mirror of
https://github.com/photonstorm/phaser
synced 2024-11-14 17:07:43 +00:00
Added Spine Game Object and fully working canvas renderer
This commit is contained in:
parent
15bbcda5dd
commit
f5f1e8ef15
6 changed files with 362 additions and 33 deletions
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@ -6,10 +6,12 @@
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var Class = require('../../../src/utils/Class');
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var ScenePlugin = require('../../../src/plugins/ScenePlugin');
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var Skeleton = require('./Skeleton');
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var SpineFile = require('./SpineFile');
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var SpineCanvas = require('SpineCanvas');
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var SpineWebGL = require('SpineGL');
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var SpineGameObject = require('./gameobject/SpineGameObject');
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var runtime;
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/**
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* @classdesc
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@ -31,6 +33,8 @@ var SpinePlugin = new Class({
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function SpinePlugin (scene, pluginManager)
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{
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console.log('SpinePlugin created');
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ScenePlugin.call(this, scene, pluginManager);
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var game = pluginManager.game;
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@ -49,9 +53,20 @@ var SpinePlugin = new Class({
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pluginManager.registerFileType('spine', this.spineFileCallback, scene);
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// Register our game object
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pluginManager.registerGameObject('spine', this.spineFactory);
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// this.runtime = (game.config.renderType) ? SpineCanvas : SpineWebGL;
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runtime = (game.config.renderType) ? SpineCanvas : SpineWebGL;
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pluginManager.registerGameObject('spine', this.createSpineFactory(this));
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},
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boot: function ()
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{
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this.skeletonRenderer = new SpineCanvas.canvas.SkeletonRenderer(this.game.context);
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},
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getRuntime: function ()
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{
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return runtime;
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},
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spineFileCallback: function (key, jsonURL, atlasURL, jsonXhrSettings, atlasXhrSettings)
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@ -90,23 +105,19 @@ var SpinePlugin = new Class({
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*
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* @return {Phaser.GameObjects.Spine} The Game Object that was created.
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*/
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spineFactory: function (x, y, key,)
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createSpineFactory: function (plugin)
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{
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// var sprite = new Sprite3D(this.scene, x, y, z, key, frame);
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var callback = function (x, y, key, animationName, loop)
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{
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var spineGO = new SpineGameObject(this.scene, plugin, x, y, key, animationName, loop);
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// this.displayList.add(sprite.gameObject);
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// this.updateList.add(sprite.gameObject);
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this.displayList.add(spineGO);
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this.updateList.add(spineGO);
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return spineGO;
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};
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// return sprite;
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},
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boot: function ()
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{
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this.canvas = this.game.canvas;
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this.context = this.game.context;
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this.skeletonRenderer = new SpineCanvas.canvas.SkeletonRenderer(this.context);
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return callback;
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},
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createSkeleton: function (key)
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@ -133,16 +144,8 @@ var SpinePlugin = new Class({
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var skeletonData = skeletonJson.readSkeletonData(this.json.get(key));
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var skeleton = new SpineCanvas.Skeleton(skeletonData);
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skeleton.flipY = true;
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skeleton.setToSetupPose();
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skeleton.updateWorldTransform();
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skeleton.setSkinByName('default');
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return skeleton;
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return { skeletonData: skeletonData, skeleton: skeleton };
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},
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getBounds: function (skeleton)
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@ -155,13 +158,13 @@ var SpinePlugin = new Class({
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return { offset: offset, size: size };
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},
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createAnimationState: function (skeleton, animationName)
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createAnimationState: function (skeleton)
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{
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var state = new SpineCanvas.AnimationState(new SpineCanvas.AnimationStateData(skeleton.data));
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var stateData = new SpineCanvas.AnimationStateData(skeleton.data);
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state.setAnimation(0, animationName, true);
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var state = new SpineCanvas.AnimationState(stateData);
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return state;
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return { stateData: stateData, state: state };
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},
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/**
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@ -4,14 +4,21 @@
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var Class = require('../../../src/utils/Class');
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var Class = require('../../../../src/utils/Class');
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var ComponentsAlpha = require('../../../../src/gameobjects/components/Alpha');
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var ComponentsBlendMode = require('../../../../src/gameobjects/components/BlendMode');
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var ComponentsDepth = require('../../../../src/gameobjects/components/Depth');
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var ComponentsScrollFactor = require('../../../../src/gameobjects/components/ScrollFactor');
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var ComponentsTransform = require('../../../../src/gameobjects/components/Transform');
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var ComponentsVisible = require('../../../../src/gameobjects/components/Visible');
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var GameObject = require('../../../../src/gameobjects/GameObject');
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var SpineGameObjectRender = require('./SpineGameObjectRender');
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/**
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* @classdesc
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* TODO
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*
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* @class Skeleton
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* @class SpineGameObject
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* @constructor
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* @since 3.16.0
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*
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@ -22,11 +29,183 @@ var SpineGameObject = new Class({
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Extends: GameObject,
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Mixins: [
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ComponentsAlpha,
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ComponentsBlendMode,
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ComponentsDepth,
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ComponentsScrollFactor,
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ComponentsTransform,
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ComponentsVisible,
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SpineGameObjectRender
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],
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initialize:
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function SpineGameObject (scene, x, y, key, animation)
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function SpineGameObject (scene, plugin, x, y, key, animationName, loop)
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{
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this.plugin = plugin;
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this.runtime = plugin.getRuntime();
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GameObject.call(this, scene, 'Spine');
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var data = this.plugin.createSkeleton(key);
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this.skeletonData = data.skeletonData;
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var skeleton = data.skeleton;
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skeleton.flipY = true;
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skeleton.setToSetupPose();
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skeleton.updateWorldTransform();
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skeleton.setSkinByName('default');
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this.skeleton = skeleton;
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// AnimationState
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data = this.plugin.createAnimationState(skeleton);
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this.state = data.state;
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this.stateData = data.stateData;
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var _this = this;
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this.state.addListener({
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event: function (trackIndex, event)
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{
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// Event on a Track
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_this.emit('spine.event', trackIndex, event);
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},
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complete: function (trackIndex, loopCount)
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{
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// Animation on Track x completed, loop count
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_this.emit('spine.complete', trackIndex, loopCount);
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},
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start: function (trackIndex)
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{
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// Animation on Track x started
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_this.emit('spine.start', trackIndex);
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},
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end: function (trackIndex)
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{
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// Animation on Track x ended
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_this.emit('spine.end', trackIndex);
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}
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});
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this.renderDebug = false;
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if (animationName)
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{
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this.setAnimation(0, animationName, loop);
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}
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this.setPosition(x, y);
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},
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// http://esotericsoftware.com/spine-runtimes-guide
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setAnimation: function (trackIndex, animationName, loop)
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{
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// if (loop === undefined)
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// {
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// loop = false;
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// }
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this.state.setAnimation(trackIndex, animationName, loop);
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return this;
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},
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addAnimation: function (trackIndex, animationName, loop, delay)
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{
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return this.state.addAnimation(trackIndex, animationName, loop, delay);
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},
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setEmptyAnimation: function (trackIndex, mixDuration)
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{
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this.state.setEmptyAnimation(trackIndex, mixDuration);
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return this;
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},
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clearTrack: function (trackIndex)
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{
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this.state.clearTrack(trackIndex);
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return this;
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},
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clearTracks: function ()
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{
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this.state.clearTracks();
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return this;
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},
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setSkin: function (newSkin)
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{
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var skeleton = this.skeleton;
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skeleton.setSkin(newSkin);
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skeleton.setSlotsToSetupPose();
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this.state.apply(skeleton);
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return this;
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},
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setMix: function (fromName, toName, duration)
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{
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this.stateData.setMix(fromName, toName, duration);
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return this;
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},
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findBone: function (boneName)
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{
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return this.skeleton.findBone(boneName);
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},
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getBounds: function ()
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{
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return this.plugin.getBounds(this.skeleton);
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// this.skeleton.getBounds(this.offset, this.size, []);
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},
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preUpdate: function (time, delta)
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{
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this.state.update(delta / 1000);
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this.state.apply(this.skeleton);
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this.emit('spine.update', this.skeleton);
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},
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/**
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* Internal destroy handler, called as part of the destroy process.
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*
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* @method Phaser.GameObjects.RenderTexture#preDestroy
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* @protected
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* @since 3.16.0
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*/
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preDestroy: function ()
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{
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this.state.clearListeners();
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this.state.clearListenerNotifications();
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this.plugin = null;
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this.runtime = null;
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this.skeleton = null;
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this.skeletonData = null;
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this.state = null;
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this.stateData = null;
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}
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});
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@ -0,0 +1,55 @@
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var SetTransform = require('../../../../src/renderer/canvas/utils/SetTransform');
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/**
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* Renders this Game Object with the Canvas Renderer to the given Camera.
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* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
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* This method should not be called directly. It is a utility function of the Render module.
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*
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* @method Phaser.GameObjects.SpineGameObject#renderCanvas
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* @since 3.16.0
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* @private
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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.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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{
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var context = renderer.currentContext;
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if (!SetTransform(renderer, context, src, camera, parentMatrix))
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{
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return;
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}
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src.plugin.skeletonRenderer.ctx = context;
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context.save();
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src.skeleton.updateWorldTransform();
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src.plugin.skeletonRenderer.draw(src.skeleton);
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if (src.renderDebug)
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{
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context.strokeStyle = '#00ff00';
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context.beginPath();
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context.moveTo(-1000, 0);
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context.lineTo(1000, 0);
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context.moveTo(0, -1000);
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context.lineTo(0, 1000);
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context.stroke();
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}
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context.restore();
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};
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module.exports = SpineGameObjectCanvasRenderer;
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33
plugins/spine/src/gameobject/SpineGameObjectFactory.js
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33
plugins/spine/src/gameobject/SpineGameObjectFactory.js
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var SpineGameObject = require('./SpineGameObject');
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var GameObjectFactory = require('../../../../src/gameobjects/GameObjectFactory');
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/**
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* Creates a new Spine Game Object Game Object and adds it to the Scene.
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*
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* Note: This method will only be available if the Spine Plugin has been built or loaded into Phaser.
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*
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* @method Phaser.GameObjects.GameObjectFactory#spine
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* @since 3.16.0
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*
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* @param {number} x - The horizontal position of this Game Object.
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* @param {number} y - The vertical position of this Game Object.
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* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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*
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* @return {Phaser.GameObjects.SpineGameObject} The Game Object that was created.
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*/
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GameObjectFactory.register('spine', function (x, y, key, animation)
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{
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var spine = new SpineGameObject(this.scene, x, y, key, animation);
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this.displayList.add(spine);
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this.updateList.add(spine);
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return spine;
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});
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25
plugins/spine/src/gameobject/SpineGameObjectRender.js
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25
plugins/spine/src/gameobject/SpineGameObjectRender.js
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var renderWebGL = require('../../../../src/utils/NOOP');
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var renderCanvas = require('../../../../src/utils/NOOP');
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if (typeof WEBGL_RENDERER)
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{
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renderWebGL = require('./SpineGameObjectWebGLRenderer');
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}
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if (typeof CANVAS_RENDERER)
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{
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renderCanvas = require('./SpineGameObjectCanvasRenderer');
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}
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module.exports = {
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renderWebGL: renderWebGL,
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renderCanvas: renderCanvas
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};
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34
plugins/spine/src/gameobject/SpineGameObjectWebGLRenderer.js
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34
plugins/spine/src/gameobject/SpineGameObjectWebGLRenderer.js
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var SetTransform = require('../../../../src/renderer/canvas/utils/SetTransform');
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/**
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* Renders this Game Object with the Canvas Renderer to the given Camera.
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* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
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* This method should not be called directly. It is a utility function of the Render module.
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*
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* @method Phaser.GameObjects.SpineGameObject#renderCanvas
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* @since 3.16.0
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* @private
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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.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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{
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src.plugin.skeletonRenderer.ctx = context;
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src.skeleton.updateWorldTransform();
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src.plugin.skeletonRenderer.draw(src.skeleton);
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};
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module.exports = SpineGameObjectWebGLRenderer;
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