@galacean/engine-spine 0.0.0-experimental-engine-spine-20250624 → 0.0.0-experimental-engine-spine-20250624-2

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package/dist/main.js CHANGED
@@ -4292,7 +4292,7 @@ var TextureAtlasRegion = /*#__PURE__*/ function(TextureRegion) {
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  this.copyTo(copy);
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  copy.regionUVs = new Array(this.regionUVs.length);
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  Utils.arrayCopy(this.regionUVs, 0, copy.regionUVs, 0, this.regionUVs.length);
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- copy.uvs = new Array(this.uvs.length);
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+ copy.uvs = _instanceof1(this.uvs, Float32Array) ? Utils.newFloatArray(this.uvs.length) : new Array(this.uvs.length);
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  Utils.arrayCopy(this.uvs, 0, copy.uvs, 0, this.uvs.length);
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  copy.triangles = new Array(this.triangles.length);
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  Utils.arrayCopy(this.triangles, 0, copy.triangles, 0, this.triangles.length);
@@ -11200,8 +11200,9 @@ var SubRenderItem = function SubRenderItem() {
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  var material = renderer._getMaterial(subTexture, blendMode);
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  renderer.setMaterial(i2, material);
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  }
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- if (indicesLength > _vertexCount) {
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+ if (indicesLength > _vertexCount || renderer._needResizeBuffer) {
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  renderer._createAndBindBuffer(indicesLength);
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+ renderer._needResizeBuffer = false;
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  this.buildPrimitive(skeleton, renderer);
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  return;
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  }
@@ -11356,11 +11357,7 @@ SpineMaterial._spineFS = "\n #include <common>\n uniform sampler2D materia
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  * When enabled, vertex color values are multiplied by the alpha channel.
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  * @remarks
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  If this option is enabled, the Spine editor must export textures with "Premultiply Alpha" checked.
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- */ _this.premultipliedAlpha = false, /**
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- * Whether to enable dark color tint for your spine animation.
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- * When your Spine animation uses "Tint Black" feature in the Spine editor, enable this to ensure
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- * the rendered result matches the Spine editor preview.
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- */ _this.tintBlack = false, /**
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+ */ _this.premultipliedAlpha = false, _this._tintBlack = false, /**
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  * Default state for spine animation.
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  * Contains the default animation name to be played, whether this animation should loop, the default skin name.
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  */ _this.defaultConfig = new SpineAnimationDefaultConfig(), /** @internal */ _this._subPrimitives = [], /** @internal */ _this._vertices = new Float32Array(), /** @internal */ _this._indices = new Uint16Array(), /** @internal */ _this._needResizeBuffer = false, /** @internal */ _this._vertexCount = 0, /** @internal */ _this._localBounds = new engine.BoundingBox(new engine.Vector3(Infinity, Infinity, Infinity), new engine.Vector3(-Infinity, -Infinity, -Infinity));
@@ -11531,6 +11528,22 @@ SpineMaterial._spineFS = "\n #include <common>\n uniform sampler2D materia
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  }
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  };
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  _create_class(SpineAnimationRenderer, [
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+ {
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+ key: "tintBlack",
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+ get: /**
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+ * Whether to enable dark color tint for your spine animation.
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+ * When your Spine animation uses "Tint Black" feature in the Spine editor, enable this to ensure
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+ * the rendered result matches the Spine editor preview.
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+ */ function get() {
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+ return this._tintBlack;
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+ },
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+ set: function set(value) {
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+ if (this._tintBlack !== value) {
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+ this._tintBlack = value;
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+ this._needResizeBuffer = true;
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+ }
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+ }
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+ },
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  {
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  key: "state",
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  get: /**
@@ -11596,7 +11609,7 @@ __decorate([
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  ], SpineAnimationRenderer.prototype, "premultipliedAlpha", void 0);
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  __decorate([
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  engine.assignmentClone
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- ], SpineAnimationRenderer.prototype, "tintBlack", void 0);
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+ ], SpineAnimationRenderer.prototype, "_tintBlack", void 0);
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  __decorate([
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  engine.deepClone
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  ], SpineAnimationRenderer.prototype, "defaultConfig", void 0);
@@ -11997,7 +12010,7 @@ for(var key in RendererObject){
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  for(var key1 in LoaderObject){
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  engine.Loader.registerClass(key1, LoaderObject[key1]);
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  }
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- var version = "0.0.0-experimental-engine-spine-20250624";
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+ var version = "0.0.0-experimental-engine-spine-20250624-2";
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  console.log("Galacean spine version: " + version);
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  exports.AlphaTimeline = AlphaTimeline;