@safe-engine/cocos 1.9.6 → 1.10.2

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.
Files changed (36) hide show
  1. package/dist/app.d.ts +1 -1
  2. package/dist/app.d.ts.map +1 -1
  3. package/dist/app.js +6 -7
  4. package/dist/collider/CollideComponent.d.ts +3 -4
  5. package/dist/collider/CollideComponent.d.ts.map +1 -1
  6. package/dist/collider/CollideComponent.js +11 -6
  7. package/dist/core/NodeComp.d.ts +0 -7
  8. package/dist/core/NodeComp.d.ts.map +1 -1
  9. package/dist/core/NodeComp.js +12 -12
  10. package/dist/gui/GUIComponent.d.ts +6 -31
  11. package/dist/gui/GUIComponent.d.ts.map +1 -1
  12. package/dist/gui/GUIComponent.js +3 -22
  13. package/dist/gui/GUISystem.d.ts +0 -2
  14. package/dist/gui/GUISystem.d.ts.map +1 -1
  15. package/dist/gui/GUISystem.js +9 -17
  16. package/dist/polyfills.d.ts +0 -1
  17. package/dist/polyfills.d.ts.map +1 -1
  18. package/dist/polyfills.js +0 -3
  19. package/dist/spine/CCSkeleton.d.ts +188 -1
  20. package/dist/spine/CCSkeleton.d.ts.map +1 -1
  21. package/dist/spine/CCSkeleton.js +103 -127
  22. package/dist/spine/CCSkeletonAnimation.d.ts +136 -6
  23. package/dist/spine/CCSkeletonAnimation.d.ts.map +1 -1
  24. package/dist/spine/CCSkeletonAnimation.js +95 -101
  25. package/dist/spine/CCSkeletonCanvasRenderCmd.d.ts.map +1 -1
  26. package/dist/spine/CCSkeletonCanvasRenderCmd.js +6 -3
  27. package/dist/spine/CCSkeletonTexture.d.ts +24 -1
  28. package/dist/spine/CCSkeletonTexture.d.ts.map +1 -1
  29. package/dist/spine/CCSkeletonTexture.js +4 -6
  30. package/dist/spine/CCSkeletonWebGLRenderCmd.d.ts +27 -1
  31. package/dist/spine/CCSkeletonWebGLRenderCmd.d.ts.map +1 -1
  32. package/dist/spine/CCSkeletonWebGLRenderCmd.js +243 -247
  33. package/dist/spine/index.d.ts +4 -8
  34. package/dist/spine/index.d.ts.map +1 -1
  35. package/dist/spine/index.js +5 -11
  36. package/package.json +1 -1
@@ -22,260 +22,256 @@ import * as spine from '@esotericsoftware/spine-core';
22
22
  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
23
23
  THE SOFTWARE.
24
24
  ****************************************************************************/
25
- var gworld = gworld || {};
26
- (function () {
27
- gworld.WebGLRenderCmd = function (renderableObject) {
28
- this._rootCtor(renderableObject);
29
- this._needDraw = true;
30
- this._matrix = new cc.math.Matrix4();
31
- this._matrix.identity();
32
- this._currTexture = null;
33
- this._currBlendFunc = {};
34
- this.vertexType = cc.renderer.VertexType.CUSTOM;
35
- this.setShaderProgram(cc.shaderCache.programForKey(cc.SHADER_SPRITE_POSITION_TEXTURECOLOR));
36
- };
37
- const proto = (gworld.WebGLRenderCmd.prototype = Object.create(cc.Node.WebGLRenderCmd.prototype));
38
- proto.constructor = gworld.WebGLRenderCmd;
39
- proto.uploadData = function (f32buffer, ui32buffer, vertexDataOffset) {
40
- const node = this._node;
41
- const color = this._displayedColor, locSkeleton = node._skeleton;
42
- let attachment, slot, i, n;
43
- const premultiAlpha = node._premultipliedAlpha;
44
- locSkeleton.r = color.r / 255;
45
- locSkeleton.g = color.g / 255;
46
- locSkeleton.b = color.b / 255;
47
- locSkeleton.a = this._displayedOpacity / 255;
48
- if (premultiAlpha) {
49
- locSkeleton.r *= locSkeleton.a;
50
- locSkeleton.g *= locSkeleton.a;
51
- locSkeleton.b *= locSkeleton.a;
25
+ export const WebGLRenderCmd = function (renderableObject) {
26
+ this._rootCtor(renderableObject);
27
+ this._needDraw = true;
28
+ this._matrix = new cc.math.Matrix4();
29
+ this._matrix.identity();
30
+ this._currTexture = null;
31
+ this._currBlendFunc = {};
32
+ this.vertexType = cc.renderer.VertexType.CUSTOM;
33
+ this.setShaderProgram(cc.shaderCache.programForKey(cc.SHADER_SPRITE_POSITION_TEXTURECOLOR));
34
+ };
35
+ const proto = (WebGLRenderCmd.prototype = Object.create(cc.Node.WebGLRenderCmd.prototype));
36
+ proto.constructor = WebGLRenderCmd;
37
+ proto.uploadData = function (f32buffer, ui32buffer, vertexDataOffset) {
38
+ const node = this._node;
39
+ const color = this._displayedColor, locSkeleton = node._skeleton;
40
+ let attachment, slot, i, n;
41
+ const premultiAlpha = node._premultipliedAlpha;
42
+ locSkeleton.r = color.r / 255;
43
+ locSkeleton.g = color.g / 255;
44
+ locSkeleton.b = color.b / 255;
45
+ locSkeleton.a = this._displayedOpacity / 255;
46
+ if (premultiAlpha) {
47
+ locSkeleton.r *= locSkeleton.a;
48
+ locSkeleton.g *= locSkeleton.a;
49
+ locSkeleton.b *= locSkeleton.a;
50
+ }
51
+ let debugSlotsInfo = null;
52
+ if (this._node._debugSlots) {
53
+ debugSlotsInfo = [];
54
+ }
55
+ for (i = 0, n = locSkeleton.drawOrder.length; i < n; i++) {
56
+ slot = locSkeleton.drawOrder[i];
57
+ if (!slot.attachment)
58
+ continue;
59
+ attachment = slot.attachment;
60
+ // get the vertices length
61
+ let vertCount = 0;
62
+ if (attachment instanceof spine.RegionAttachment) {
63
+ vertCount = 6; // a quad = two triangles = six vertices
52
64
  }
53
- let debugSlotsInfo = null;
54
- if (this._node._debugSlots) {
55
- debugSlotsInfo = [];
65
+ else if (attachment instanceof spine.MeshAttachment) {
66
+ vertCount = attachment.regionUVs.length / 2;
56
67
  }
57
- for (i = 0, n = locSkeleton.drawOrder.length; i < n; i++) {
58
- slot = locSkeleton.drawOrder[i];
59
- if (!slot.attachment)
60
- continue;
61
- attachment = slot.attachment;
62
- // get the vertices length
63
- let vertCount = 0;
64
- if (attachment instanceof spine.RegionAttachment) {
65
- vertCount = 6; // a quad = two triangles = six vertices
66
- }
67
- else if (attachment instanceof spine.MeshAttachment) {
68
- vertCount = attachment.regionUVs.length / 2;
69
- }
70
- else {
71
- continue;
72
- }
73
- // no vertices to render
74
- if (vertCount === 0) {
75
- continue;
76
- }
77
- const regionTextureAtlas = node.getTextureAtlas(attachment);
78
- // Broken for changing batch info
79
- var batchBroken;
80
- if (regionTextureAtlas.texture) {
81
- this._currTexture = regionTextureAtlas.texture.getRealTexture();
82
- batchBroken = cc.renderer._updateBatchedInfo(this._currTexture, this._getBlendFunc(slot.data.blendMode, premultiAlpha), this._glProgramState);
83
- }
84
- // keep the same logic with RendererWebGL.js, avoid vertex data overflow
85
- const uploadAll = vertexDataOffset / 6 + vertCount > (cc.BATCH_VERTEX_COUNT - 200) * 0.5;
86
- // Broken for vertex data overflow
87
- if (!batchBroken && uploadAll) {
88
- // render the cached data
89
- cc.renderer._batchRendering();
90
- batchBroken = true;
91
- }
92
- if (batchBroken) {
93
- vertexDataOffset = 0;
94
- }
95
- // update the vertex buffer
96
- let slotDebugPoints = null;
97
- if (attachment instanceof spine.RegionAttachment) {
98
- slotDebugPoints = this._uploadRegionAttachmentData(attachment, slot, premultiAlpha, f32buffer, ui32buffer, vertexDataOffset);
99
- }
100
- else if (attachment instanceof spine.MeshAttachment) {
101
- this._uploadMeshAttachmentData(attachment, slot, premultiAlpha, f32buffer, ui32buffer, vertexDataOffset);
102
- }
103
- else {
104
- continue;
105
- }
106
- if (this._node._debugSlots) {
107
- debugSlotsInfo[i] = slotDebugPoints;
108
- }
109
- // update the index buffer
110
- if (attachment instanceof spine.RegionAttachment) {
111
- cc.renderer._increaseBatchingSize(vertCount, cc.renderer.VertexType.TRIANGLE);
112
- }
113
- else {
114
- cc.renderer._increaseBatchingSize(vertCount, cc.renderer.VertexType.CUSTOM, attachment.triangles);
115
- }
116
- // update the index data
117
- vertexDataOffset += vertCount * 6;
68
+ else {
69
+ continue;
70
+ }
71
+ // no vertices to render
72
+ if (vertCount === 0) {
73
+ continue;
74
+ }
75
+ const regionTextureAtlas = node.getTextureAtlas(attachment);
76
+ // Broken for changing batch info
77
+ let batchBroken;
78
+ if (regionTextureAtlas.texture) {
79
+ this._currTexture = regionTextureAtlas.texture.getRealTexture();
80
+ batchBroken = cc.renderer._updateBatchedInfo(this._currTexture, this._getBlendFunc(slot.data.blendMode, premultiAlpha), this._glProgramState);
118
81
  }
119
- if (node._debugBones || node._debugSlots) {
120
- // flush previous vertices
82
+ // keep the same logic with RendererWebGL.js, avoid vertex data overflow
83
+ const uploadAll = vertexDataOffset / 6 + vertCount > (cc.BATCH_VERTEX_COUNT - 200) * 0.5;
84
+ // Broken for vertex data overflow
85
+ if (!batchBroken && uploadAll) {
86
+ // render the cached data
121
87
  cc.renderer._batchRendering();
122
- const wt = this._worldTransform, mat = this._matrix.mat;
123
- mat[0] = wt.a;
124
- mat[4] = wt.c;
125
- mat[12] = wt.tx;
126
- mat[1] = wt.b;
127
- mat[5] = wt.d;
128
- mat[13] = wt.ty;
129
- cc.kmGLMatrixMode(cc.KM_GL_MODELVIEW);
130
- cc.current_stack.stack.push(cc.current_stack.top);
131
- cc.current_stack.top = this._matrix;
132
- const drawingUtil = cc._drawingUtil;
133
- if (node._debugSlots && debugSlotsInfo && debugSlotsInfo.length > 0) {
134
- // Slots.
135
- drawingUtil.setDrawColor(0, 0, 255, 255);
136
- drawingUtil.setLineWidth(1);
137
- for (i = 0, n = locSkeleton.slots.length; i < n; i++) {
138
- const points = debugSlotsInfo[i];
139
- if (points) {
140
- drawingUtil.drawPoly(points, 4, true);
141
- }
142
- }
143
- }
144
- if (node._debugBones) {
145
- // Bone lengths.
146
- let bone;
147
- drawingUtil.setLineWidth(2);
148
- drawingUtil.setDrawColor(255, 0, 0, 255);
149
- for (i = 0, n = locSkeleton.bones.length; i < n; i++) {
150
- bone = locSkeleton.bones[i];
151
- const x = bone.data.length * bone.a + bone.worldX;
152
- const y = bone.data.length * bone.c + bone.worldY;
153
- drawingUtil.drawLine(cc.p(bone.worldX, bone.worldY), cc.p(x, y));
154
- }
155
- // Bone origins.
156
- drawingUtil.setPointSize(4);
157
- drawingUtil.setDrawColor(0, 0, 255, 255); // Root bone is blue.
158
- for (i = 0, n = locSkeleton.bones.length; i < n; i++) {
159
- bone = locSkeleton.bones[i];
160
- drawingUtil.drawPoint(cc.p(bone.worldX, bone.worldY));
161
- if (i == 0) {
162
- drawingUtil.setDrawColor(0, 255, 0, 255);
163
- }
164
- }
165
- }
166
- cc.kmGLPopMatrix();
88
+ batchBroken = true;
89
+ }
90
+ if (batchBroken) {
91
+ vertexDataOffset = 0;
167
92
  }
168
- return 0;
169
- };
170
- proto._getBlendFunc = function (blendMode, premultiAlpha) {
171
- let ret = this._currBlendFunc;
172
- switch (blendMode) {
173
- case spine.BlendMode.Normal:
174
- ret.src = premultiAlpha ? cc.ONE : cc.SRC_ALPHA;
175
- ret.dst = cc.ONE_MINUS_SRC_ALPHA;
176
- break;
177
- case spine.BlendMode.Additive:
178
- ret.src = premultiAlpha ? cc.ONE : cc.SRC_ALPHA;
179
- ret.dst = cc.ONE;
180
- break;
181
- case spine.BlendMode.Multiply:
182
- ret.src = cc.DST_COLOR;
183
- ret.dst = cc.ONE_MINUS_SRC_ALPHA;
184
- break;
185
- case spine.BlendMode.Screen:
186
- ret.src = cc.ONE;
187
- ret.dst = cc.ONE_MINUS_SRC_COLOR;
188
- break;
189
- default:
190
- ret = this._node._blendFunc;
191
- break;
93
+ // update the vertex buffer
94
+ let slotDebugPoints = null;
95
+ if (attachment instanceof spine.RegionAttachment) {
96
+ slotDebugPoints = this._uploadRegionAttachmentData(attachment, slot, premultiAlpha, f32buffer, ui32buffer, vertexDataOffset);
192
97
  }
193
- return ret;
194
- };
195
- proto._createChildFormSkeletonData = function () { };
196
- proto._updateChild = function () { };
197
- proto._uploadRegionAttachmentData = function (attachment, slot, premultipliedAlpha, f32buffer, ui32buffer, vertexDataOffset) {
198
- // the vertices in format:
199
- // [
200
- // X1, Y1, C1R, C1G, C1B, C1A, U1, V1, // bottom left
201
- // X2, Y2, C2R, C2G, C2B, C2A, U2, V2, // top left
202
- // X3, Y3, C3R, C3G, C3B, C3A, U3, V3, // top right
203
- // X4, Y4, C4R, C4G, C4B, C4A, U4, V4 // bottom right
204
- // ]
205
- //
206
- const nodeColor = this._displayedColor;
207
- const nodeR = nodeColor.r, nodeG = nodeColor.g, nodeB = nodeColor.b, nodeA = this._displayedOpacity;
208
- const vertices = spine.Utils.setArraySize([], 8, 0);
209
- attachment.computeWorldVertices(slot, vertices, 0, 2);
210
- const uvs = attachment.uvs;
211
- // get the colors data
212
- const skeleton = slot.bone.skeleton;
213
- const skeletonColor = skeleton.color;
214
- const slotColor = slot.color;
215
- const regionColor = attachment.color;
216
- const alpha = skeletonColor.a * slotColor.a * regionColor.a;
217
- const multiplier = premultipliedAlpha ? alpha : 1;
218
- const colors = attachment.tempColor;
219
- colors.set(skeletonColor.r * slotColor.r * regionColor.r * multiplier, skeletonColor.g * slotColor.g * regionColor.g * multiplier, skeletonColor.b * slotColor.b * regionColor.b * multiplier, alpha);
220
- const wt = this._worldTransform, wa = wt.a, wb = wt.b, wc = wt.c, wd = wt.d, wx = wt.tx, wy = wt.ty, z = this._node.vertexZ;
221
- let offset = vertexDataOffset;
222
- // generate 6 vertices data (two triangles) from the quad vertices
223
- // using two angles : (0, 1, 2) & (0, 2, 3)
224
- for (let i = 0; i < 6; i++) {
225
- const srcIdx = i < 4 ? i % 3 : i - 2;
226
- const vx = vertices[srcIdx * 2], vy = vertices[srcIdx * 2 + 1];
227
- const x = vx * wa + vy * wc + wx, y = vx * wb + vy * wd + wy;
228
- const r = colors.r * nodeR, g = colors.g * nodeG, b = colors.b * nodeB, a = colors.a * nodeA;
229
- const color = (a << 24) | (b << 16) | (g << 8) | r;
230
- f32buffer[offset] = x;
231
- f32buffer[offset + 1] = y;
232
- f32buffer[offset + 2] = z;
233
- ui32buffer[offset + 3] = color;
234
- f32buffer[offset + 4] = uvs[srcIdx * 2];
235
- f32buffer[offset + 5] = uvs[srcIdx * 2 + 1];
236
- offset += 6;
98
+ else if (attachment instanceof spine.MeshAttachment) {
99
+ this._uploadMeshAttachmentData(attachment, slot, premultiAlpha, f32buffer, ui32buffer, vertexDataOffset);
100
+ }
101
+ else {
102
+ continue;
237
103
  }
238
104
  if (this._node._debugSlots) {
239
- // return the quad points info if debug slot enabled
240
- const VERTEX = spine.RegionAttachment;
241
- return [
242
- cc.p(vertices[VERTEX.X1], vertices[VERTEX.Y1]),
243
- cc.p(vertices[VERTEX.X2], vertices[VERTEX.Y2]),
244
- cc.p(vertices[VERTEX.X3], vertices[VERTEX.Y3]),
245
- cc.p(vertices[VERTEX.X4], vertices[VERTEX.Y4]),
246
- ];
105
+ debugSlotsInfo[i] = slotDebugPoints;
106
+ }
107
+ // update the index buffer
108
+ if (attachment instanceof spine.RegionAttachment) {
109
+ cc.renderer._increaseBatchingSize(vertCount, cc.renderer.VertexType.TRIANGLE);
247
110
  }
248
- };
249
- proto._uploadMeshAttachmentData = function (attachment, slot, premultipliedAlpha, f32buffer, ui32buffer, vertexDataOffset) {
250
- const wt = this._worldTransform, wa = wt.a, wb = wt.b, wc = wt.c, wd = wt.d, wx = wt.tx, wy = wt.ty, z = this._node.vertexZ;
251
- // get the vertex data
252
- const verticesLength = attachment.worldVerticesLength;
253
- const vertices = spine.Utils.setArraySize([], verticesLength, 0);
254
- attachment.computeWorldVertices(slot, 0, verticesLength, vertices, 0, 2);
255
- const uvs = attachment.uvs;
256
- // get the colors data
257
- const skeleton = slot.bone.skeleton;
258
- const skeletonColor = skeleton.color, slotColor = slot.color, meshColor = attachment.color;
259
- const alpha = skeletonColor.a * slotColor.a * meshColor.a;
260
- const multiplier = premultipliedAlpha ? alpha : 1;
261
- const colors = attachment.tempColor;
262
- colors.set(skeletonColor.r * slotColor.r * meshColor.r * multiplier, skeletonColor.g * slotColor.g * meshColor.g * multiplier, skeletonColor.b * slotColor.b * meshColor.b * multiplier, alpha);
263
- let offset = vertexDataOffset;
264
- const nodeColor = this._displayedColor;
265
- const nodeR = nodeColor.r, nodeG = nodeColor.g, nodeB = nodeColor.b, nodeA = this._displayedOpacity;
266
- for (let i = 0, n = vertices.length; i < n; i += 2) {
267
- const vx = vertices[i], vy = vertices[i + 1];
268
- const x = vx * wa + vy * wb + wx, y = vx * wc + vy * wd + wy;
269
- const r = colors.r * nodeR, g = colors.g * nodeG, b = colors.b * nodeB, a = colors.a * nodeA;
270
- const color = (a << 24) | (b << 16) | (g << 8) | r;
271
- f32buffer[offset] = x;
272
- f32buffer[offset + 1] = y;
273
- f32buffer[offset + 2] = z;
274
- ui32buffer[offset + 3] = color;
275
- f32buffer[offset + 4] = uvs[i];
276
- f32buffer[offset + 5] = uvs[i + 1];
277
- offset += 6;
111
+ else {
112
+ cc.renderer._increaseBatchingSize(vertCount, cc.renderer.VertexType.CUSTOM, attachment.triangles);
113
+ }
114
+ // update the index data
115
+ vertexDataOffset += vertCount * 6;
116
+ }
117
+ if (node._debugBones || node._debugSlots) {
118
+ // flush previous vertices
119
+ cc.renderer._batchRendering();
120
+ const wt = this._worldTransform, mat = this._matrix.mat;
121
+ mat[0] = wt.a;
122
+ mat[4] = wt.c;
123
+ mat[12] = wt.tx;
124
+ mat[1] = wt.b;
125
+ mat[5] = wt.d;
126
+ mat[13] = wt.ty;
127
+ cc.kmGLMatrixMode(cc.KM_GL_MODELVIEW);
128
+ cc.current_stack.stack.push(cc.current_stack.top);
129
+ cc.current_stack.top = this._matrix;
130
+ const drawingUtil = cc._drawingUtil;
131
+ if (node._debugSlots && debugSlotsInfo && debugSlotsInfo.length > 0) {
132
+ // Slots.
133
+ drawingUtil.setDrawColor(0, 0, 255, 255);
134
+ drawingUtil.setLineWidth(1);
135
+ for (i = 0, n = locSkeleton.slots.length; i < n; i++) {
136
+ const points = debugSlotsInfo[i];
137
+ if (points) {
138
+ drawingUtil.drawPoly(points, 4, true);
139
+ }
140
+ }
141
+ }
142
+ if (node._debugBones) {
143
+ // Bone lengths.
144
+ let bone;
145
+ drawingUtil.setLineWidth(2);
146
+ drawingUtil.setDrawColor(255, 0, 0, 255);
147
+ for (i = 0, n = locSkeleton.bones.length; i < n; i++) {
148
+ bone = locSkeleton.bones[i];
149
+ const x = bone.data.length * bone.a + bone.worldX;
150
+ const y = bone.data.length * bone.c + bone.worldY;
151
+ drawingUtil.drawLine(cc.p(bone.worldX, bone.worldY), cc.p(x, y));
152
+ }
153
+ // Bone origins.
154
+ drawingUtil.setPointSize(4);
155
+ drawingUtil.setDrawColor(0, 0, 255, 255); // Root bone is blue.
156
+ for (i = 0, n = locSkeleton.bones.length; i < n; i++) {
157
+ bone = locSkeleton.bones[i];
158
+ drawingUtil.drawPoint(cc.p(bone.worldX, bone.worldY));
159
+ if (i == 0) {
160
+ drawingUtil.setDrawColor(0, 255, 0, 255);
161
+ }
162
+ }
278
163
  }
279
- };
280
- })();
281
- export const WebGLRenderCmd = gworld.WebGLRenderCmd;
164
+ cc.kmGLPopMatrix();
165
+ }
166
+ return 0;
167
+ };
168
+ proto._getBlendFunc = function (blendMode, premultiAlpha) {
169
+ let ret = this._currBlendFunc;
170
+ switch (blendMode) {
171
+ case spine.BlendMode.Normal:
172
+ ret.src = premultiAlpha ? cc.ONE : cc.SRC_ALPHA;
173
+ ret.dst = cc.ONE_MINUS_SRC_ALPHA;
174
+ break;
175
+ case spine.BlendMode.Additive:
176
+ ret.src = premultiAlpha ? cc.ONE : cc.SRC_ALPHA;
177
+ ret.dst = cc.ONE;
178
+ break;
179
+ case spine.BlendMode.Multiply:
180
+ ret.src = cc.DST_COLOR;
181
+ ret.dst = cc.ONE_MINUS_SRC_ALPHA;
182
+ break;
183
+ case spine.BlendMode.Screen:
184
+ ret.src = cc.ONE;
185
+ ret.dst = cc.ONE_MINUS_SRC_COLOR;
186
+ break;
187
+ default:
188
+ ret = this._node._blendFunc;
189
+ break;
190
+ }
191
+ return ret;
192
+ };
193
+ proto._createChildFormSkeletonData = function () { };
194
+ proto._updateChild = function () { };
195
+ proto._uploadRegionAttachmentData = function (attachment, slot, premultipliedAlpha, f32buffer, ui32buffer, vertexDataOffset) {
196
+ // the vertices in format:
197
+ // [
198
+ // X1, Y1, C1R, C1G, C1B, C1A, U1, V1, // bottom left
199
+ // X2, Y2, C2R, C2G, C2B, C2A, U2, V2, // top left
200
+ // X3, Y3, C3R, C3G, C3B, C3A, U3, V3, // top right
201
+ // X4, Y4, C4R, C4G, C4B, C4A, U4, V4 // bottom right
202
+ // ]
203
+ //
204
+ const nodeColor = this._displayedColor;
205
+ const nodeR = nodeColor.r, nodeG = nodeColor.g, nodeB = nodeColor.b, nodeA = this._displayedOpacity;
206
+ const vertices = spine.Utils.setArraySize([], 8, 0);
207
+ attachment.computeWorldVertices(slot, vertices, 0, 2);
208
+ const uvs = attachment.uvs;
209
+ // get the colors data
210
+ const skeleton = slot.bone.skeleton;
211
+ const skeletonColor = skeleton.color;
212
+ const slotColor = slot.color;
213
+ const regionColor = attachment.color;
214
+ const alpha = skeletonColor.a * slotColor.a * regionColor.a;
215
+ const multiplier = premultipliedAlpha ? alpha : 1;
216
+ const colors = attachment.tempColor;
217
+ colors.set(skeletonColor.r * slotColor.r * regionColor.r * multiplier, skeletonColor.g * slotColor.g * regionColor.g * multiplier, skeletonColor.b * slotColor.b * regionColor.b * multiplier, alpha);
218
+ const wt = this._worldTransform, wa = wt.a, wb = wt.b, wc = wt.c, wd = wt.d, wx = wt.tx, wy = wt.ty, z = this._node.vertexZ;
219
+ let offset = vertexDataOffset;
220
+ // generate 6 vertices data (two triangles) from the quad vertices
221
+ // using two angles : (0, 1, 2) & (0, 2, 3)
222
+ for (let i = 0; i < 6; i++) {
223
+ const srcIdx = i < 4 ? i % 3 : i - 2;
224
+ const vx = vertices[srcIdx * 2], vy = vertices[srcIdx * 2 + 1];
225
+ const x = vx * wa + vy * wc + wx, y = vx * wb + vy * wd + wy;
226
+ const r = colors.r * nodeR, g = colors.g * nodeG, b = colors.b * nodeB, a = colors.a * nodeA;
227
+ const color = (a << 24) | (b << 16) | (g << 8) | r;
228
+ f32buffer[offset] = x;
229
+ f32buffer[offset + 1] = y;
230
+ f32buffer[offset + 2] = z;
231
+ ui32buffer[offset + 3] = color;
232
+ f32buffer[offset + 4] = uvs[srcIdx * 2];
233
+ f32buffer[offset + 5] = uvs[srcIdx * 2 + 1];
234
+ offset += 6;
235
+ }
236
+ if (this._node._debugSlots) {
237
+ // return the quad points info if debug slot enabled
238
+ const VERTEX = spine.RegionAttachment;
239
+ return [
240
+ cc.p(vertices[VERTEX.X1], vertices[VERTEX.Y1]),
241
+ cc.p(vertices[VERTEX.X2], vertices[VERTEX.Y2]),
242
+ cc.p(vertices[VERTEX.X3], vertices[VERTEX.Y3]),
243
+ cc.p(vertices[VERTEX.X4], vertices[VERTEX.Y4]),
244
+ ];
245
+ }
246
+ };
247
+ proto._uploadMeshAttachmentData = function (attachment, slot, premultipliedAlpha, f32buffer, ui32buffer, vertexDataOffset) {
248
+ const wt = this._worldTransform, wa = wt.a, wb = wt.b, wc = wt.c, wd = wt.d, wx = wt.tx, wy = wt.ty, z = this._node.vertexZ;
249
+ // get the vertex data
250
+ const verticesLength = attachment.worldVerticesLength;
251
+ const vertices = spine.Utils.setArraySize([], verticesLength, 0);
252
+ attachment.computeWorldVertices(slot, 0, verticesLength, vertices, 0, 2);
253
+ const uvs = attachment.uvs;
254
+ // get the colors data
255
+ const skeleton = slot.bone.skeleton;
256
+ const skeletonColor = skeleton.color, slotColor = slot.color, meshColor = attachment.color;
257
+ const alpha = skeletonColor.a * slotColor.a * meshColor.a;
258
+ const multiplier = premultipliedAlpha ? alpha : 1;
259
+ const colors = attachment.tempColor;
260
+ colors.set(skeletonColor.r * slotColor.r * meshColor.r * multiplier, skeletonColor.g * slotColor.g * meshColor.g * multiplier, skeletonColor.b * slotColor.b * meshColor.b * multiplier, alpha);
261
+ let offset = vertexDataOffset;
262
+ const nodeColor = this._displayedColor;
263
+ const nodeR = nodeColor.r, nodeG = nodeColor.g, nodeB = nodeColor.b, nodeA = this._displayedOpacity;
264
+ for (let i = 0, n = vertices.length; i < n; i += 2) {
265
+ const vx = vertices[i], vy = vertices[i + 1];
266
+ const x = vx * wa + vy * wb + wx, y = vx * wc + vy * wd + wy;
267
+ const r = colors.r * nodeR, g = colors.g * nodeG, b = colors.b * nodeB, a = colors.a * nodeA;
268
+ const color = (a << 24) | (b << 16) | (g << 8) | r;
269
+ f32buffer[offset] = x;
270
+ f32buffer[offset + 1] = y;
271
+ f32buffer[offset + 2] = z;
272
+ ui32buffer[offset + 3] = color;
273
+ f32buffer[offset + 4] = uvs[i];
274
+ f32buffer[offset + 5] = uvs[i + 1];
275
+ offset += 6;
276
+ }
277
+ };
@@ -1,6 +1,7 @@
1
1
  import { EntityManager, EventManager, System } from 'entityx-ts';
2
2
  import { BaseComponentProps, ComponentX } from '..';
3
- interface SpineData {
3
+ import { SkeletonAnimation } from './CCSkeletonAnimation';
4
+ export interface SpineData {
4
5
  atlas: string;
5
6
  skeleton: string;
6
7
  texture?: string;
@@ -12,14 +13,9 @@ interface SpineSkeletonProps {
12
13
  timeScale?: number;
13
14
  loop?: boolean;
14
15
  }
15
- export declare class SpineSkeleton extends ComponentX<SpineSkeletonProps & BaseComponentProps<SpineSkeleton>> {
16
- data: SpineData;
17
- skin: string;
18
- animation: string;
19
- loop: boolean;
20
- timeScale: number;
16
+ export declare class SpineSkeleton extends ComponentX<SpineSkeletonProps & BaseComponentProps<SpineSkeleton>, SkeletonAnimation> {
21
17
  setAnimation(name: string, loop?: boolean): void;
22
- setSkeletonData(data: string): void;
18
+ setSkeletonData(data: SpineData): void;
23
19
  }
24
20
  export declare class SpineSystem implements System {
25
21
  configure(event_manager: EventManager): void;
@@ -1 +1 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/spine/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,YAAY,EAAc,MAAM,EAAE,MAAM,YAAY,CAAA;AAE5E,OAAO,EAAE,kBAAkB,EAAE,UAAU,EAAuB,MAAM,IAAI,CAAA;AAGxE,UAAU,SAAS;IACjB,KAAK,EAAE,MAAM,CAAA;IACb,QAAQ,EAAE,MAAM,CAAA;IAChB,OAAO,CAAC,EAAE,MAAM,CAAA;CACjB;AAED,UAAU,kBAAkB;IAC1B,IAAI,EAAE,SAAS,CAAA;IACf,IAAI,CAAC,EAAE,MAAM,CAAA;IACb,SAAS,CAAC,EAAE,MAAM,CAAA;IAClB,SAAS,CAAC,EAAE,MAAM,CAAA;IAClB,IAAI,CAAC,EAAE,OAAO,CAAA;CACf;AACD,qBAAa,aAAc,SAAQ,UAAU,CAAC,kBAAkB,GAAG,kBAAkB,CAAC,aAAa,CAAC,CAAC;IACnG,IAAI,EAAE,SAAS,CAAA;IACf,IAAI,EAAE,MAAM,CAAA;IACZ,SAAS,EAAE,MAAM,CAAA;IACjB,IAAI,EAAE,OAAO,CAAA;IACb,SAAS,EAAE,MAAM,CAAA;IAEjB,YAAY,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,UAAQ;IAOvC,eAAe,CAAC,IAAI,EAAE,MAAM;CAK7B;AAED,qBAAa,WAAY,YAAW,MAAM;IACxC,SAAS,CAAC,aAAa,EAAE,YAAY;IAGrC,OAAO,CAAC,kBAAkB,CAazB;IACD,MAAM,CAAC,QAAQ,EAAE,aAAa,EAAE,MAAM,EAAE,YAAY,EAAE,EAAE,EAAE,MAAM;CAIjE;AAED,wBAAgB,UAAU,SAIzB"}
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/spine/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,YAAY,EAAoC,MAAM,EAAE,MAAM,YAAY,CAAA;AAElG,OAAO,EAAE,kBAAkB,EAAE,UAAU,EAAuB,MAAM,IAAI,CAAA;AACxE,OAAO,EAAE,iBAAiB,EAAE,MAAM,uBAAuB,CAAA;AAEzD,MAAM,WAAW,SAAS;IACxB,KAAK,EAAE,MAAM,CAAA;IACb,QAAQ,EAAE,MAAM,CAAA;IAChB,OAAO,CAAC,EAAE,MAAM,CAAA;CACjB;AAED,UAAU,kBAAkB;IAC1B,IAAI,EAAE,SAAS,CAAA;IACf,IAAI,CAAC,EAAE,MAAM,CAAA;IACb,SAAS,CAAC,EAAE,MAAM,CAAA;IAClB,SAAS,CAAC,EAAE,MAAM,CAAA;IAClB,IAAI,CAAC,EAAE,OAAO,CAAA;CACf;AACD,qBAAa,aAAc,SAAQ,UAAU,CAAC,kBAAkB,GAAG,kBAAkB,CAAC,aAAa,CAAC,EAAE,iBAAiB,CAAC;IACtH,YAAY,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,UAAQ;IAOvC,eAAe,CAAC,IAAI,EAAE,SAAS;CAKhC;AAED,qBAAa,WAAY,YAAW,MAAM;IACxC,SAAS,CAAC,aAAa,EAAE,YAAY;IAGrC,OAAO,CAAC,kBAAkB,CAYzB;IACD,MAAM,CAAC,QAAQ,EAAE,aAAa,EAAE,MAAM,EAAE,YAAY,EAAE,EAAE,EAAE,MAAM;CAIjE;AAED,wBAAgB,UAAU,SAIzB"}
@@ -2,11 +2,6 @@ import { EventTypes } from 'entityx-ts';
2
2
  import { ComponentX, GameWorld, NodeComp } from '..';
3
3
  import { SkeletonAnimation } from './CCSkeletonAnimation';
4
4
  export class SpineSkeleton extends ComponentX {
5
- data;
6
- skin;
7
- animation;
8
- loop;
9
- timeScale;
10
5
  setAnimation(name, loop = false) {
11
6
  const skel = this.node.instance;
12
7
  if (skel.setAnimation) {
@@ -15,19 +10,18 @@ export class SpineSkeleton extends ComponentX {
15
10
  }
16
11
  setSkeletonData(data) {
17
12
  const skel = this.node.instance;
18
- const atlas = data.replace('.json', '.atlas');
19
- skel.initWithArgs(data, atlas, this.node.scale);
13
+ const { atlas, skeleton } = data;
14
+ skel.initWithArgs(skeleton, atlas);
20
15
  }
21
16
  }
22
17
  export class SpineSystem {
23
18
  configure(event_manager) {
24
19
  event_manager.subscribe(EventTypes.ComponentAdded, SpineSkeleton, this.onAddSpineSkeleton);
25
20
  }
26
- onAddSpineSkeleton = ({ entity }) => {
27
- const spineComp = entity.getComponent(SpineSkeleton);
28
- const { data, skin, animation, loop, timeScale = 1 } = spineComp.props;
21
+ onAddSpineSkeleton = ({ entity, component: spineComp }) => {
22
+ const { data, skin, animation, loop = true, timeScale = 1 } = spineComp.props;
29
23
  const { atlas, skeleton } = data;
30
- // cc.log(skel, atlas);
24
+ // console.log('spineComp', spineComp)
31
25
  const node = SkeletonAnimation.createWithJsonFile(skeleton, atlas, timeScale);
32
26
  if (skin) {
33
27
  node.setSkin(skin);
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@safe-engine/cocos",
3
- "version": "1.9.6",
3
+ "version": "1.10.2",
4
4
  "description": "safe-engine with cocos renderer support",
5
5
  "type": "module",
6
6
  "main": "dist/index.js",