mirror of
https://github.com/photonstorm/phaser
synced 2024-11-14 00:47:29 +00:00
Removed interpolationPercentage
and used new matrix function
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parent
98363b87fc
commit
1665c1267d
4 changed files with 6 additions and 36 deletions
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@ -15,11 +15,10 @@
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*
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* @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer.
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* @param {Phaser.GameObjects.Container} container - The Game Object being rendered in this call.
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* @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
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* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
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*/
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var SpineContainerCanvasRenderer = function (renderer, container, interpolationPercentage, camera, parentMatrix)
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var SpineContainerCanvasRenderer = function (renderer, container, camera, parentMatrix)
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{
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var children = container.list;
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@ -20,11 +20,10 @@ var Wrap = require('../../../../src/math/Wrap');
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*
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* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
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* @param {Phaser.GameObjects.Container} container - The Game Object being rendered in this call.
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* @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
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* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
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*/
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var SpineContainerWebGLRenderer = function (renderer, container, interpolationPercentage, camera, parentMatrix)
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var SpineContainerWebGLRenderer = function (renderer, container, camera, parentMatrix)
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{
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var plugin = container.plugin;
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var sceneRenderer = plugin.sceneRenderer;
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@ -19,11 +19,10 @@ var Wrap = require('../../../../src/math/Wrap');
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*
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* @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer.
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* @param {SpineGameObject} src - The Game Object being rendered in this call.
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* @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
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* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
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*/
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var SpineGameObjectCanvasRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
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var SpineGameObjectCanvasRenderer = function (renderer, src, camera, parentMatrix)
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{
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var context = renderer.currentContext;
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@ -5,6 +5,7 @@
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*/
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var CounterClockwise = require('../../../../src/math/angle/CounterClockwise');
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var GetCalcMatrix = require('../../../../src/gameobjects/GetCalcMatrix');
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var RadToDeg = require('../../../../src/math/RadToDeg');
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var Wrap = require('../../../../src/math/Wrap');
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@ -19,11 +20,10 @@ var Wrap = require('../../../../src/math/Wrap');
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*
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* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
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* @param {SpineGameObject} src - The Game Object being rendered in this call.
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* @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
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* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
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*/
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var SpineGameObjectWebGLRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
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var SpineGameObjectWebGLRenderer = function (renderer, src, camera, parentMatrix)
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{
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var plugin = src.plugin;
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var skeleton = src.skeleton;
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@ -61,34 +61,7 @@ var SpineGameObjectWebGLRenderer = function (renderer, src, interpolationPercent
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renderer.pipelines.clear();
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}
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var camMatrix = renderer._tempMatrix1;
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var spriteMatrix = renderer._tempMatrix2;
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var calcMatrix = renderer._tempMatrix3;
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spriteMatrix.applyITRS(src.x, src.y, src.rotation, Math.abs(src.scaleX), Math.abs(src.scaleY));
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camMatrix.copyFrom(camera.matrix);
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if (parentMatrix)
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{
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// Multiply the camera by the parent matrix
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camMatrix.multiplyWithOffset(parentMatrix, -camera.scrollX * src.scrollFactorX, -camera.scrollY * src.scrollFactorY);
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// Undo the camera scroll
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spriteMatrix.e = src.x;
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spriteMatrix.f = src.y;
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// Multiply by the Sprite matrix, store result in calcMatrix
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camMatrix.multiply(spriteMatrix, calcMatrix);
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}
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else
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{
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spriteMatrix.e -= camera.scrollX * src.scrollFactorX;
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spriteMatrix.f -= camera.scrollY * src.scrollFactorY;
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// Multiply by the Sprite matrix, store result in calcMatrix
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camMatrix.multiply(spriteMatrix, calcMatrix);
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}
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var calcMatrix = GetCalcMatrix(src, camera, parentMatrix).calc;
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var viewportHeight = renderer.height;
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