;
|
||||
}
|
||||
return animationCache;
|
||||
},
|
||||
|
||||
updateAnimationCache (uuid, animationName) {
|
||||
if (animationName) {
|
||||
let animationCache = this.initAnimationCache(uuid, animationName);
|
||||
if (!animationCache) return null;
|
||||
animationCache.updateAllFrame();
|
||||
} else {
|
||||
let skeletonInfo = this._skeletonCache[uuid];
|
||||
let skeleton = skeletonInfo && skeletonInfo.skeleton;
|
||||
if (!skeleton) return;
|
||||
|
||||
let animationsCache = skeletonInfo.animationsCache;
|
||||
for (var aniKey in animationsCache) {
|
||||
let animationCache = animationsCache[aniKey];
|
||||
animationCache.updateAllFrame();
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
SkeletonCache.FrameTime = FrameTime;
|
||||
SkeletonCache.sharedCache = new SkeletonCache();
|
||||
module.exports = SkeletonCache;
|
||||
331
engine/extensions/spine/skeleton-data.js
Normal file
331
engine/extensions/spine/skeleton-data.js
Normal file
@@ -0,0 +1,331 @@
|
||||
/****************************************************************************
|
||||
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
|
||||
|
||||
https://www.cocos.com/
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated engine source code (the "Software"), a limited,
|
||||
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
|
||||
to use Cocos Creator solely to develop games on your target platforms. You shall
|
||||
not use Cocos Creator software for developing other software or tools that's
|
||||
used for developing games. You are not granted to publish, distribute,
|
||||
sublicense, and/or sell copies of Cocos Creator.
|
||||
|
||||
The software or tools in this License Agreement are licensed, not sold.
|
||||
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
****************************************************************************/
|
||||
|
||||
/**
|
||||
* @module sp
|
||||
*/
|
||||
let SkeletonCache = !CC_JSB && require('./skeleton-cache').sharedCache;
|
||||
|
||||
/**
|
||||
* !#en The skeleton data of spine.
|
||||
* !#zh Spine 的 骨骼数据。
|
||||
* @class SkeletonData
|
||||
* @extends Asset
|
||||
*/
|
||||
let SkeletonData = cc.Class({
|
||||
name: 'sp.SkeletonData',
|
||||
extends: cc.Asset,
|
||||
|
||||
ctor: function () {
|
||||
this.reset();
|
||||
},
|
||||
|
||||
properties: {
|
||||
_skeletonJson: null,
|
||||
|
||||
// use by jsb
|
||||
skeletonJsonStr: {
|
||||
get: function () {
|
||||
if (this._skeletonJson) {
|
||||
return JSON.stringify(this._skeletonJson);
|
||||
} else {
|
||||
return "";
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* !#en See http://en.esotericsoftware.com/spine-json-format
|
||||
* !#zh 可查看 Spine 官方文档 http://zh.esotericsoftware.com/spine-json-format
|
||||
* @property {Object} skeletonJson
|
||||
*/
|
||||
skeletonJson: {
|
||||
get: function () {
|
||||
return this._skeletonJson;
|
||||
},
|
||||
set: function (value) {
|
||||
this.reset();
|
||||
if (typeof(value) == "string") {
|
||||
this._skeletonJson = JSON.parse(value);
|
||||
} else {
|
||||
this._skeletonJson = value;
|
||||
}
|
||||
// If create by manual, uuid is empty.
|
||||
if (!this._uuid && value.skeleton) {
|
||||
this._uuid = value.skeleton.hash;
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
_atlasText: "",
|
||||
|
||||
/**
|
||||
* @property {String} atlasText
|
||||
*/
|
||||
atlasText: {
|
||||
get: function () {
|
||||
return this._atlasText;
|
||||
},
|
||||
set: function (value) {
|
||||
this._atlasText = value;
|
||||
this.reset();
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* @property {Texture2D[]} textures
|
||||
*/
|
||||
textures: {
|
||||
default: [],
|
||||
type: [cc.Texture2D]
|
||||
},
|
||||
|
||||
/**
|
||||
* @property {String[]} textureNames
|
||||
* @private
|
||||
*/
|
||||
textureNames: {
|
||||
default: [],
|
||||
type: [cc.String]
|
||||
},
|
||||
|
||||
/**
|
||||
* !#en
|
||||
* A scale can be specified on the JSON or binary loader which will scale the bone positions,
|
||||
* image sizes, and animation translations.
|
||||
* This can be useful when using different sized images than were used when designing the skeleton
|
||||
* in Spine. For example, if using images that are half the size than were used in Spine,
|
||||
* a scale of 0.5 can be used. This is commonly used for games that can run with either low or high
|
||||
* resolution texture atlases.
|
||||
* see http://en.esotericsoftware.com/spine-using-runtimes#Scaling
|
||||
* !#zh 可查看 Spine 官方文档: http://zh.esotericsoftware.com/spine-using-runtimes#Scaling
|
||||
* @property {Number} scale
|
||||
*/
|
||||
scale: 1,
|
||||
|
||||
_nativeAsset: {
|
||||
get () {
|
||||
return this._buffer;
|
||||
},
|
||||
set (bin) {
|
||||
this._buffer = bin.buffer || bin;
|
||||
this.reset();
|
||||
},
|
||||
override: true
|
||||
},
|
||||
},
|
||||
|
||||
statics: {
|
||||
preventDeferredLoadDependents: true,
|
||||
},
|
||||
|
||||
// PUBLIC
|
||||
|
||||
createNode: CC_EDITOR && function (callback) {
|
||||
let node = new cc.Node(this.name);
|
||||
let skeleton = node.addComponent(sp.Skeleton);
|
||||
skeleton.skeletonData = this;
|
||||
|
||||
return callback(null, node);
|
||||
},
|
||||
|
||||
reset: function () {
|
||||
/**
|
||||
* @property {sp.spine.SkeletonData} _skeletonData
|
||||
* @private
|
||||
*/
|
||||
this._skeletonCache = null;
|
||||
/**
|
||||
* @property {sp.spine.Atlas} _atlasCache
|
||||
* @private
|
||||
*/
|
||||
this._atlasCache = null;
|
||||
if (CC_EDITOR) {
|
||||
this._skinsEnum = null;
|
||||
this._animsEnum = null;
|
||||
}
|
||||
},
|
||||
|
||||
ensureTexturesLoaded (loaded, caller) {
|
||||
let textures = this.textures;
|
||||
let texsLen = textures.length;
|
||||
if (texsLen == 0) {
|
||||
loaded.call(caller, false);
|
||||
return;
|
||||
}
|
||||
let loadedCount = 0;
|
||||
let loadedItem = function () {
|
||||
loadedCount++;
|
||||
if (loadedCount >= texsLen) {
|
||||
loaded && loaded.call(caller, true);
|
||||
loaded = null;
|
||||
}
|
||||
}
|
||||
for (let i = 0; i < texsLen; i++) {
|
||||
let tex = textures[i];
|
||||
if (tex.loaded) {
|
||||
loadedItem();
|
||||
} else {
|
||||
tex.once('load', loadedItem);
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
isTexturesLoaded () {
|
||||
let textures = this.textures;
|
||||
let texsLen = textures.length;
|
||||
for (let i = 0; i < texsLen; i++) {
|
||||
let tex = textures[i];
|
||||
if (!tex.loaded) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
},
|
||||
|
||||
/**
|
||||
* !#en Get the included SkeletonData used in spine runtime.<br>
|
||||
* Returns a {{#crossLinkModule "sp.spine"}}sp.spine{{/crossLinkModule}}.SkeletonData object.
|
||||
* !#zh 获取 Spine Runtime 使用的 SkeletonData。<br>
|
||||
* 返回一个 {{#crossLinkModule "sp.spine"}}sp.spine{{/crossLinkModule}}.SkeletonData 对象。
|
||||
* @method getRuntimeData
|
||||
* @param {Boolean} [quiet=false]
|
||||
* @return {sp.spine.SkeletonData}
|
||||
*/
|
||||
getRuntimeData: function (quiet) {
|
||||
if (this._skeletonCache) {
|
||||
return this._skeletonCache;
|
||||
}
|
||||
|
||||
if ( !(this.textures && this.textures.length > 0) && this.textureNames && this.textureNames.length > 0 ) {
|
||||
if ( !quiet ) {
|
||||
cc.errorID(7507, this.name);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
let atlas = this._getAtlas(quiet);
|
||||
if (! atlas) {
|
||||
return null;
|
||||
}
|
||||
let attachmentLoader = new sp.spine.AtlasAttachmentLoader(atlas);
|
||||
|
||||
let resData = null;
|
||||
let reader = null;
|
||||
if (this.skeletonJson) {
|
||||
reader = new sp.spine.SkeletonJson(attachmentLoader);
|
||||
resData = this.skeletonJson;
|
||||
} else {
|
||||
reader = new sp.spine.SkeletonBinary(attachmentLoader);
|
||||
resData = new Uint8Array(this._nativeAsset);
|
||||
}
|
||||
|
||||
reader.scale = this.scale;
|
||||
this._skeletonCache = reader.readSkeletonData(resData);
|
||||
atlas.dispose();
|
||||
|
||||
return this._skeletonCache;
|
||||
},
|
||||
|
||||
// EDITOR
|
||||
|
||||
getSkinsEnum: CC_EDITOR && function () {
|
||||
if (this._skinsEnum) {
|
||||
return this._skinsEnum;
|
||||
}
|
||||
let sd = this.getRuntimeData(true);
|
||||
if (sd) {
|
||||
let skins = sd.skins;
|
||||
let enumDef = {};
|
||||
for (let i = 0; i < skins.length; i++) {
|
||||
let name = skins[i].name;
|
||||
enumDef[name] = i;
|
||||
}
|
||||
return this._skinsEnum = cc.Enum(enumDef);
|
||||
}
|
||||
return null;
|
||||
},
|
||||
|
||||
getAnimsEnum: CC_EDITOR && function () {
|
||||
if (this._animsEnum) {
|
||||
return this._animsEnum;
|
||||
}
|
||||
let sd = this.getRuntimeData(true);
|
||||
if (sd) {
|
||||
let enumDef = { '<None>': 0 };
|
||||
let anims = sd.animations;
|
||||
for (let i = 0; i < anims.length; i++) {
|
||||
let name = anims[i].name;
|
||||
enumDef[name] = i + 1;
|
||||
}
|
||||
return this._animsEnum = cc.Enum(enumDef);
|
||||
}
|
||||
return null;
|
||||
},
|
||||
|
||||
// PRIVATE
|
||||
|
||||
_getTexture: function (line) {
|
||||
let names = this.textureNames;
|
||||
for (let i = 0; i < names.length; i++) {
|
||||
if (names[i] === line) {
|
||||
let texture = this.textures[i];
|
||||
let tex = new sp.SkeletonTexture({ width: texture.width, height: texture.height });
|
||||
tex.setRealTexture(texture);
|
||||
return tex;
|
||||
}
|
||||
}
|
||||
cc.errorID(7506, line);
|
||||
return null;
|
||||
},
|
||||
|
||||
/**
|
||||
* @method _getAtlas
|
||||
* @param {boolean} [quiet=false]
|
||||
* @return {sp.spine.Atlas}
|
||||
* @private
|
||||
*/
|
||||
_getAtlas: function (quiet) {
|
||||
if (this._atlasCache) {
|
||||
return this._atlasCache;
|
||||
}
|
||||
|
||||
if ( !this.atlasText ) {
|
||||
if ( !quiet ) {
|
||||
cc.errorID(7508, this.name);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
return this._atlasCache = new sp.spine.TextureAtlas(this.atlasText, this._getTexture.bind(this));
|
||||
},
|
||||
|
||||
destroy () {
|
||||
SkeletonCache.removeSkeleton(this._uuid);
|
||||
this._super();
|
||||
},
|
||||
});
|
||||
|
||||
sp.SkeletonData = module.exports = SkeletonData;
|
||||
53
engine/extensions/spine/skeleton-texture.js
Normal file
53
engine/extensions/spine/skeleton-texture.js
Normal file
@@ -0,0 +1,53 @@
|
||||
/****************************************************************************
|
||||
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
|
||||
|
||||
https://www.cocos.com/
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated engine source code (the "Software"), a limited,
|
||||
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
|
||||
to use Cocos Creator solely to develop games on your target platforms. You shall
|
||||
not use Cocos Creator software for developing other software or tools that's
|
||||
used for developing games. You are not granted to publish, distribute,
|
||||
sublicense, and/or sell copies of Cocos Creator.
|
||||
|
||||
The software or tools in this License Agreement are licensed, not sold.
|
||||
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
****************************************************************************/
|
||||
|
||||
sp.SkeletonTexture = cc.Class({
|
||||
name: 'sp.SkeletonTexture',
|
||||
extends: sp.spine.Texture,
|
||||
_texture: null,
|
||||
_material: null,
|
||||
|
||||
setRealTexture: function(tex) {
|
||||
this._texture = tex;
|
||||
},
|
||||
|
||||
getRealTexture: function() {
|
||||
return this._texture;
|
||||
},
|
||||
|
||||
setFilters: function(minFilter, magFilter) {
|
||||
if (this._texture) {
|
||||
this._texture.setFilters(minFilter, magFilter);
|
||||
}
|
||||
},
|
||||
|
||||
setWraps: function(uWrap, vWrap) {
|
||||
if (this._texture) {
|
||||
this._texture.setWrapMode(uWrap, vWrap);
|
||||
}
|
||||
},
|
||||
|
||||
dispose: function() {}
|
||||
});
|
||||
689
engine/extensions/spine/spine-assembler.js
Normal file
689
engine/extensions/spine/spine-assembler.js
Normal file
@@ -0,0 +1,689 @@
|
||||
/****************************************************************************
|
||||
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
|
||||
|
||||
https://www.cocos.com/
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated engine source code (the "Software"), a limited,
|
||||
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
|
||||
to use Cocos Creator solely to develop games on your target platforms. You shall
|
||||
not use Cocos Creator software for developing other software or tools that's
|
||||
used for developing games. You are not granted to publish, distribute,
|
||||
sublicense, and/or sell copies of Cocos Creator.
|
||||
|
||||
The software or tools in this License Agreement are licensed, not sold.
|
||||
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
****************************************************************************/
|
||||
|
||||
import Assembler from '../../cocos2d/core/renderer/assembler';
|
||||
|
||||
const Skeleton = require('./Skeleton');
|
||||
const spine = require('./lib/spine');
|
||||
const RenderFlow = require('../../cocos2d/core/renderer/render-flow');
|
||||
const VertexFormat = require('../../cocos2d/core/renderer/webgl/vertex-format')
|
||||
const VFOneColor = VertexFormat.vfmtPosUvColor;
|
||||
const VFTwoColor = VertexFormat.vfmtPosUvTwoColor;
|
||||
const gfx = cc.gfx;
|
||||
|
||||
const FLAG_BATCH = 0x10;
|
||||
const FLAG_TWO_COLOR = 0x01;
|
||||
|
||||
let _handleVal = 0x00;
|
||||
let _quadTriangles = [0, 1, 2, 2, 3, 0];
|
||||
let _slotColor = cc.color(0, 0, 255, 255);
|
||||
let _boneColor = cc.color(255, 0, 0, 255);
|
||||
let _originColor = cc.color(0, 255, 0, 255);
|
||||
let _meshColor = cc.color(255, 255, 0, 255);
|
||||
|
||||
let _finalColor = null;
|
||||
let _darkColor = null;
|
||||
let _tempPos = null, _tempUv = null;
|
||||
if (!CC_NATIVERENDERER) {
|
||||
_finalColor = new spine.Color(1, 1, 1, 1);
|
||||
_darkColor = new spine.Color(1, 1, 1, 1);
|
||||
_tempPos = new spine.Vector2();
|
||||
_tempUv = new spine.Vector2();
|
||||
}
|
||||
|
||||
let _premultipliedAlpha;
|
||||
let _multiplier;
|
||||
let _slotRangeStart;
|
||||
let _slotRangeEnd;
|
||||
let _useTint;
|
||||
let _debugSlots;
|
||||
let _debugBones;
|
||||
let _debugMesh;
|
||||
let _nodeR,
|
||||
_nodeG,
|
||||
_nodeB,
|
||||
_nodeA;
|
||||
let _finalColor32, _darkColor32;
|
||||
let _vertexFormat;
|
||||
let _perVertexSize;
|
||||
let _perClipVertexSize;
|
||||
|
||||
let _vertexFloatCount = 0, _vertexCount = 0, _vertexFloatOffset = 0, _vertexOffset = 0,
|
||||
_indexCount = 0, _indexOffset = 0, _vfOffset = 0;
|
||||
let _tempr, _tempg, _tempb;
|
||||
let _inRange;
|
||||
let _mustFlush;
|
||||
let _x, _y, _m00, _m04, _m12, _m01, _m05, _m13;
|
||||
let _r, _g, _b, _fr, _fg, _fb, _fa, _dr, _dg, _db, _da;
|
||||
let _comp, _buffer, _renderer, _node, _needColor, _vertexEffect;
|
||||
|
||||
function _getSlotMaterial (tex, blendMode) {
|
||||
let src, dst;
|
||||
switch (blendMode) {
|
||||
case spine.BlendMode.Additive:
|
||||
src = _premultipliedAlpha ? cc.macro.ONE : cc.macro.SRC_ALPHA;
|
||||
dst = cc.macro.ONE;
|
||||
break;
|
||||
case spine.BlendMode.Multiply:
|
||||
src = cc.macro.DST_COLOR;
|
||||
dst = cc.macro.ONE_MINUS_SRC_ALPHA;
|
||||
break;
|
||||
case spine.BlendMode.Screen:
|
||||
src = cc.macro.ONE;
|
||||
dst = cc.macro.ONE_MINUS_SRC_COLOR;
|
||||
break;
|
||||
case spine.BlendMode.Normal:
|
||||
default:
|
||||
src = _premultipliedAlpha ? cc.macro.ONE : cc.macro.SRC_ALPHA;
|
||||
dst = cc.macro.ONE_MINUS_SRC_ALPHA;
|
||||
break;
|
||||
}
|
||||
|
||||
let useModel = !_comp.enableBatch;
|
||||
let baseMaterial = _comp._materials[0];
|
||||
if (!baseMaterial) return null;
|
||||
|
||||
// The key use to find corresponding material
|
||||
let key = tex.getId() + src + dst + _useTint + useModel;
|
||||
let materialCache = _comp._materialCache;
|
||||
let material = materialCache[key];
|
||||
if (!material) {
|
||||
if (!materialCache.baseMaterial) {
|
||||
material = baseMaterial;
|
||||
materialCache.baseMaterial = baseMaterial;
|
||||
} else {
|
||||
material = cc.MaterialVariant.create(baseMaterial);
|
||||
}
|
||||
|
||||
material.define('CC_USE_MODEL', useModel);
|
||||
material.define('USE_TINT', _useTint);
|
||||
// update texture
|
||||
material.setProperty('texture', tex);
|
||||
|
||||
// update blend function
|
||||
material.setBlend(
|
||||
true,
|
||||
gfx.BLEND_FUNC_ADD,
|
||||
src, dst,
|
||||
gfx.BLEND_FUNC_ADD,
|
||||
src, dst
|
||||
);
|
||||
materialCache[key] = material;
|
||||
}
|
||||
return material;
|
||||
}
|
||||
|
||||
function _handleColor (color) {
|
||||
// temp rgb has multiply 255, so need divide 255;
|
||||
_fa = color.fa * _nodeA;
|
||||
_multiplier = _premultipliedAlpha ? _fa / 255 : 1;
|
||||
_r = _nodeR * _multiplier;
|
||||
_g = _nodeG * _multiplier;
|
||||
_b = _nodeB * _multiplier;
|
||||
|
||||
_fr = color.fr * _r;
|
||||
_fg = color.fg * _g;
|
||||
_fb = color.fb * _b;
|
||||
_finalColor32 = ((_fa<<24) >>> 0) + (_fb<<16) + (_fg<<8) + _fr;
|
||||
|
||||
_dr = color.dr * _r;
|
||||
_dg = color.dg * _g;
|
||||
_db = color.db * _b;
|
||||
_da = _premultipliedAlpha ? 255 : 0;
|
||||
_darkColor32 = ((_da<<24) >>> 0) + (_db<<16) + (_dg<<8) + _dr;
|
||||
}
|
||||
|
||||
function _spineColorToInt32 (spineColor) {
|
||||
return ((spineColor.a<<24) >>> 0) + (spineColor.b<<16) + (spineColor.g<<8) + spineColor.r;
|
||||
}
|
||||
|
||||
export default class SpineAssembler extends Assembler {
|
||||
updateRenderData (comp) {
|
||||
if (comp.isAnimationCached()) return;
|
||||
let skeleton = comp._skeleton;
|
||||
if (skeleton) {
|
||||
skeleton.updateWorldTransform();
|
||||
}
|
||||
}
|
||||
|
||||
fillVertices (skeletonColor, attachmentColor, slotColor, clipper, slot) {
|
||||
|
||||
let vbuf = _buffer._vData,
|
||||
ibuf = _buffer._iData,
|
||||
uintVData = _buffer._uintVData;
|
||||
let offsetInfo;
|
||||
|
||||
_finalColor.a = slotColor.a * attachmentColor.a * skeletonColor.a * _nodeA * 255;
|
||||
_multiplier = _premultipliedAlpha? _finalColor.a : 255;
|
||||
_tempr = _nodeR * attachmentColor.r * skeletonColor.r * _multiplier;
|
||||
_tempg = _nodeG * attachmentColor.g * skeletonColor.g * _multiplier;
|
||||
_tempb = _nodeB * attachmentColor.b * skeletonColor.b * _multiplier;
|
||||
|
||||
_finalColor.r = _tempr * slotColor.r;
|
||||
_finalColor.g = _tempg * slotColor.g;
|
||||
_finalColor.b = _tempb * slotColor.b;
|
||||
|
||||
if (slot.darkColor == null) {
|
||||
_darkColor.set(0.0, 0.0, 0.0, 1.0);
|
||||
} else {
|
||||
_darkColor.r = slot.darkColor.r * _tempr;
|
||||
_darkColor.g = slot.darkColor.g * _tempg;
|
||||
_darkColor.b = slot.darkColor.b * _tempb;
|
||||
}
|
||||
_darkColor.a = _premultipliedAlpha ? 255 : 0;
|
||||
|
||||
if (!clipper.isClipping()) {
|
||||
if (_vertexEffect) {
|
||||
for (let v = _vertexFloatOffset, n = _vertexFloatOffset + _vertexFloatCount; v < n; v += _perVertexSize) {
|
||||
_tempPos.x = vbuf[v];
|
||||
_tempPos.y = vbuf[v + 1];
|
||||
_tempUv.x = vbuf[v + 2];
|
||||
_tempUv.y = vbuf[v + 3];
|
||||
_vertexEffect.transform(_tempPos, _tempUv, _finalColor, _darkColor);
|
||||
|
||||
vbuf[v] = _tempPos.x; // x
|
||||
vbuf[v + 1] = _tempPos.y; // y
|
||||
vbuf[v + 2] = _tempUv.x; // u
|
||||
vbuf[v + 3] = _tempUv.y; // v
|
||||
uintVData[v + 4] = _spineColorToInt32(_finalColor); // light color
|
||||
_useTint && (uintVData[v + 5] = _spineColorToInt32(_darkColor)); // dark color
|
||||
}
|
||||
} else {
|
||||
_finalColor32 = _spineColorToInt32(_finalColor);
|
||||
_darkColor32 = _spineColorToInt32(_darkColor);
|
||||
|
||||
for (let v = _vertexFloatOffset, n = _vertexFloatOffset + _vertexFloatCount; v < n; v += _perVertexSize) {
|
||||
uintVData[v + 4] = _finalColor32; // light color
|
||||
_useTint && (uintVData[v + 5] = _darkColor32); // dark color
|
||||
}
|
||||
}
|
||||
} else {
|
||||
let uvs = vbuf.subarray(_vertexFloatOffset + 2);
|
||||
clipper.clipTriangles(vbuf.subarray(_vertexFloatOffset), _vertexFloatCount, ibuf.subarray(_indexOffset), _indexCount, uvs, _finalColor, _darkColor, _useTint, _perVertexSize);
|
||||
let clippedVertices = new Float32Array(clipper.clippedVertices);
|
||||
let clippedTriangles = clipper.clippedTriangles;
|
||||
|
||||
// insure capacity
|
||||
_indexCount = clippedTriangles.length;
|
||||
_vertexFloatCount = clippedVertices.length / _perClipVertexSize * _perVertexSize;
|
||||
|
||||
offsetInfo = _buffer.request(_vertexFloatCount / _perVertexSize, _indexCount);
|
||||
_indexOffset = offsetInfo.indiceOffset,
|
||||
_vertexOffset = offsetInfo.vertexOffset,
|
||||
_vertexFloatOffset = offsetInfo.byteOffset >> 2;
|
||||
vbuf = _buffer._vData,
|
||||
ibuf = _buffer._iData;
|
||||
uintVData = _buffer._uintVData;
|
||||
|
||||
// fill indices
|
||||
ibuf.set(clippedTriangles, _indexOffset);
|
||||
|
||||
// fill vertices contain x y u v light color dark color
|
||||
if (_vertexEffect) {
|
||||
for (let v = 0, n = clippedVertices.length, offset = _vertexFloatOffset; v < n; v += _perClipVertexSize, offset += _perVertexSize) {
|
||||
_tempPos.x = clippedVertices[v];
|
||||
_tempPos.y = clippedVertices[v + 1];
|
||||
_finalColor.set(clippedVertices[v + 2], clippedVertices[v + 3], clippedVertices[v + 4], clippedVertices[v + 5]);
|
||||
_tempUv.x = clippedVertices[v + 6];
|
||||
_tempUv.y = clippedVertices[v + 7];
|
||||
if (_useTint) {
|
||||
_darkColor.set(clippedVertices[v + 8], clippedVertices[v + 9], clippedVertices[v + 10], clippedVertices[v + 11]);
|
||||
} else {
|
||||
_darkColor.set(0, 0, 0, 0);
|
||||
}
|
||||
_vertexEffect.transform(_tempPos, _tempUv, _finalColor, _darkColor);
|
||||
|
||||
vbuf[offset] = _tempPos.x; // x
|
||||
vbuf[offset + 1] = _tempPos.y; // y
|
||||
vbuf[offset + 2] = _tempUv.x; // u
|
||||
vbuf[offset + 3] = _tempUv.y; // v
|
||||
uintVData[offset + 4] = _spineColorToInt32(_finalColor);
|
||||
if (_useTint) {
|
||||
uintVData[offset + 5] = _spineColorToInt32(_darkColor);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
for (let v = 0, n = clippedVertices.length, offset = _vertexFloatOffset; v < n; v += _perClipVertexSize, offset += _perVertexSize) {
|
||||
vbuf[offset] = clippedVertices[v]; // x
|
||||
vbuf[offset + 1] = clippedVertices[v + 1]; // y
|
||||
vbuf[offset + 2] = clippedVertices[v + 6]; // u
|
||||
vbuf[offset + 3] = clippedVertices[v + 7]; // v
|
||||
|
||||
_finalColor32 = ((clippedVertices[v + 5]<<24) >>> 0) + (clippedVertices[v + 4]<<16) + (clippedVertices[v + 3]<<8) + clippedVertices[v + 2];
|
||||
uintVData[offset + 4] = _finalColor32;
|
||||
|
||||
if (_useTint) {
|
||||
_darkColor32 = ((clippedVertices[v + 11]<<24) >>> 0) + (clippedVertices[v + 10]<<16) + (clippedVertices[v + 9]<<8) + clippedVertices[v + 8];
|
||||
uintVData[offset + 5] = _darkColor32;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
realTimeTraverse (worldMat) {
|
||||
let vbuf;
|
||||
let ibuf;
|
||||
|
||||
let locSkeleton = _comp._skeleton;
|
||||
let skeletonColor = locSkeleton.color;
|
||||
let graphics = _comp._debugRenderer;
|
||||
let clipper = _comp._clipper;
|
||||
let material = null;
|
||||
let attachment, attachmentColor, slotColor, uvs, triangles;
|
||||
let isRegion, isMesh, isClip;
|
||||
let offsetInfo;
|
||||
let slot;
|
||||
let worldMatm;
|
||||
|
||||
_slotRangeStart = _comp._startSlotIndex;
|
||||
_slotRangeEnd = _comp._endSlotIndex;
|
||||
_inRange = false;
|
||||
if (_slotRangeStart == -1) _inRange = true;
|
||||
|
||||
_debugSlots = _comp.debugSlots;
|
||||
_debugBones = _comp.debugBones;
|
||||
_debugMesh = _comp.debugMesh;
|
||||
if (graphics && (_debugBones || _debugSlots || _debugMesh)) {
|
||||
graphics.clear();
|
||||
graphics.lineWidth = 2;
|
||||
}
|
||||
|
||||
// x y u v r1 g1 b1 a1 r2 g2 b2 a2 or x y u v r g b a
|
||||
_perClipVertexSize = _useTint ? 12 : 8;
|
||||
|
||||
_vertexFloatCount = 0;
|
||||
_vertexFloatOffset = 0;
|
||||
_vertexOffset = 0;
|
||||
_indexCount = 0;
|
||||
_indexOffset = 0;
|
||||
|
||||
for (let slotIdx = 0, slotCount = locSkeleton.drawOrder.length; slotIdx < slotCount; slotIdx++) {
|
||||
slot = locSkeleton.drawOrder[slotIdx];
|
||||
|
||||
if(slot == undefined || !slot.bone.active) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (_slotRangeStart >= 0 && _slotRangeStart == slot.data.index) {
|
||||
_inRange = true;
|
||||
}
|
||||
|
||||
if (!_inRange) {
|
||||
clipper.clipEndWithSlot(slot);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (_slotRangeEnd >= 0 && _slotRangeEnd == slot.data.index) {
|
||||
_inRange = false;
|
||||
}
|
||||
|
||||
_vertexFloatCount = 0;
|
||||
_indexCount = 0;
|
||||
|
||||
attachment = slot.getAttachment();
|
||||
if (!attachment) {
|
||||
clipper.clipEndWithSlot(slot);
|
||||
continue;
|
||||
}
|
||||
|
||||
isRegion = attachment instanceof spine.RegionAttachment;
|
||||
isMesh = attachment instanceof spine.MeshAttachment;
|
||||
isClip = attachment instanceof spine.ClippingAttachment;
|
||||
|
||||
if (isClip) {
|
||||
clipper.clipStart(slot, attachment);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!isRegion && !isMesh) {
|
||||
clipper.clipEndWithSlot(slot);
|
||||
continue;
|
||||
}
|
||||
|
||||
material = _getSlotMaterial(attachment.region.texture._texture, slot.data.blendMode);
|
||||
if (!material) {
|
||||
clipper.clipEndWithSlot(slot);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (_mustFlush || material.getHash() !== _renderer.material.getHash()) {
|
||||
_mustFlush = false;
|
||||
_renderer._flush();
|
||||
_renderer.node = _node;
|
||||
_renderer.material = material;
|
||||
}
|
||||
|
||||
if (isRegion) {
|
||||
|
||||
triangles = _quadTriangles;
|
||||
|
||||
// insure capacity
|
||||
_vertexFloatCount = 4 * _perVertexSize;
|
||||
_indexCount = 6;
|
||||
|
||||
offsetInfo = _buffer.request(4, 6);
|
||||
_indexOffset = offsetInfo.indiceOffset,
|
||||
_vertexOffset = offsetInfo.vertexOffset,
|
||||
_vertexFloatOffset = offsetInfo.byteOffset >> 2;
|
||||
vbuf = _buffer._vData,
|
||||
ibuf = _buffer._iData;
|
||||
|
||||
// compute vertex and fill x y
|
||||
attachment.computeWorldVertices(slot.bone, vbuf, _vertexFloatOffset, _perVertexSize);
|
||||
|
||||
// draw debug slots if enabled graphics
|
||||
if (graphics && _debugSlots) {
|
||||
graphics.strokeColor = _slotColor;
|
||||
graphics.moveTo(vbuf[_vertexFloatOffset], vbuf[_vertexFloatOffset + 1]);
|
||||
for (let ii = _vertexFloatOffset + _perVertexSize, nn = _vertexFloatOffset + _vertexFloatCount; ii < nn; ii += _perVertexSize) {
|
||||
graphics.lineTo(vbuf[ii], vbuf[ii + 1]);
|
||||
}
|
||||
graphics.close();
|
||||
graphics.stroke();
|
||||
}
|
||||
}
|
||||
else if (isMesh) {
|
||||
|
||||
triangles = attachment.triangles;
|
||||
|
||||
// insure capacity
|
||||
_vertexFloatCount = (attachment.worldVerticesLength >> 1) * _perVertexSize;
|
||||
_indexCount = triangles.length;
|
||||
|
||||
offsetInfo = _buffer.request(_vertexFloatCount / _perVertexSize, _indexCount);
|
||||
_indexOffset = offsetInfo.indiceOffset,
|
||||
_vertexOffset = offsetInfo.vertexOffset,
|
||||
_vertexFloatOffset = offsetInfo.byteOffset >> 2;
|
||||
vbuf = _buffer._vData,
|
||||
ibuf = _buffer._iData;
|
||||
|
||||
// compute vertex and fill x y
|
||||
attachment.computeWorldVertices(slot, 0, attachment.worldVerticesLength, vbuf, _vertexFloatOffset, _perVertexSize);
|
||||
|
||||
// draw debug mesh if enabled graphics
|
||||
if (graphics && _debugMesh) {
|
||||
graphics.strokeColor = _meshColor;
|
||||
|
||||
for (let ii = 0, nn = triangles.length; ii < nn; ii += 3) {
|
||||
let v1 = triangles[ii] * _perVertexSize + _vertexFloatOffset;
|
||||
let v2 = triangles[ii + 1] * _perVertexSize + _vertexFloatOffset;
|
||||
let v3 = triangles[ii + 2] * _perVertexSize + _vertexFloatOffset;
|
||||
|
||||
graphics.moveTo(vbuf[v1], vbuf[v1 + 1]);
|
||||
graphics.lineTo(vbuf[v2], vbuf[v2 + 1]);
|
||||
graphics.lineTo(vbuf[v3], vbuf[v3 + 1]);
|
||||
graphics.close();
|
||||
graphics.stroke();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (_vertexFloatCount == 0 || _indexCount == 0) {
|
||||
clipper.clipEndWithSlot(slot);
|
||||
continue;
|
||||
}
|
||||
|
||||
// fill indices
|
||||
ibuf.set(triangles, _indexOffset);
|
||||
|
||||
// fill u v
|
||||
uvs = attachment.uvs;
|
||||
for (let v = _vertexFloatOffset, n = _vertexFloatOffset + _vertexFloatCount, u = 0; v < n; v += _perVertexSize, u += 2) {
|
||||
vbuf[v + 2] = uvs[u]; // u
|
||||
vbuf[v + 3] = uvs[u + 1]; // v
|
||||
}
|
||||
|
||||
attachmentColor = attachment.color,
|
||||
slotColor = slot.color;
|
||||
|
||||
this.fillVertices(skeletonColor, attachmentColor, slotColor, clipper, slot);
|
||||
|
||||
// reset buffer pointer, because clipper maybe realloc a new buffer in file Vertices function.
|
||||
vbuf = _buffer._vData,
|
||||
ibuf = _buffer._iData;
|
||||
|
||||
if (_indexCount > 0) {
|
||||
for (let ii = _indexOffset, nn = _indexOffset + _indexCount; ii < nn; ii++) {
|
||||
ibuf[ii] += _vertexOffset;
|
||||
}
|
||||
|
||||
if (worldMat) {
|
||||
worldMatm = worldMat.m;
|
||||
_m00 = worldMatm[0];
|
||||
_m04 = worldMatm[4];
|
||||
_m12 = worldMatm[12];
|
||||
_m01 = worldMatm[1];
|
||||
_m05 = worldMatm[5];
|
||||
_m13 = worldMatm[13];
|
||||
for (let ii = _vertexFloatOffset, nn = _vertexFloatOffset + _vertexFloatCount; ii < nn; ii += _perVertexSize) {
|
||||
_x = vbuf[ii];
|
||||
_y = vbuf[ii + 1];
|
||||
vbuf[ii] = _x * _m00 + _y * _m04 + _m12;
|
||||
vbuf[ii + 1] = _x * _m01 + _y * _m05 + _m13;
|
||||
}
|
||||
}
|
||||
_buffer.adjust(_vertexFloatCount / _perVertexSize, _indexCount);
|
||||
}
|
||||
|
||||
clipper.clipEndWithSlot(slot);
|
||||
}
|
||||
|
||||
clipper.clipEnd();
|
||||
|
||||
if (graphics && _debugBones) {
|
||||
let bone;
|
||||
graphics.strokeColor = _boneColor;
|
||||
graphics.fillColor = _slotColor; // Root bone color is same as slot color.
|
||||
|
||||
for (let i = 0, n = locSkeleton.bones.length; i < n; i++) {
|
||||
bone = locSkeleton.bones[i];
|
||||
let x = bone.data.length * bone.a + bone.worldX;
|
||||
let y = bone.data.length * bone.c + bone.worldY;
|
||||
|
||||
// Bone lengths.
|
||||
graphics.moveTo(bone.worldX, bone.worldY);
|
||||
graphics.lineTo(x, y);
|
||||
graphics.stroke();
|
||||
|
||||
// Bone origins.
|
||||
graphics.circle(bone.worldX, bone.worldY, Math.PI * 1.5);
|
||||
graphics.fill();
|
||||
if (i === 0) {
|
||||
graphics.fillColor = _originColor;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
cacheTraverse (worldMat) {
|
||||
|
||||
let frame = _comp._curFrame;
|
||||
if (!frame) return;
|
||||
|
||||
let segments = frame.segments;
|
||||
if (segments.length == 0) return;
|
||||
|
||||
let vbuf, ibuf, uintbuf;
|
||||
let material;
|
||||
let offsetInfo;
|
||||
let vertices = frame.vertices;
|
||||
let indices = frame.indices;
|
||||
let worldMatm;
|
||||
|
||||
let frameVFOffset = 0, frameIndexOffset = 0, segVFCount = 0;
|
||||
if (worldMat) {
|
||||
worldMatm = worldMat.m;
|
||||
_m00 = worldMatm[0];
|
||||
_m01 = worldMatm[1];
|
||||
_m04 = worldMatm[4];
|
||||
_m05 = worldMatm[5];
|
||||
_m12 = worldMatm[12];
|
||||
_m13 = worldMatm[13];
|
||||
}
|
||||
|
||||
let justTranslate = _m00 === 1 && _m01 === 0 && _m04 === 0 && _m05 === 1;
|
||||
let needBatch = (_handleVal & FLAG_BATCH);
|
||||
let calcTranslate = needBatch && justTranslate;
|
||||
|
||||
let colorOffset = 0;
|
||||
let colors = frame.colors;
|
||||
let nowColor = colors[colorOffset++];
|
||||
let maxVFOffset = nowColor.vfOffset;
|
||||
_handleColor(nowColor);
|
||||
|
||||
for (let i = 0, n = segments.length; i < n; i++) {
|
||||
let segInfo = segments[i];
|
||||
material = _getSlotMaterial(segInfo.tex, segInfo.blendMode);
|
||||
if (!material) continue;
|
||||
|
||||
if (_mustFlush || material.getHash() !== _renderer.material.getHash()) {
|
||||
_mustFlush = false;
|
||||
_renderer._flush();
|
||||
_renderer.node = _node;
|
||||
_renderer.material = material;
|
||||
}
|
||||
|
||||
_vertexCount = segInfo.vertexCount;
|
||||
_indexCount = segInfo.indexCount;
|
||||
|
||||
offsetInfo = _buffer.request(_vertexCount, _indexCount);
|
||||
_indexOffset = offsetInfo.indiceOffset;
|
||||
_vertexOffset = offsetInfo.vertexOffset;
|
||||
_vfOffset = offsetInfo.byteOffset >> 2;
|
||||
vbuf = _buffer._vData;
|
||||
ibuf = _buffer._iData;
|
||||
uintbuf = _buffer._uintVData;
|
||||
|
||||
for (let ii = _indexOffset, il = _indexOffset + _indexCount; ii < il; ii++) {
|
||||
ibuf[ii] = _vertexOffset + indices[frameIndexOffset++];
|
||||
}
|
||||
|
||||
segVFCount = segInfo.vfCount;
|
||||
vbuf.set(vertices.subarray(frameVFOffset, frameVFOffset + segVFCount), _vfOffset);
|
||||
frameVFOffset += segVFCount;
|
||||
|
||||
if (calcTranslate) {
|
||||
for (let ii = _vfOffset, il = _vfOffset + segVFCount; ii < il; ii += 6) {
|
||||
vbuf[ii] += _m12;
|
||||
vbuf[ii + 1] += _m13;
|
||||
}
|
||||
} else if (needBatch) {
|
||||
for (let ii = _vfOffset, il = _vfOffset + segVFCount; ii < il; ii += 6) {
|
||||
_x = vbuf[ii];
|
||||
_y = vbuf[ii + 1];
|
||||
vbuf[ii] = _x * _m00 + _y * _m04 + _m12;
|
||||
vbuf[ii + 1] = _x * _m01 + _y * _m05 + _m13;
|
||||
}
|
||||
}
|
||||
|
||||
_buffer.adjust(_vertexCount, _indexCount);
|
||||
if ( !_needColor ) continue;
|
||||
|
||||
// handle color
|
||||
let frameColorOffset = frameVFOffset - segVFCount;
|
||||
for (let ii = _vfOffset + 4, il = _vfOffset + 4 + segVFCount; ii < il; ii += 6, frameColorOffset += 6) {
|
||||
if (frameColorOffset >= maxVFOffset) {
|
||||
nowColor = colors[colorOffset++];
|
||||
_handleColor(nowColor);
|
||||
maxVFOffset = nowColor.vfOffset;
|
||||
}
|
||||
uintbuf[ii] = _finalColor32;
|
||||
uintbuf[ii + 1] = _darkColor32;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fillBuffers (comp, renderer) {
|
||||
|
||||
let node = comp.node;
|
||||
node._renderFlag |= RenderFlow.FLAG_UPDATE_RENDER_DATA;
|
||||
if (!comp._skeleton) return;
|
||||
|
||||
let nodeColor = node._color;
|
||||
_nodeR = nodeColor.r / 255;
|
||||
_nodeG = nodeColor.g / 255;
|
||||
_nodeB = nodeColor.b / 255;
|
||||
_nodeA = nodeColor.a / 255;
|
||||
|
||||
_useTint = comp.useTint || comp.isAnimationCached();
|
||||
_vertexFormat = _useTint? VFTwoColor : VFOneColor;
|
||||
// x y u v color1 color2 or x y u v color
|
||||
_perVertexSize = _useTint ? 6 : 5;
|
||||
|
||||
_node = comp.node;
|
||||
_buffer = renderer.getBuffer('spine', _vertexFormat);
|
||||
_renderer = renderer;
|
||||
_comp = comp;
|
||||
|
||||
_mustFlush = true;
|
||||
_premultipliedAlpha = comp.premultipliedAlpha;
|
||||
_multiplier = 1.0;
|
||||
_handleVal = 0x00;
|
||||
_needColor = false;
|
||||
_vertexEffect = comp._effectDelegate && comp._effectDelegate._vertexEffect;
|
||||
|
||||
if (nodeColor._val !== 0xffffffff || _premultipliedAlpha) {
|
||||
_needColor = true;
|
||||
}
|
||||
|
||||
if (_useTint) {
|
||||
_handleVal |= FLAG_TWO_COLOR;
|
||||
}
|
||||
|
||||
let worldMat = undefined;
|
||||
if (_comp.enableBatch) {
|
||||
worldMat = _node._worldMatrix;
|
||||
_mustFlush = false;
|
||||
_handleVal |= FLAG_BATCH;
|
||||
}
|
||||
|
||||
if (comp.isAnimationCached()) {
|
||||
// Traverse input assembler.
|
||||
this.cacheTraverse(worldMat);
|
||||
} else {
|
||||
if (_vertexEffect) _vertexEffect.begin(comp._skeleton);
|
||||
this.realTimeTraverse(worldMat);
|
||||
if (_vertexEffect) _vertexEffect.end();
|
||||
}
|
||||
|
||||
// sync attached node matrix
|
||||
renderer.worldMatDirty++;
|
||||
comp.attachUtil._syncAttachedNode();
|
||||
|
||||
// Clear temp var.
|
||||
_node = undefined;
|
||||
_buffer = undefined;
|
||||
_renderer = undefined;
|
||||
_comp = undefined;
|
||||
_vertexEffect = null;
|
||||
}
|
||||
|
||||
postFillBuffers (comp, renderer) {
|
||||
renderer.worldMatDirty--;
|
||||
}
|
||||
}
|
||||
|
||||
Assembler.register(Skeleton, SpineAssembler);
|
||||
42
engine/extensions/spine/track-entry-listeners.js
Normal file
42
engine/extensions/spine/track-entry-listeners.js
Normal file
@@ -0,0 +1,42 @@
|
||||
/****************************************************************************
|
||||
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
|
||||
|
||||
https://www.cocos.com/
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated engine source code (the "Software"), a limited,
|
||||
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
|
||||
to use Cocos Creator solely to develop games on your target platforms. You shall
|
||||
not use Cocos Creator software for developing other software or tools that's
|
||||
used for developing games. You are not granted to publish, distribute,
|
||||
sublicense, and/or sell copies of Cocos Creator.
|
||||
|
||||
The software or tools in this License Agreement are licensed, not sold.
|
||||
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
****************************************************************************/
|
||||
|
||||
let TrackEntryListeners = function () {
|
||||
this.start = null;
|
||||
this.end = null;
|
||||
this.complete = null;
|
||||
this.event = null;
|
||||
this.interrupt = null;
|
||||
this.dispose = null;
|
||||
};
|
||||
|
||||
TrackEntryListeners.getListeners = function(entry){
|
||||
if (!entry.listener) {
|
||||
entry.listener = new TrackEntryListeners();
|
||||
}
|
||||
return entry.listener;
|
||||
};
|
||||
|
||||
module.exports = TrackEntryListeners;
|
||||
138
engine/extensions/spine/vertex-effect-delegate.js
Normal file
138
engine/extensions/spine/vertex-effect-delegate.js
Normal file
@@ -0,0 +1,138 @@
|
||||
/****************************************************************************
|
||||
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
|
||||
|
||||
https://www.cocos.com/
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated engine source code (the "Software"), a limited,
|
||||
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
|
||||
to use Cocos Creator solely to develop games on your target platforms. You shall
|
||||
not use Cocos Creator software for developing other software or tools that's
|
||||
used for developing games. You are not granted to publish, distribute,
|
||||
sublicense, and/or sell copies of Cocos Creator.
|
||||
|
||||
The software or tools in this License Agreement are licensed, not sold.
|
||||
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
****************************************************************************/
|
||||
const spine = require('./lib/spine');
|
||||
/**
|
||||
* @module sp
|
||||
*/
|
||||
|
||||
/**
|
||||
* !#en
|
||||
* The delegate of spine vertex effect
|
||||
* !#zh
|
||||
* Spine 顶点动画代理
|
||||
* @class VertexEffectDelegate
|
||||
*/
|
||||
sp.VertexEffectDelegate = cc.Class({
|
||||
name: 'sp.VertexEffectDelegate',
|
||||
|
||||
ctor () {
|
||||
this._vertexEffect = null;
|
||||
this._interpolation = null;
|
||||
this._effectType = 'none';
|
||||
},
|
||||
|
||||
/**
|
||||
* !#en Clears vertex effect.
|
||||
* !#zh 清空顶点效果
|
||||
* @method clear
|
||||
*/
|
||||
clear () {
|
||||
this._vertexEffect = null;
|
||||
this._interpolation = null;
|
||||
this._effectType = 'none';
|
||||
},
|
||||
|
||||
/**
|
||||
* !#en Inits delegate with jitter effect
|
||||
* !#zh 设置顶点抖动效果
|
||||
* @method initJitter
|
||||
* @param {Number} jitterX
|
||||
* @param {Number} jitterY
|
||||
*/
|
||||
initJitter (jitterX, jitterY) {
|
||||
this._effectType = 'jitter';
|
||||
this._vertexEffect = new spine.JitterEffect(jitterX, jitterY);
|
||||
return this._vertexEffect;
|
||||
},
|
||||
|
||||
/**
|
||||
* !#en Inits delegate with swirl effect
|
||||
* !#zh 设置顶点漩涡效果
|
||||
* @method initSwirlWithPow
|
||||
* @param {Number} radius
|
||||
* @param {Number} power
|
||||
* @return {sp.spine.JitterEffect}
|
||||
*/
|
||||
initSwirlWithPow(radius, power) {
|
||||
this._interpolation = new spine.Pow(power);
|
||||
this._vertexEffect = new spine.SwirlEffect(radius, this._interpolation);
|
||||
return this._vertexEffect;
|
||||
},
|
||||
|
||||
/**
|
||||
* !#en Inits delegate with swirl effect
|
||||
* !#zh 设置顶点漩涡效果
|
||||
* @method initSwirlWithPowOut
|
||||
* @param {Number} radius
|
||||
* @param {Number} power
|
||||
* @return {sp.spine.SwirlEffect}
|
||||
*/
|
||||
initSwirlWithPowOut(radius, power) {
|
||||
this._interpolation = new spine.PowOut(power);
|
||||
this._vertexEffect = new spine.SwirlEffect(radius, this._interpolation);
|
||||
return this._vertexEffect;
|
||||
},
|
||||
|
||||
/**
|
||||
* !#en Gets jitter vertex effect
|
||||
* !#zh 获取顶点抖动效果
|
||||
* @method getJitterVertexEffect
|
||||
* @return {sp.spine.JitterEffect}
|
||||
*/
|
||||
getJitterVertexEffect () {
|
||||
return this._vertexEffect;
|
||||
},
|
||||
|
||||
/**
|
||||
* !#en Gets swirl vertex effect
|
||||
* !#zh 获取顶点漩涡效果
|
||||
* @method getSwirlVertexEffect
|
||||
* @return {sp.spine.SwirlEffect}
|
||||
*/
|
||||
getSwirlVertexEffect () {
|
||||
return this._vertexEffect;
|
||||
},
|
||||
|
||||
/**
|
||||
* !#en Gets vertex effect
|
||||
* !#zh 获取顶点效果
|
||||
* @method getVertexEffect
|
||||
* @return {sp.spine.JitterEffect|sp.spine.SwirlEffect}
|
||||
*/
|
||||
getVertexEffect () {
|
||||
return this._vertexEffect;
|
||||
},
|
||||
|
||||
/**
|
||||
* !#en Gets effect type
|
||||
* !#zh 获取效果类型
|
||||
* @method getEffectType
|
||||
* @return {String}
|
||||
*/
|
||||
getEffectType () {
|
||||
return this._effectType;
|
||||
}
|
||||
});
|
||||
module.exports = sp.VertexEffectDelegate;
|
||||
Reference in New Issue
Block a user