@galacean/effects-plugin-spine 2.10.0-alpha.0 → 2.10.0-alpha.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/index.mjs CHANGED
@@ -3,11 +3,11 @@
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  * Description: Galacean Effects player spine plugin
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  * Author: Ant Group CO., Ltd.
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  * Contributors: 十弦
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- * Version: v2.10.0-alpha.0
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+ * Version: v2.10.0-alpha.2
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  */
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  import * as EFFECTS from '@galacean/effects';
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- import { assertExist, glContext, Mesh, Geometry, Material, GLSLVersion, PLAYER_OPTIONS_ENV_EDITOR, math, serialize, effectsClass, spec, MaskMode, HitTestType, RendererComponent, Plugin, registerPlugin, logger } from '@galacean/effects';
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+ import { assertExist, glContext, Mesh, VertexBuffer, Geometry, Material, GLSLVersion, PLAYER_OPTIONS_ENV_EDITOR, math, serialize, effectsClass, spec, HitTestType, RendererComponent, Plugin, registerPlugin, logger } from '@galacean/effects';
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  function _set_prototype_of(o, p) {
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  _set_prototype_of = Object.setPrototypeOf || function setPrototypeOf(o, p) {
@@ -10746,21 +10746,20 @@ typeof SuppressedError === "function" ? SuppressedError : function _SuppressedEr
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  var fs = "precision mediump float;varying mediump vec4 vLight;varying mediump vec4 vDark;varying vec2 vTexCoords;uniform sampler2D uTexture;void main(){vec4 texColor=texture2D(uTexture,vTexCoords);gl_FragColor.a=texColor.a*vLight.a;gl_FragColor.rgb=((texColor.a-1.0)*vDark.a+1.0-texColor.rgb)*vDark.rgb+texColor.rgb*vLight.rgb;gl_FragColor.rgb*=gl_FragColor.a;}";
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- var vs = "attribute vec2 aPosition;attribute vec4 aColor;attribute vec4 aColor2;attribute vec2 aTexCoords;uniform mat4 effects_ObjectToWorld;uniform mat4 effects_MatrixVP;uniform vec2 _Size;varying vec4 vLight;varying vec4 vDark;varying vec2 vTexCoords;void main(){vLight=aColor;vDark=aColor2;vTexCoords=aTexCoords;gl_Position=effects_MatrixVP*effects_ObjectToWorld*vec4(aPosition*_Size,0.0,1.0);}";
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+ var vs = "attribute vec2 aPos;attribute vec4 aColor;attribute vec4 aColor2;attribute vec2 aUV;uniform mat4 effects_ObjectToWorld;uniform mat4 effects_MatrixVP;uniform vec2 _Size;varying vec4 vLight;varying vec4 vDark;varying vec2 vTexCoords;void main(){vLight=aColor;vDark=aColor2;vTexCoords=aUV;gl_Position=effects_MatrixVP*effects_ObjectToWorld*vec4(aPos*_Size,0.0,1.0);}";
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  var seed = 1;
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  var SpineMesh = /*#__PURE__*/ function() {
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  function SpineMesh(renderInfo) {
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  this.verticesLength = 0;
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  this.indicesLength = 0;
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- var blendMode = renderInfo.blendMode, texture = renderInfo.texture, priority = renderInfo.priority, _renderInfo_renderOptions = renderInfo.renderOptions, renderOptions = _renderInfo_renderOptions === void 0 ? {} : _renderInfo_renderOptions, _renderInfo_name = renderInfo.name, name = _renderInfo_name === void 0 ? "MSpine" : _renderInfo_name, engine = renderInfo.engine;
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- var _renderOptions_mask = renderOptions.mask, mask = _renderOptions_mask === void 0 ? 0 : _renderOptions_mask, _renderOptions_maskMode = renderOptions.maskMode, maskMode = _renderOptions_maskMode === void 0 ? 0 : _renderOptions_maskMode;
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+ var blendMode = renderInfo.blendMode, texture = renderInfo.texture, priority = renderInfo.priority, _renderInfo_name = renderInfo.name, name = _renderInfo_name === void 0 ? "MSpine" : _renderInfo_name, engine = renderInfo.engine;
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  this.blendMode = blendMode;
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  this.lastTexture = texture;
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  this.priority = priority;
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  this.engine = engine;
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  this.geometry = this.createGeometry();
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- this.material = this.createMaterial(maskMode, mask);
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+ this.material = this.createMaterial();
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  this.mesh = Mesh.create(engine, {
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  name: name + seed++,
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  priority: this.priority,
@@ -10774,43 +10773,39 @@ var SpineMesh = /*#__PURE__*/ function() {
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  _proto.createGeometry = function createGeometry() {
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  var BYTES_PER_ELEMENT = Float32Array.BYTES_PER_ELEMENT;
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  var stride = BYTES_PER_ELEMENT * SlotGroup.VERTEX_SIZE;
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- var attributes = {
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- "aPosition": {
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- size: 2,
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- offset: 0,
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- stride: stride,
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- data: new Float32Array(0)
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- },
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- "aColor": {
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- size: 4,
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- offset: 2 * BYTES_PER_ELEMENT,
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- stride: stride,
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- dataSource: "aPosition"
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- },
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- "aTexCoords": {
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- size: 2,
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- offset: 6 * BYTES_PER_ELEMENT,
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- stride: stride,
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- dataSource: "aPosition"
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- },
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- "aColor2": {
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- size: 4,
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- offset: 8 * BYTES_PER_ELEMENT,
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- stride: stride,
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- dataSource: "aPosition"
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- }
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- };
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+ var _obj;
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+ var attributes = (_obj = {}, _obj[VertexBuffer.PositionKind] = {
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+ size: 2,
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+ offset: 0,
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+ stride: stride,
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+ data: new Float32Array(0)
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+ }, _obj[VertexBuffer.ColorKind] = {
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+ size: 4,
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+ offset: 2 * BYTES_PER_ELEMENT,
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+ stride: stride,
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+ dataSource: VertexBuffer.PositionKind
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+ }, _obj[VertexBuffer.UVKind] = {
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+ size: 2,
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+ offset: 6 * BYTES_PER_ELEMENT,
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+ stride: stride,
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+ dataSource: VertexBuffer.PositionKind
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+ }, _obj.aColor2 = {
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+ size: 4,
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+ offset: 8 * BYTES_PER_ELEMENT,
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+ stride: stride,
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+ dataSource: VertexBuffer.PositionKind
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+ }, _obj);
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  return Geometry.create(this.engine, {
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  attributes: attributes,
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  indices: {
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- data: new Uint16Array(0),
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- releasable: true
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+ data: new Uint16Array(0)
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  },
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  mode: glContext.TRIANGLES,
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- maxVertex: SlotGroup.MAX_VERTICES
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+ maxVertex: SlotGroup.MAX_VERTICES,
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+ bufferUsage: glContext.DYNAMIC_DRAW
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  });
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  };
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- _proto.createMaterial = function createMaterial(maskMode, maskOrder) {
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+ _proto.createMaterial = function createMaterial() {
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  var material = Material.create(this.engine, {
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  shader: createShader(this.engine)
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  });
@@ -10846,7 +10841,7 @@ var SpineMesh = /*#__PURE__*/ function() {
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  for(var i1 = this.indicesLength; i1 < this.indices.length; i1++){
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  this.indices[i1] = 0;
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  }
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- this.geometry.setAttributeData("aPosition", this.vertices);
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+ this.geometry.setAttributeData(VertexBuffer.PositionKind, this.vertices);
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  this.geometry.setIndexData(this.indices);
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  this.geometry.setDrawCount(this.indicesLength);
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  };
@@ -10923,7 +10918,6 @@ var SlotGroup = /*#__PURE__*/ function() {
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  this.transform = props.transform;
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  this.listIndex = props.listIndex;
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  this.pma = props.pma;
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- this.renderOptions = props.renderOptions;
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  this.engine = props.engine;
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  }
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  var _proto = SlotGroup.prototype;
@@ -11056,7 +11050,6 @@ var SlotGroup = /*#__PURE__*/ function() {
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  texture: texture,
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  name: this.meshName,
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  priority: this.listIndex += 0.01,
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- renderOptions: this.renderOptions,
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  engine: this.engine
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  });
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  currentIndex = this.meshGroups.length;
@@ -11140,16 +11133,11 @@ var SpineComponent = /*#__PURE__*/ function(RendererComponent) {
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  this.options = data.options;
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  this.rendererOptions = _extends({
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  renderMode: spec.RenderMode.MESH
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- }, data.renderer || {}, {
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- mask: 0,
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- maskMode: MaskMode.NONE
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- });
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+ }, data.renderer || {});
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  this.item.getHitTestParams = this.getHitTestParams.bind(this);
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  if (data.mask) {
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  this.maskManager.setMaskOptions(this.engine, data.mask);
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  }
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- this.rendererOptions.maskMode = this.maskManager.maskMode;
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- this.rendererOptions.mask = this.maskManager.getRefValue();
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  // 兼容编辑器逻辑
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  if (!this.resource || !Object.keys(this.resource).length) {
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  return;
@@ -11273,7 +11261,6 @@ var SpineComponent = /*#__PURE__*/ function(RendererComponent) {
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  meshName: this.name,
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  transform: this.transform,
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  pma: this.pma,
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- renderOptions: this.rendererOptions,
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  engine: this.engine
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  });
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  };
@@ -11599,7 +11586,7 @@ var SpineLoader = /*#__PURE__*/ function(Plugin) {
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  registerPlugin("spine", SpineLoader);
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  /**
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  * 插件版本号
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- */ var version = "2.10.0-alpha.0";
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+ */ var version = "2.10.0-alpha.2";
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  logger.info("Plugin spine version: " + version + ".");
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  if (version !== EFFECTS.version) {
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  console.error("注意:请统一 Spine 插件与 Player 版本,不统一的版本混用会有不可预知的后果!", "\nAttention: Please ensure the Spine plugin is synchronized with the Player version. Mixing and matching incompatible versions may result in unpredictable consequences!");