@pixi-spine/runtime-3.7
Version:
Pixi runtime for spine 3.7 models
104 lines (101 loc) • 3.57 kB
JavaScript
'use strict';
class Attachment {
constructor(name) {
if (name == null)
throw new Error("name cannot be null.");
this.name = name;
}
}
const _VertexAttachment = class extends Attachment {
constructor(name) {
super(name);
this.id = (_VertexAttachment.nextID++ & 65535) << 11;
this.worldVerticesLength = 0;
}
computeWorldVerticesOld(slot, worldVertices) {
this.computeWorldVertices(slot, 0, this.worldVerticesLength, worldVertices, 0, 2);
}
/** Transforms local vertices to world coordinates.
* @param start The index of the first local vertex value to transform. Each vertex has 2 values, x and y.
* @param count The number of world vertex values to output. Must be <= {@link #getWorldVerticesLength()} - start.
* @param worldVertices The output world vertices. Must have a length >= offset + count.
* @param offset The worldVertices index to begin writing values. */
computeWorldVertices(slot, start, count, worldVertices, offset, stride) {
count = offset + (count >> 1) * stride;
const skeleton = slot.bone.skeleton;
const deformArray = slot.attachmentVertices;
let vertices = this.vertices;
const bones = this.bones;
if (bones == null) {
if (deformArray.length > 0)
vertices = deformArray;
const mat = slot.bone.matrix;
const x = mat.tx;
const y = mat.ty;
const a = mat.a;
const b = mat.c;
const c = mat.b;
const d = mat.d;
for (let v2 = start, w = offset; w < count; v2 += 2, w += stride) {
const vx = vertices[v2];
const vy = vertices[v2 + 1];
worldVertices[w] = vx * a + vy * b + x;
worldVertices[w + 1] = vx * c + vy * d + y;
}
return;
}
let v = 0;
let skip = 0;
for (let i = 0; i < start; i += 2) {
const n = bones[v];
v += n + 1;
skip += n;
}
const skeletonBones = skeleton.bones;
if (deformArray.length == 0) {
for (let w = offset, b = skip * 3; w < count; w += stride) {
let wx = 0;
let wy = 0;
let n = bones[v++];
n += v;
for (; v < n; v++, b += 3) {
const mat = skeletonBones[bones[v]].matrix;
const vx = vertices[b];
const vy = vertices[b + 1];
const weight = vertices[b + 2];
wx += (vx * mat.a + vy * mat.c + mat.tx) * weight;
wy += (vx * mat.b + vy * mat.d + mat.ty) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
} else {
const deform = deformArray;
for (let w = offset, b = skip * 3, f = skip << 1; w < count; w += stride) {
let wx = 0;
let wy = 0;
let n = bones[v++];
n += v;
for (; v < n; v++, b += 3, f += 2) {
const mat = skeletonBones[bones[v]].matrix;
const vx = vertices[b] + deform[f];
const vy = vertices[b + 1] + deform[f + 1];
const weight = vertices[b + 2];
wx += (vx * mat.a + vy * mat.c + mat.tx) * weight;
wy += (vx * mat.b + vy * mat.d + mat.ty) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
}
}
/** Returns true if a deform originally applied to the specified attachment should be applied to this attachment. */
applyDeform(sourceAttachment) {
return this == sourceAttachment;
}
};
let VertexAttachment = _VertexAttachment;
VertexAttachment.nextID = 0;
exports.Attachment = Attachment;
exports.VertexAttachment = VertexAttachment;
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