2017-05-16 23:07:52 +00:00
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var Class = require('../../utils/Class');
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var GameObject = require('../GameObject');
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2017-07-04 00:59:31 +00:00
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var Components = require('../components');
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2017-05-16 23:07:52 +00:00
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var MeshRender = require('./MeshRender');
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var Mesh = new Class({
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Extends: GameObject,
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Mixins: [
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Components.Alpha,
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Components.BlendMode,
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Components.Flip,
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Components.GetBounds,
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Components.Origin,
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Components.RenderTarget,
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Components.ScaleMode,
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Components.Size,
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Components.Texture,
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Components.Transform,
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Components.Visible,
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2017-06-22 02:19:03 +00:00
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Components.ScrollFactor,
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2017-05-16 23:07:52 +00:00
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MeshRender
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],
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initialize:
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2017-05-22 19:29:27 +00:00
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function Mesh (state, x, y, vertices, uv, indices, colors, alphas, texture, frame)
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2017-05-16 23:07:52 +00:00
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{
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GameObject.call(this, state, 'Mesh');
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this.setTexture(texture, frame);
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this.setPosition(x, y);
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this.setSizeToFrame();
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this.setOrigin();
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2017-05-17 16:12:17 +00:00
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if (vertices.length !== uv.length)
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{
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throw new Error('Phaser: Vertex count must match UV count');
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}
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2017-05-23 12:29:40 +00:00
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2017-06-28 08:03:13 +00:00
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var verticesUB = (vertices.length / 2) | 0;
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if (colors.length > 0 && colors.length < verticesUB)
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2017-05-22 19:29:27 +00:00
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{
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throw new Error('Phaser: Color count must match Vertex count');
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}
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2017-05-23 12:29:40 +00:00
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2017-06-28 08:03:13 +00:00
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if (alphas.length > 0 && alphas.length < verticesUB)
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2017-05-22 19:29:27 +00:00
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{
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throw new Error('Phaser: Alpha count must match Vertex count');
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}
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2017-05-23 12:29:40 +00:00
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var i;
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2017-05-22 19:29:27 +00:00
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if (colors.length === 0)
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{
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2017-06-28 08:03:13 +00:00
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for (i = 0; i < verticesUB; ++i)
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2017-05-22 19:29:27 +00:00
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{
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colors[i] = 0xFFFFFF;
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}
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}
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if (alphas.length === 0)
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{
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2017-06-28 08:03:13 +00:00
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for (i = 0; i < verticesUB; ++i)
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2017-05-22 19:29:27 +00:00
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{
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alphas[i] = 1.0;
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}
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}
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2017-05-17 16:12:17 +00:00
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this.vertices = new Float32Array(vertices);
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this.uv = new Float32Array(uv);
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2017-05-18 19:57:05 +00:00
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this.indices = new Uint16Array(indices);
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2017-05-22 19:29:27 +00:00
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this.colors = new Uint32Array(colors);
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this.alphas = new Float32Array(alphas);
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2017-05-16 23:07:52 +00:00
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}
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});
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module.exports = Mesh;
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