@galacean/engine-spine 0.0.0-experimental-engine-spine-20250624 → 0.0.0-experimental-engine-spine-20250624-2
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/browser.js +1 -1
- package/dist/main.js +22 -9
- package/dist/main.js.map +1 -1
- package/dist/miniprogram.js +22 -9
- package/dist/module.js +22 -9
- package/dist/module.js.map +1 -1
- package/package.json +2 -2
- package/types/renderer/SpineAnimationRenderer.d.ts +3 -1
package/dist/miniprogram.js
CHANGED
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@@ -4293,7 +4293,7 @@ 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);
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@@ -11201,8 +11201,9 @@ 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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}
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@@ -11357,11 +11358,7 @@ 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 miniprogram.BoundingBox(new miniprogram.Vector3(Infinity, Infinity, Infinity), new miniprogram.Vector3(-Infinity, -Infinity, -Infinity));
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@@ -11532,6 +11529,22 @@ 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: /**
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@@ -11597,7 +11610,7 @@ __decorate([
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], SpineAnimationRenderer.prototype, "premultipliedAlpha", void 0);
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__decorate([
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miniprogram.assignmentClone
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-
], SpineAnimationRenderer.prototype, "
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], SpineAnimationRenderer.prototype, "_tintBlack", void 0);
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__decorate([
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miniprogram.deepClone
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], SpineAnimationRenderer.prototype, "defaultConfig", void 0);
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@@ -11998,7 +12011,7 @@ for(var key in RendererObject){
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for(var key1 in LoaderObject){
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miniprogram.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;
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package/dist/module.js
CHANGED
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@@ -4288,7 +4288,7 @@ 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);
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@@ -11196,8 +11196,9 @@ 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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}
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@@ -11352,11 +11353,7 @@ 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 BoundingBox(new Vector3(Infinity, Infinity, Infinity), new Vector3(-Infinity, -Infinity, -Infinity));
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@@ -11527,6 +11524,22 @@ 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: /**
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@@ -11592,7 +11605,7 @@ __decorate([
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], SpineAnimationRenderer.prototype, "premultipliedAlpha", void 0);
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__decorate([
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assignmentClone
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], SpineAnimationRenderer.prototype, "
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], SpineAnimationRenderer.prototype, "_tintBlack", void 0);
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__decorate([
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deepClone
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], SpineAnimationRenderer.prototype, "defaultConfig", void 0);
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@@ -11993,7 +12006,7 @@ for(var key in RendererObject){
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for(var key1 in LoaderObject){
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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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export { AlphaTimeline, Animation, AnimationState, AnimationStateAdapter, AnimationStateData, AssetManagerBase, AtlasAttachmentLoader, Attachment, AttachmentTimeline, BinaryInput, BlendMode, Bone, BoneData, BoundingBoxAttachment, CURRENT, ClippingAttachment, Color, ConstraintData, CurveTimeline, CurveTimeline1, CurveTimeline2, DebugUtils, DeformTimeline, Downloader, DrawOrderTimeline, Event, EventData, EventQueue, EventTimeline, EventType, FIRST, FakeTexture, HOLD_FIRST, HOLD_MIX, HOLD_SUBSEQUENT, IkConstraint, IkConstraintData, IkConstraintTimeline, Inherit, InheritTimeline, IntSet, Interpolation, LoaderUtils, MathUtils, MeshAttachment, MixBlend, MixDirection, PathAttachment, PathConstraint, PathConstraintData, PathConstraintMixTimeline, PathConstraintPositionTimeline, PathConstraintSpacingTimeline, Physics, PhysicsConstraintDampingTimeline, PhysicsConstraintGravityTimeline, PhysicsConstraintInertiaTimeline, PhysicsConstraintMassTimeline, PhysicsConstraintMixTimeline, PhysicsConstraintResetTimeline, PhysicsConstraintStrengthTimeline, PhysicsConstraintTimeline, PhysicsConstraintWindTimeline, PointAttachment, Pool, PositionMode, Pow, PowOut, RGB2Timeline, RGBA2Timeline, RGBATimeline, RGBTimeline, RegionAttachment, RotateMode, RotateTimeline, SETUP, SUBSEQUENT, ScaleTimeline, ScaleXTimeline, ScaleYTimeline, SequenceTimeline, ShearTimeline, ShearXTimeline, ShearYTimeline, Skeleton, SkeletonBinary, SkeletonBounds, SkeletonClipping, SkeletonData, SkeletonJson, Skin, SkinEntry, Slot, SlotData, SpacingMode, SpineAnimationRenderer, SpineMaterial, SpineResource, StringSet, Texture, TextureAtlas, TextureAtlasPage, TextureAtlasRegion, TextureFilter, TextureRegion, TextureWrap, TimeKeeper, Timeline, TrackEntry, TransformConstraint, TransformConstraintData, TransformConstraintTimeline, TranslateTimeline, TranslateXTimeline, TranslateYTimeline, Triangulator, Utils, Vector2, VertexAttachment, WindowedMean, version };
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