New debug build

This commit is contained in:
Richard Davey 2020-10-16 14:12:15 +01:00
parent d4f75a5b7e
commit e99a069181
2 changed files with 26 additions and 100 deletions

View file

@ -33715,7 +33715,7 @@ var SpineContainerCanvasRenderer = function (renderer, container, camera, parent
child.setAlpha(childAlpha * alpha);
// Render
child.renderCanvas(renderer, child, interpolationPercentage, camera, transformMatrix);
child.renderCanvas(renderer, child, camera, transformMatrix);
// Restore original values
child.setAlpha(childAlpha);
@ -33774,7 +33774,7 @@ module.exports = {
!*** ./container/SpineContainerWebGLRenderer.js ***!
\**************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
@ -33782,11 +33782,6 @@ module.exports = {
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var CounterClockwise = __webpack_require__(/*! ../../../../src/math/angle/CounterClockwise */ "../../../src/math/angle/CounterClockwise.js");
var Clamp = __webpack_require__(/*! ../../../../src/math/Clamp */ "../../../src/math/Clamp.js");
var RadToDeg = __webpack_require__(/*! ../../../../src/math/RadToDeg */ "../../../src/math/RadToDeg.js");
var Wrap = __webpack_require__(/*! ../../../../src/math/Wrap */ "../../../src/math/Wrap.js");
/**
* 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.
@ -33834,12 +33829,6 @@ 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
@ -33850,7 +33839,7 @@ 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;
@ -33860,92 +33849,10 @@ 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)
@ -35856,7 +35763,6 @@ var SpineGameObjectCanvasRenderer = function (renderer, src, camera, parentMatri
skeleton.scaleY *= -1;
}
// Add autoUpdate option
skeleton.updateWorldTransform();
skeletonRenderer.ctx = context;
@ -35923,6 +35829,7 @@ module.exports = {
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Clamp = __webpack_require__(/*! ../../../../src/math/Clamp */ "../../../src/math/Clamp.js");
var CounterClockwise = __webpack_require__(/*! ../../../../src/math/angle/CounterClockwise */ "../../../src/math/angle/CounterClockwise.js");
var GetCalcMatrix = __webpack_require__(/*! ../../../../src/gameobjects/GetCalcMatrix */ "../../../src/gameobjects/GetCalcMatrix.js");
var RadToDeg = __webpack_require__(/*! ../../../../src/math/RadToDeg */ "../../../src/math/RadToDeg.js");
@ -35942,7 +35849,7 @@ var Wrap = __webpack_require__(/*! ../../../../src/math/Wrap */ "../../../src/ma
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
*/
var SpineGameObjectWebGLRenderer = function (renderer, src, camera, parentMatrix)
var SpineGameObjectWebGLRenderer = function (renderer, src, camera, parentMatrix, container)
{
var plugin = src.plugin;
var skeleton = src.skeleton;
@ -35956,6 +35863,18 @@ var SpineGameObjectWebGLRenderer = function (renderer, src, camera, parentMatrix
sceneRenderer.begin();
}
var scrollFactorX = src.scrollFactorX;
var scrollFactorY = src.scrollFactorY;
var alpha = skeleton.color.a;
if (container)
{
src.scrollFactorX = container.scrollFactorX;
src.scrollFactorY = container.scrollFactorY;
skeleton.color.a = Clamp(alpha * container.alpha, 0, 1);
}
var calcMatrix = GetCalcMatrix(src, camera, parentMatrix).calc;
var viewportHeight = renderer.height;
@ -36004,6 +35923,13 @@ var SpineGameObjectWebGLRenderer = function (renderer, src, camera, parentMatrix
// Draw the current skeleton
sceneRenderer.drawSkeleton(skeleton, src.preMultipliedAlpha);
if (container)
{
src.scrollFactorX = scrollFactorX;
src.scrollFactorY = scrollFactorY;
skeleton.color.a = alpha;
}
if (plugin.drawDebug || src.drawDebug)
{
// Because if we don't, the bones render positions are completely wrong (*sigh*)

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