New plugin build

This commit is contained in:
Richard Davey 2019-07-22 13:18:21 +01:00
parent 0c9f5f26a3
commit 143986fddb
2 changed files with 116 additions and 163 deletions

View file

@ -11350,8 +11350,13 @@ var SpineFile = new Class({
function SpineFile (loader, key, jsonURL, atlasURL, jsonXhrSettings, atlasXhrSettings)
{
var i;
var json;
var atlas;
var files = [];
var cache = loader.cacheManager.custom.spine;
// atlas can be an array of atlas files, not just a single one
if (IsPlainObject(key))
{
@ -11366,22 +11371,60 @@ var SpineFile = new Class({
xhrSettings: GetFastValue(config, 'jsonXhrSettings')
});
atlas = new TextFile(loader, {
key: key,
url: GetFastValue(config, 'atlasURL'),
extension: GetFastValue(config, 'atlasExtension', 'atlas'),
xhrSettings: GetFastValue(config, 'atlasXhrSettings')
});
atlasURL = GetFastValue(config, 'atlasURL');
if (Array.isArray(atlasURL))
{
for (i = 0; i < atlasURL.length; i++)
{
atlas = new TextFile(loader, {
key: key,
url: atlasURL[i],
extension: GetFastValue(config, 'atlasExtension', 'atlas'),
xhrSettings: GetFastValue(config, 'atlasXhrSettings')
});
files.push(atlas);
}
}
else
{
atlas = new TextFile(loader, {
key: key,
url: atlasURL,
extension: GetFastValue(config, 'atlasExtension', 'atlas'),
xhrSettings: GetFastValue(config, 'atlasXhrSettings')
});
files.push(atlas);
}
}
else
{
json = new JSONFile(loader, key, jsonURL, jsonXhrSettings);
atlas = new TextFile(loader, key, atlasURL, atlasXhrSettings);
if (Array.isArray(atlasURL))
{
for (i = 0; i < atlasURL.length; i++)
{
atlas = new TextFile(loader, key + '_' + i, atlasURL[i], atlasXhrSettings);
atlas.cache = cache;
files.push(atlas);
}
}
else
{
atlas = new TextFile(loader, key + '_0', atlasURL, atlasXhrSettings);
atlas.cache = cache;
files.push(atlas);
}
}
atlas.cache = loader.cacheManager.custom.spine;
files.unshift(json);
MultiFile.call(this, loader, 'spine', key, [ json, atlas ]);
MultiFile.call(this, loader, 'spine', key, files);
},
/**
@ -11471,154 +11514,40 @@ var SpineFile = new Class({
fileJSON.addToCache();
var fileText = this.files[1];
var atlasCache;
var atlasKey = '';
var combinedAtlastData = '';
fileText.addToCache();
for (var i = 2; i < this.files.length; i++)
for (var i = 1; i < this.files.length; i++)
{
var file = this.files[i];
var key = file.key.substr(4).trim();
if (file.type === 'text')
{
atlasKey = file.key.substr(0, file.key.length - 2);
this.loader.textureManager.addImage(key, file.data);
atlasCache = file.cache;
combinedAtlastData = combinedAtlastData.concat(file.data);
}
else
{
var key = file.key.substr(4).trim();
this.loader.textureManager.addImage(key, file.data);
}
file.pendingDestroy();
}
atlasCache.add(atlasKey, combinedAtlastData);
this.complete = true;
}
}
});
/**
* Adds a Unity YAML based Texture Atlas, or array of atlases, to the current load queue.
*
* You can call this method from within your Scene's `preload`, along with any other files you wish to load:
*
* ```javascript
* function preload ()
* {
* this.load.unityAtlas('mainmenu', 'images/MainMenu.png', 'images/MainMenu.txt');
* }
* ```
*
* The file is **not** loaded right away. It is added to a queue ready to be loaded either when the loader starts,
* or if it's already running, when the next free load slot becomes available. This happens automatically if you
* are calling this from within the Scene's `preload` method, or a related callback. Because the file is queued
* it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
* The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the
* Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been
* loaded.
*
* If you call this from outside of `preload` then you are responsible for starting the Loader afterwards and monitoring
* its events to know when it's safe to use the asset. Please see the Phaser.Loader.LoaderPlugin class for more details.
*
* Phaser expects the atlas data to be provided in a YAML formatted text file as exported from Unity.
*
* Phaser can load all common image types: png, jpg, gif and any other format the browser can natively handle.
*
* The key must be a unique String. It is used to add the file to the global Texture Manager upon a successful load.
* The key should be unique both in terms of files being loaded and files already present in the Texture Manager.
* Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file
* then remove it from the Texture Manager first, before loading a new one.
*
* Instead of passing arguments you can pass a configuration object, such as:
*
* ```javascript
* this.load.unityAtlas({
* key: 'mainmenu',
* textureURL: 'images/MainMenu.png',
* atlasURL: 'images/MainMenu.txt'
* });
* ```
*
* See the documentation for `Phaser.Loader.FileTypes.SpineFileConfig` for more details.
*
* Once the atlas has finished loading you can use frames from it as textures for a Game Object by referencing its key:
*
* ```javascript
* this.load.unityAtlas('mainmenu', 'images/MainMenu.png', 'images/MainMenu.json');
* // and later in your game ...
* this.add.image(x, y, 'mainmenu', 'background');
* ```
*
* To get a list of all available frames within an atlas please consult your Texture Atlas software.
*
* If you have specified a prefix in the loader, via `Loader.setPrefix` then this value will be prepended to this files
* key. For example, if the prefix was `MENU.` and the key was `Background` the final key will be `MENU.Background` and
* this is what you would use to retrieve the image from the Texture Manager.
*
* The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
*
* If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien"
* and no URL is given then the Loader will set the URL to be "alien.png". It will always add `.png` as the extension, although
* this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
*
* Phaser also supports the automatic loading of associated normal maps. If you have a normal map to go with this image,
* then you can specify it by providing an array as the `url` where the second element is the normal map:
*
* ```javascript
* this.load.unityAtlas('mainmenu', [ 'images/MainMenu.png', 'images/MainMenu-n.png' ], 'images/MainMenu.txt');
* ```
*
* Or, if you are using a config object use the `normalMap` property:
*
* ```javascript
* this.load.unityAtlas({
* key: 'mainmenu',
* textureURL: 'images/MainMenu.png',
* normalMap: 'images/MainMenu-n.png',
* atlasURL: 'images/MainMenu.txt'
* });
* ```
*
* The normal map file is subject to the same conditions as the image file with regard to the path, baseURL, CORs and XHR Settings.
* Normal maps are a WebGL only feature.
*
* Note: The ability to load this type of file will only be available if the Unity Atlas File type has been built into Phaser.
* It is available in the default build but can be excluded from custom builds.
*
* @method Phaser.Loader.LoaderPlugin#spine
* @fires Phaser.Loader.LoaderPlugin#addFileEvent
* @since 3.16.0
*
* @param {(string|Phaser.Loader.FileTypes.SpineFileConfig|Phaser.Loader.FileTypes.SpineFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them.
* @param {string|string[]} [textureURL] - The absolute or relative URL to load the texture image file from. If undefined or `null` it will be set to `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png".
* @param {string} [atlasURL] - The absolute or relative URL to load the texture atlas data file from. If undefined or `null` it will be set to `<key>.txt`, i.e. if `key` was "alien" then the URL will be "alien.txt".
* @param {XHRSettingsObject} [textureXhrSettings] - An XHR Settings configuration object for the atlas image file. Used in replacement of the Loaders default XHR Settings.
* @param {XHRSettingsObject} [atlasXhrSettings] - An XHR Settings configuration object for the atlas data file. Used in replacement of the Loaders default XHR Settings.
*
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
FileTypesManager.register('spine', function (key, jsonURL, atlasURL, jsonXhrSettings, atlasXhrSettings)
{
var multifile;
// Supports an Object file definition in the key argument
// Or an array of objects in the key argument
// Or a single entry where all arguments have been defined
if (Array.isArray(key))
{
for (var i = 0; i < key.length; i++)
{
multifile = new SpineFile(this, key[i]);
this.addFile(multifile.files);
}
}
else
{
multifile = new SpineFile(this, key, jsonURL, atlasURL, jsonXhrSettings, atlasXhrSettings);
this.addFile(multifile.files);
}
return this;
});
*/
module.exports = SpineFile;
@ -11787,6 +11716,8 @@ var SpinePlugin = new Class({
this.skeletonRenderer = new runtime.SkeletonRenderer(gl);
this.skeletonRenderer.premultipliedAlpha = true;
this.shapes = new runtime.ShapeRenderer(gl);
this.debugRenderer = new runtime.SkeletonDebugRenderer(gl);
@ -11822,7 +11753,7 @@ var SpinePlugin = new Class({
atlas = new Spine.TextureAtlas(atlasData, function (path)
{
var glTexture = new Spine.webgl.GLTexture(gl, textures.get(path).getSourceImage());
var glTexture = new Spine.webgl.GLTexture(gl, textures.get(path).getSourceImage(), false);
spineTextures.add(key, glTexture);
@ -12024,7 +11955,9 @@ var ComponentsFlip = __webpack_require__(/*! ../../../../src/gameobjects/compone
var ComponentsScrollFactor = __webpack_require__(/*! ../../../../src/gameobjects/components/ScrollFactor */ "../../../src/gameobjects/components/ScrollFactor.js");
var ComponentsTransform = __webpack_require__(/*! ../../../../src/gameobjects/components/Transform */ "../../../src/gameobjects/components/Transform.js");
var ComponentsVisible = __webpack_require__(/*! ../../../../src/gameobjects/components/Visible */ "../../../src/gameobjects/components/Visible.js");
var CounterClockwise = __webpack_require__(/*! ../../../../src/math/angle/CounterClockwise */ "../../../src/math/angle/CounterClockwise.js");
var GameObject = __webpack_require__(/*! ../../../../src/gameobjects/GameObject */ "../../../src/gameobjects/GameObject.js");
var RadToDeg = __webpack_require__(/*! ../../../../src/math/RadToDeg */ "../../../src/math/RadToDeg.js");
var SpineGameObjectRender = __webpack_require__(/*! ./SpineGameObjectRender */ "./gameobject/SpineGameObjectRender.js");
/**
@ -12097,13 +12030,8 @@ var SpineGameObject = new Class({
var skeleton = data.skeleton;
skeleton.setToSetupPose();
skeleton.updateWorldTransform();
skeleton.setSkinByName('default');
this.skeleton = skeleton;
skeleton.setToSetupPose();
// AnimationState
data = this.plugin.createAnimationState(skeleton);
@ -12148,21 +12076,42 @@ var SpineGameObject = new Class({
this.setAnimation(0, animationName, loop);
}
var renderer = this.scene.sys.renderer;
var height = renderer.height;
var oldScaleX = this.scaleX;
var oldScaleY = this.scaleY;
skeleton.x = this.x;
skeleton.y = height - this.y;
skeleton.scaleX = 1;
skeleton.scaleY = 1;
this.skeleton = skeleton;
this.root = this.getRootBone();
this.skeleton.scaleX = this.scaleX;
this.skeleton.scaleY = this.scaleY;
if (this.root)
{
// - 90 degrees to account for the difference in Spine vs. Phaser rotation
this.root.rotation = RadToDeg(CounterClockwise(this.rotation - 1.5707963267948966));
}
this.skeleton.updateWorldTransform();
skeleton.updateWorldTransform();
var w = this.skeletonData.width;
var h = this.skeletonData.height;
var b = this.getBounds();
this.width = w;
this.height = h;
this.width = b.size.x;
this.height = b.size.y;
this.displayOriginX = w / 2;
this.displayOriginY = h / 2;
this.displayOriginX = this.x - b.offset.x;
this.displayOriginY = this.y - (height - (this.height + b.offset.y));
skeleton.scaleX = oldScaleX;
skeleton.scaleY = oldScaleY;
skeleton.updateWorldTransform();
return this;
},
@ -12281,6 +12230,11 @@ var SpineGameObject = new Class({
return this.skeleton.findSlotIndex(slotName);
},
// getBounds ( 2-tuple offset, 2-tuple size, float[] temp): void
// Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
// offset An output value, the distance from the skeleton origin to the bottom left corner of the AABB.
// size An output value, the width and height of the AABB.
getBounds: function ()
{
return this.plugin.getBounds(this.skeleton);
@ -12547,8 +12501,6 @@ var SpineGameObjectWebGLRenderer = function (renderer, src, interpolationPercent
shader.setUniform4x4f(runtime.Shader.MVP_MATRIX, mvp.val);
batcher.begin(shader);
skeletonRenderer.premultipliedAlpha = true;
}
if (renderer.nextTypeMatch)
@ -12557,6 +12509,7 @@ var SpineGameObjectWebGLRenderer = function (renderer, src, interpolationPercent
}
// Draw the current skeleton
skeletonRenderer.premultipliedAlpha = true;
skeletonRenderer.draw(batcher, skeleton);
if (!renderer.nextTypeMatch)

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