mirror of
https://github.com/photonstorm/phaser
synced 2024-11-21 20:23:19 +00:00
We can just pass off to the existing render function. Yay!
This commit is contained in:
parent
7add222a87
commit
dc7bdf1e99
1 changed files with 2 additions and 95 deletions
|
@ -4,11 +4,6 @@
|
|||
* @license {@link https://opensource.org/licenses/MIT|MIT License}
|
||||
*/
|
||||
|
||||
var CounterClockwise = require('../../../../src/math/angle/CounterClockwise');
|
||||
var Clamp = require('../../../../src/math/Clamp');
|
||||
var RadToDeg = require('../../../../src/math/RadToDeg');
|
||||
var Wrap = require('../../../../src/math/Wrap');
|
||||
|
||||
/**
|
||||
* Renders this Game Object with the WebGL Renderer to the given Camera.
|
||||
* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
|
||||
|
@ -56,12 +51,6 @@ var SpineContainerWebGLRenderer = function (renderer, container, camera, parentM
|
|||
transformMatrix.applyITRS(container.x, container.y, container.rotation, container.scaleX, container.scaleY);
|
||||
}
|
||||
|
||||
var alpha = container.alpha;
|
||||
var scrollFactorX = container.scrollFactorX;
|
||||
var scrollFactorY = container.scrollFactorY;
|
||||
|
||||
var GameObjectRenderMask = 15;
|
||||
|
||||
if (renderer.newType)
|
||||
{
|
||||
// flush + clear if this is a new type
|
||||
|
@ -72,7 +61,7 @@ var SpineContainerWebGLRenderer = function (renderer, container, camera, parentM
|
|||
|
||||
var rendererNextType = renderer.nextTypeMatch;
|
||||
|
||||
// Force these to avoid batch flushing
|
||||
// Force these to avoid batch flushing during SpineGameObject.renderWebGL
|
||||
renderer.nextTypeMatch = true;
|
||||
renderer.newType = false;
|
||||
|
||||
|
@ -82,92 +71,10 @@ var SpineContainerWebGLRenderer = function (renderer, container, camera, parentM
|
|||
|
||||
if (src.willRender(camera))
|
||||
{
|
||||
src.renderWebGL(renderer, src, camera, transformMatrix);
|
||||
src.renderWebGL(renderer, src, camera, transformMatrix, container);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
var skeleton = src.skeleton;
|
||||
var childAlpha = skeleton.color.a;
|
||||
|
||||
var willRender = !(GameObjectRenderMask !== src.renderFlags || (src.cameraFilter !== 0 && (src.cameraFilter & camera.id)) || childAlpha === 0);
|
||||
|
||||
if (!skeleton || !willRender)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var camMatrix = renderer._tempMatrix1;
|
||||
var spriteMatrix = renderer._tempMatrix2;
|
||||
var calcMatrix = renderer._tempMatrix3;
|
||||
|
||||
spriteMatrix.applyITRS(src.x, src.y, src.rotation, Math.abs(src.scaleX), Math.abs(src.scaleY));
|
||||
|
||||
camMatrix.copyFrom(camera.matrix);
|
||||
|
||||
// Multiply the camera by the parent matrix
|
||||
camMatrix.multiplyWithOffset(transformMatrix, -camera.scrollX * scrollFactorX, -camera.scrollY * scrollFactorY);
|
||||
|
||||
// Undo the camera scroll
|
||||
spriteMatrix.e = src.x;
|
||||
spriteMatrix.f = src.y;
|
||||
|
||||
// Multiply by the Sprite matrix, store result in calcMatrix
|
||||
camMatrix.multiply(spriteMatrix, calcMatrix);
|
||||
|
||||
var viewportHeight = renderer.height;
|
||||
|
||||
skeleton.x = calcMatrix.tx;
|
||||
skeleton.y = viewportHeight - calcMatrix.ty;
|
||||
|
||||
skeleton.scaleX = calcMatrix.scaleX;
|
||||
skeleton.scaleY = calcMatrix.scaleY;
|
||||
|
||||
if (src.scaleX < 0)
|
||||
{
|
||||
skeleton.scaleX *= -1;
|
||||
|
||||
src.root.rotation = RadToDeg(calcMatrix.rotationNormalized);
|
||||
}
|
||||
else
|
||||
{
|
||||
// +90 degrees to account for the difference in Spine vs. Phaser rotation
|
||||
src.root.rotation = Wrap(RadToDeg(CounterClockwise(calcMatrix.rotationNormalized)) + 90, 0, 360);
|
||||
}
|
||||
|
||||
if (src.scaleY < 0)
|
||||
{
|
||||
skeleton.scaleY *= -1;
|
||||
|
||||
if (src.scaleX < 0)
|
||||
{
|
||||
src.root.rotation -= (RadToDeg(calcMatrix.rotationNormalized) * 2);
|
||||
}
|
||||
else
|
||||
{
|
||||
src.root.rotation += (RadToDeg(calcMatrix.rotationNormalized) * 2);
|
||||
}
|
||||
}
|
||||
|
||||
if (camera.renderToTexture || renderer.currentFramebuffer !== null)
|
||||
{
|
||||
skeleton.y = calcMatrix.ty;
|
||||
skeleton.scaleY *= -1;
|
||||
}
|
||||
|
||||
// Add autoUpdate option
|
||||
skeleton.updateWorldTransform();
|
||||
|
||||
skeleton.color.a = Clamp(childAlpha * alpha, 0, 1);
|
||||
|
||||
// Draw the current skeleton
|
||||
sceneRenderer.drawSkeleton(skeleton, src.preMultipliedAlpha);
|
||||
|
||||
// Restore alpha
|
||||
skeleton.color.a = childAlpha;
|
||||
}
|
||||
*/
|
||||
|
||||
renderer.nextTypeMatch = rendererNextType;
|
||||
|
||||
if (!rendererNextType)
|
||||
|
|
Loading…
Reference in a new issue