Forráskód Böngészése

[ts] Fixed bug in MeshAttachment.setParentMesh, wasn't assinging worldVerticesLength

badlogic 8 éve
szülő
commit
30b3d9904e

+ 11 - 10
spine-ts/build/spine-all.js

@@ -2325,6 +2325,7 @@ var spine;
 			if (parentMesh != null) {
 				this.bones = parentMesh.bones;
 				this.vertices = parentMesh.vertices;
+				this.worldVerticesLength = parentMesh.worldVerticesLength;
 				this.regionUVs = parentMesh.regionUVs;
 				this.triangles = parentMesh.triangles;
 				this.hullLength = parentMesh.hullLength;
@@ -4000,8 +4001,8 @@ var spine;
 					mesh.computeWorldVertices(slot, 0, verticesLength, vertices, 0, 2);
 				}
 				if (vertices != null) {
-					for (var i_1 = 0, nn = vertices.length; i_1 < nn; i_1 += 8) {
-						var x = vertices[i_1], y = vertices[i_1 + 1];
+					for (var ii = 0, nn = vertices.length; ii < nn; ii += 8) {
+						var x = vertices[ii], y = vertices[ii + 1];
 						minX = Math.min(minX, x);
 						minY = Math.min(minY, y);
 						maxX = Math.max(maxX, x);
@@ -6309,8 +6310,8 @@ var spine;
 						break;
 					}
 					var listeners = _this.listeners;
-					for (var i_2 = 0; i_2 < listeners.length; i_2++) {
-						listeners[i_2].down(_this.currTouch.x, _this.currTouch.y);
+					for (var i_1 = 0; i_1 < listeners.length; i_1++) {
+						listeners[i_1].down(_this.currTouch.x, _this.currTouch.y);
 					}
 					console.log("Start " + _this.currTouch.x + ", " + _this.currTouch.y);
 					_this.lastX = _this.currTouch.x;
@@ -6328,8 +6329,8 @@ var spine;
 							var y = _this.currTouch.y = touch.clientY - rect.top;
 							_this.touchesPool.free(_this.currTouch);
 							var listeners = _this.listeners;
-							for (var i_3 = 0; i_3 < listeners.length; i_3++) {
-								listeners[i_3].up(x, y);
+							for (var i_2 = 0; i_2 < listeners.length; i_2++) {
+								listeners[i_2].up(x, y);
 							}
 							console.log("End " + x + ", " + y);
 							_this.lastX = x;
@@ -6351,8 +6352,8 @@ var spine;
 							var y = _this.currTouch.y = touch.clientY - rect.top;
 							_this.touchesPool.free(_this.currTouch);
 							var listeners = _this.listeners;
-							for (var i_4 = 0; i_4 < listeners.length; i_4++) {
-								listeners[i_4].up(x, y);
+							for (var i_3 = 0; i_3 < listeners.length; i_3++) {
+								listeners[i_3].up(x, y);
 							}
 							console.log("End " + x + ", " + y);
 							_this.lastX = x;
@@ -6375,8 +6376,8 @@ var spine;
 							var x = touch.clientX - rect.left;
 							var y = touch.clientY - rect.top;
 							var listeners = _this.listeners;
-							for (var i_5 = 0; i_5 < listeners.length; i_5++) {
-								listeners[i_5].dragged(x, y);
+							for (var i_4 = 0; i_4 < listeners.length; i_4++) {
+								listeners[i_4].dragged(x, y);
 							}
 							console.log("Drag " + x + ", " + y);
 							_this.lastX = _this.currTouch.x = x;

A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 0 - 0
spine-ts/build/spine-all.js.map


+ 3 - 2
spine-ts/build/spine-canvas.js

@@ -2325,6 +2325,7 @@ var spine;
 			if (parentMesh != null) {
 				this.bones = parentMesh.bones;
 				this.vertices = parentMesh.vertices;
+				this.worldVerticesLength = parentMesh.worldVerticesLength;
 				this.regionUVs = parentMesh.regionUVs;
 				this.triangles = parentMesh.triangles;
 				this.hullLength = parentMesh.hullLength;
@@ -4000,8 +4001,8 @@ var spine;
 					mesh.computeWorldVertices(slot, 0, verticesLength, vertices, 0, 2);
 				}
 				if (vertices != null) {
-					for (var i_1 = 0, nn = vertices.length; i_1 < nn; i_1 += 8) {
-						var x = vertices[i_1], y = vertices[i_1 + 1];
+					for (var ii = 0, nn = vertices.length; ii < nn; ii += 8) {
+						var x = vertices[ii], y = vertices[ii + 1];
 						minX = Math.min(minX, x);
 						minY = Math.min(minY, y);
 						maxX = Math.max(maxX, x);

A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 0 - 0
spine-ts/build/spine-canvas.js.map


+ 3 - 2
spine-ts/build/spine-core.js

@@ -2014,6 +2014,7 @@ var spine;
 			if (parentMesh != null) {
 				this.bones = parentMesh.bones;
 				this.vertices = parentMesh.vertices;
+				this.worldVerticesLength = parentMesh.worldVerticesLength;
 				this.regionUVs = parentMesh.regionUVs;
 				this.triangles = parentMesh.triangles;
 				this.hullLength = parentMesh.hullLength;
@@ -3689,8 +3690,8 @@ var spine;
 					mesh.computeWorldVertices(slot, 0, verticesLength, vertices, 0, 2);
 				}
 				if (vertices != null) {
-					for (var i_1 = 0, nn = vertices.length; i_1 < nn; i_1 += 8) {
-						var x = vertices[i_1], y = vertices[i_1 + 1];
+					for (var ii = 0, nn = vertices.length; ii < nn; ii += 8) {
+						var x = vertices[ii], y = vertices[ii + 1];
 						minX = Math.min(minX, x);
 						minY = Math.min(minY, y);
 						maxX = Math.max(maxX, x);

A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 0 - 0
spine-ts/build/spine-core.js.map


+ 3 - 2
spine-ts/build/spine-threejs.js

@@ -2014,6 +2014,7 @@ var spine;
 			if (parentMesh != null) {
 				this.bones = parentMesh.bones;
 				this.vertices = parentMesh.vertices;
+				this.worldVerticesLength = parentMesh.worldVerticesLength;
 				this.regionUVs = parentMesh.regionUVs;
 				this.triangles = parentMesh.triangles;
 				this.hullLength = parentMesh.hullLength;
@@ -3689,8 +3690,8 @@ var spine;
 					mesh.computeWorldVertices(slot, 0, verticesLength, vertices, 0, 2);
 				}
 				if (vertices != null) {
-					for (var i_1 = 0, nn = vertices.length; i_1 < nn; i_1 += 8) {
-						var x = vertices[i_1], y = vertices[i_1 + 1];
+					for (var ii = 0, nn = vertices.length; ii < nn; ii += 8) {
+						var x = vertices[ii], y = vertices[ii + 1];
 						minX = Math.min(minX, x);
 						minY = Math.min(minY, y);
 						maxX = Math.max(maxX, x);

A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 0 - 0
spine-ts/build/spine-threejs.js.map


+ 11 - 10
spine-ts/build/spine-webgl.js

@@ -2014,6 +2014,7 @@ var spine;
 			if (parentMesh != null) {
 				this.bones = parentMesh.bones;
 				this.vertices = parentMesh.vertices;
+				this.worldVerticesLength = parentMesh.worldVerticesLength;
 				this.regionUVs = parentMesh.regionUVs;
 				this.triangles = parentMesh.triangles;
 				this.hullLength = parentMesh.hullLength;
@@ -3689,8 +3690,8 @@ var spine;
 					mesh.computeWorldVertices(slot, 0, verticesLength, vertices, 0, 2);
 				}
 				if (vertices != null) {
-					for (var i_1 = 0, nn = vertices.length; i_1 < nn; i_1 += 8) {
-						var x = vertices[i_1], y = vertices[i_1 + 1];
+					for (var ii = 0, nn = vertices.length; ii < nn; ii += 8) {
+						var x = vertices[ii], y = vertices[ii + 1];
 						minX = Math.min(minX, x);
 						minY = Math.min(minY, y);
 						maxX = Math.max(maxX, x);
@@ -5780,8 +5781,8 @@ var spine;
 						break;
 					}
 					var listeners = _this.listeners;
-					for (var i_2 = 0; i_2 < listeners.length; i_2++) {
-						listeners[i_2].down(_this.currTouch.x, _this.currTouch.y);
+					for (var i_1 = 0; i_1 < listeners.length; i_1++) {
+						listeners[i_1].down(_this.currTouch.x, _this.currTouch.y);
 					}
 					console.log("Start " + _this.currTouch.x + ", " + _this.currTouch.y);
 					_this.lastX = _this.currTouch.x;
@@ -5799,8 +5800,8 @@ var spine;
 							var y = _this.currTouch.y = touch.clientY - rect.top;
 							_this.touchesPool.free(_this.currTouch);
 							var listeners = _this.listeners;
-							for (var i_3 = 0; i_3 < listeners.length; i_3++) {
-								listeners[i_3].up(x, y);
+							for (var i_2 = 0; i_2 < listeners.length; i_2++) {
+								listeners[i_2].up(x, y);
 							}
 							console.log("End " + x + ", " + y);
 							_this.lastX = x;
@@ -5822,8 +5823,8 @@ var spine;
 							var y = _this.currTouch.y = touch.clientY - rect.top;
 							_this.touchesPool.free(_this.currTouch);
 							var listeners = _this.listeners;
-							for (var i_4 = 0; i_4 < listeners.length; i_4++) {
-								listeners[i_4].up(x, y);
+							for (var i_3 = 0; i_3 < listeners.length; i_3++) {
+								listeners[i_3].up(x, y);
 							}
 							console.log("End " + x + ", " + y);
 							_this.lastX = x;
@@ -5846,8 +5847,8 @@ var spine;
 							var x = touch.clientX - rect.left;
 							var y = touch.clientY - rect.top;
 							var listeners = _this.listeners;
-							for (var i_5 = 0; i_5 < listeners.length; i_5++) {
-								listeners[i_5].dragged(x, y);
+							for (var i_4 = 0; i_4 < listeners.length; i_4++) {
+								listeners[i_4].dragged(x, y);
 							}
 							console.log("Drag " + x + ", " + y);
 							_this.lastX = _this.currTouch.x = x;

A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 0 - 0
spine-ts/build/spine-webgl.js.map


+ 11 - 10
spine-ts/build/spine-widget.js

@@ -2014,6 +2014,7 @@ var spine;
 			if (parentMesh != null) {
 				this.bones = parentMesh.bones;
 				this.vertices = parentMesh.vertices;
+				this.worldVerticesLength = parentMesh.worldVerticesLength;
 				this.regionUVs = parentMesh.regionUVs;
 				this.triangles = parentMesh.triangles;
 				this.hullLength = parentMesh.hullLength;
@@ -3689,8 +3690,8 @@ var spine;
 					mesh.computeWorldVertices(slot, 0, verticesLength, vertices, 0, 2);
 				}
 				if (vertices != null) {
-					for (var i_1 = 0, nn = vertices.length; i_1 < nn; i_1 += 8) {
-						var x = vertices[i_1], y = vertices[i_1 + 1];
+					for (var ii = 0, nn = vertices.length; ii < nn; ii += 8) {
+						var x = vertices[ii], y = vertices[ii + 1];
 						minX = Math.min(minX, x);
 						minY = Math.min(minY, y);
 						maxX = Math.max(maxX, x);
@@ -5780,8 +5781,8 @@ var spine;
 						break;
 					}
 					var listeners = _this.listeners;
-					for (var i_2 = 0; i_2 < listeners.length; i_2++) {
-						listeners[i_2].down(_this.currTouch.x, _this.currTouch.y);
+					for (var i_1 = 0; i_1 < listeners.length; i_1++) {
+						listeners[i_1].down(_this.currTouch.x, _this.currTouch.y);
 					}
 					console.log("Start " + _this.currTouch.x + ", " + _this.currTouch.y);
 					_this.lastX = _this.currTouch.x;
@@ -5799,8 +5800,8 @@ var spine;
 							var y = _this.currTouch.y = touch.clientY - rect.top;
 							_this.touchesPool.free(_this.currTouch);
 							var listeners = _this.listeners;
-							for (var i_3 = 0; i_3 < listeners.length; i_3++) {
-								listeners[i_3].up(x, y);
+							for (var i_2 = 0; i_2 < listeners.length; i_2++) {
+								listeners[i_2].up(x, y);
 							}
 							console.log("End " + x + ", " + y);
 							_this.lastX = x;
@@ -5822,8 +5823,8 @@ var spine;
 							var y = _this.currTouch.y = touch.clientY - rect.top;
 							_this.touchesPool.free(_this.currTouch);
 							var listeners = _this.listeners;
-							for (var i_4 = 0; i_4 < listeners.length; i_4++) {
-								listeners[i_4].up(x, y);
+							for (var i_3 = 0; i_3 < listeners.length; i_3++) {
+								listeners[i_3].up(x, y);
 							}
 							console.log("End " + x + ", " + y);
 							_this.lastX = x;
@@ -5846,8 +5847,8 @@ var spine;
 							var x = touch.clientX - rect.left;
 							var y = touch.clientY - rect.top;
 							var listeners = _this.listeners;
-							for (var i_5 = 0; i_5 < listeners.length; i_5++) {
-								listeners[i_5].dragged(x, y);
+							for (var i_4 = 0; i_4 < listeners.length; i_4++) {
+								listeners[i_4].dragged(x, y);
 							}
 							console.log("Drag " + x + ", " + y);
 							_this.lastX = _this.currTouch.x = x;

A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 0 - 0
spine-ts/build/spine-widget.js.map


+ 1 - 0
spine-ts/core/src/attachments/MeshAttachment.ts

@@ -85,6 +85,7 @@ module spine {
 			if (parentMesh != null) {
 				this.bones = parentMesh.bones;
 				this.vertices = parentMesh.vertices;
+				this.worldVerticesLength = parentMesh.worldVerticesLength;
 				this.regionUVs = parentMesh.regionUVs;
 				this.triangles = parentMesh.triangles;
 				this.hullLength = parentMesh.hullLength;

Nem az összes módosított fájl került megjelenítésre, mert túl sok fájl változott