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phaser

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.

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/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2022 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Clamp = require('../../../../src/math/Clamp'); var CounterClockwise = require('../../../../src/math/angle/CounterClockwise'); var GetCalcMatrix = require('../../../../src/gameobjects/GetCalcMatrix'); var RadToDeg = require('../../../../src/math/RadToDeg'); var Wrap = require('../../../../src/math/Wrap'); /** * Renders this Game Object with the WebGL Renderer to the given Camera. * The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera. * This method should not be called directly. It is a utility function of the Render module. * * @method SpineGameObject#renderWebGL * @since 3.19.0 * @private * * @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer. * @param {SpineGameObject} src - The Game Object being rendered in this call. * @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object. * @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested * @param {SpineContainer} [container] - If this Spine object is in a Spine Container, this is a reference to it. */ var SpineGameObjectWebGLRenderer = function (renderer, src, camera, parentMatrix, container) { var plugin = src.plugin; var skeleton = src.skeleton; var sceneRenderer = plugin.sceneRenderer; if (renderer.newType) { // flush + clear previous pipeline if this is a new type renderer.pipelines.clear(); sceneRenderer.begin(); } var scrollFactorX = src.scrollFactorX; var scrollFactorY = src.scrollFactorY; var alpha = skeleton.color.a; if (container) { src.scrollFactorX = container.scrollFactorX; src.scrollFactorY = container.scrollFactorY; skeleton.color.a = Clamp(alpha * container.alpha, 0, 1); } camera.addToRenderList(src); var calcMatrix = GetCalcMatrix(src, camera, parentMatrix).calc; var viewportHeight = renderer.height; skeleton.x = calcMatrix.tx; skeleton.y = viewportHeight - calcMatrix.ty; skeleton.scaleX = calcMatrix.scaleX; skeleton.scaleY = calcMatrix.scaleY; if (src.scaleX < 0) { skeleton.scaleX *= -1; // -180 degrees to account for the difference in Spine vs. Phaser rotation when inversely scaled src.root.rotation = Wrap(RadToDeg(calcMatrix.rotationNormalized) - 180, 0, 360); } else { // +90 degrees to account for the difference in Spine vs. Phaser rotation src.root.rotation = Wrap(RadToDeg(CounterClockwise(calcMatrix.rotationNormalized)) + 90, 0, 360); } if (src.scaleY < 0) { skeleton.scaleY *= -1; if (src.scaleX < 0) { src.root.rotation -= (RadToDeg(calcMatrix.rotationNormalized) * 2); } else { src.root.rotation += (RadToDeg(calcMatrix.rotationNormalized) * 2); } } /* if (renderer.currentFramebuffer !== null) { skeleton.y = calcMatrix.ty; skeleton.scaleY *= -1; } */ skeleton.updateWorldTransform(); // Draw the current skeleton sceneRenderer.drawSkeleton(skeleton, src.preMultipliedAlpha); if (container) { src.scrollFactorX = scrollFactorX; src.scrollFactorY = scrollFactorY; skeleton.color.a = alpha; } if (plugin.drawDebug || src.drawDebug) { // Because if we don't, the bones render positions are completely wrong (*sigh*) var oldX = skeleton.x; var oldY = skeleton.y; skeleton.x = 0; skeleton.y = 0; sceneRenderer.drawSkeletonDebug(skeleton, src.preMultipliedAlpha); skeleton.x = oldX; skeleton.y = oldY; // The Spine debug draw has reset the batcher, so we need to do this regardless: sceneRenderer.end(); renderer.pipelines.rebind(); } else if (!renderer.nextTypeMatch) { // The next object in the display list is not a Spine Game Object or Spine Container, so we end the batch sceneRenderer.end(); // And rebind the previous pipeline renderer.pipelines.rebind(); } }; module.exports = SpineGameObjectWebGLRenderer;