Browse Source

[ts] Removed VertexEffect, see #2076

Mario Zechner 3 years ago
parent
commit
5a9982b2fb

+ 0 - 37
spine-ts/spine-core/src/VertexEffect.ts

@@ -1,37 +0,0 @@
-/******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated September 24, 2021. Replaces all prior versions.
- *
- * Copyright (c) 2013-2021, Esoteric Software LLC
- *
- * Integration of the Spine Runtimes into software or otherwise creating
- * derivative works of the Spine Runtimes is permitted under the terms and
- * conditions of Section 2 of the Spine Editor License Agreement:
- * http://esotericsoftware.com/spine-editor-license
- *
- * Otherwise, it is permitted to integrate the Spine Runtimes into software
- * or otherwise create derivative works of the Spine Runtimes (collectively,
- * "Products"), provided that each user of the Products must obtain their own
- * Spine Editor license and redistribution of the Products in any form must
- * include this license and copyright notice.
- *
- * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
- * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
- * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
-
-import { Skeleton } from "./Skeleton";
-import { Vector2, Color } from "./Utils";
-
-export interface VertexEffect {
-	begin (skeleton: Skeleton): void;
-	transform (position: Vector2, uv: Vector2, light: Color, dark: Color): void;
-	end (): void;
-}

+ 0 - 3
spine-ts/spine-core/src/index.ts

@@ -28,7 +28,6 @@ export * from './TransformConstraintData';
 export * from './Triangulator';
 export * from './Updatable';
 export * from './Utils';
-export * from './VertexEffect';
 export * from './polyfills';
 export * from './attachments/Attachment';
 export * from './attachments/AttachmentLoader';
@@ -38,5 +37,3 @@ export * from './attachments/MeshAttachment';
 export * from './attachments/PathAttachment';
 export * from './attachments/PointAttachment';
 export * from './attachments/RegionAttachment';
-export * from './vertexeffects/JitterEffect';
-export * from './vertexeffects/SwirlEffect';

+ 0 - 53
spine-ts/spine-core/src/vertexeffects/JitterEffect.ts

@@ -1,53 +0,0 @@
-/******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated September 24, 2021. Replaces all prior versions.
- *
- * Copyright (c) 2013-2021, Esoteric Software LLC
- *
- * Integration of the Spine Runtimes into software or otherwise creating
- * derivative works of the Spine Runtimes is permitted under the terms and
- * conditions of Section 2 of the Spine Editor License Agreement:
- * http://esotericsoftware.com/spine-editor-license
- *
- * Otherwise, it is permitted to integrate the Spine Runtimes into software
- * or otherwise create derivative works of the Spine Runtimes (collectively,
- * "Products"), provided that each user of the Products must obtain their own
- * Spine Editor license and redistribution of the Products in any form must
- * include this license and copyright notice.
- *
- * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
- * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
- * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
-
-import { Skeleton } from "../Skeleton";
-import { Vector2, Color, MathUtils } from "../Utils";
-import { VertexEffect } from "../VertexEffect";
-
-export class JitterEffect implements VertexEffect {
-	jitterX = 0;
-	jitterY = 0;
-
-	constructor (jitterX: number, jitterY: number) {
-		this.jitterX = jitterX;
-		this.jitterY = jitterY;
-	}
-
-	begin (skeleton: Skeleton): void {
-	}
-
-	transform (position: Vector2, uv: Vector2, light: Color, dark: Color): void {
-		position.x += MathUtils.randomTriangular(-this.jitterX, this.jitterY);
-		position.y += MathUtils.randomTriangular(-this.jitterX, this.jitterY);
-	}
-
-	end (): void {
-	}
-}

+ 0 - 68
spine-ts/spine-core/src/vertexeffects/SwirlEffect.ts

@@ -1,68 +0,0 @@
-/******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated September 24, 2021. Replaces all prior versions.
- *
- * Copyright (c) 2013-2021, Esoteric Software LLC
- *
- * Integration of the Spine Runtimes into software or otherwise creating
- * derivative works of the Spine Runtimes is permitted under the terms and
- * conditions of Section 2 of the Spine Editor License Agreement:
- * http://esotericsoftware.com/spine-editor-license
- *
- * Otherwise, it is permitted to integrate the Spine Runtimes into software
- * or otherwise create derivative works of the Spine Runtimes (collectively,
- * "Products"), provided that each user of the Products must obtain their own
- * Spine Editor license and redistribution of the Products in any form must
- * include this license and copyright notice.
- *
- * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
- * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
- * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
-
-import { Skeleton } from "../Skeleton";
-import { PowOut, Vector2, Color, MathUtils } from "../Utils";
-import { VertexEffect } from "../VertexEffect";
-
-export class SwirlEffect implements VertexEffect {
-	static interpolation = new PowOut(2);
-	centerX = 0;
-	centerY = 0;
-	radius = 0;
-	angle = 0;
-	private worldX = 0;
-	private worldY = 0;
-
-	constructor (radius: number) {
-		this.radius = radius;
-	}
-
-	begin (skeleton: Skeleton): void {
-		this.worldX = skeleton.x + this.centerX;
-		this.worldY = skeleton.y + this.centerY;
-	}
-
-	transform (position: Vector2, uv: Vector2, light: Color, dark: Color): void {
-		let radAngle = this.angle * MathUtils.degreesToRadians;
-		let x = position.x - this.worldX;
-		let y = position.y - this.worldY;
-		let dist = Math.sqrt(x * x + y * y);
-		if (dist < this.radius) {
-			let theta = SwirlEffect.interpolation.apply(0, radAngle, (this.radius - dist) / this.radius);
-			let cos = Math.cos(theta);
-			let sin = Math.sin(theta);
-			position.x = cos * x - sin * y + this.worldX;
-			position.y = sin * x + cos * y + this.worldY;
-		}
-	}
-
-	end (): void {
-	}
-}

+ 8 - 51
spine-ts/spine-threejs/src/SkeletonMesh.ts

@@ -27,7 +27,7 @@
  * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  *****************************************************************************/
 
-import { AnimationState, AnimationStateData, BlendMode, ClippingAttachment, Color, MeshAttachment, NumberArrayLike, RegionAttachment, Skeleton, SkeletonClipping, SkeletonData, TextureAtlasRegion, Utils, Vector2, VertexEffect } from "@esotericsoftware/spine-core";
+import { AnimationState, AnimationStateData, BlendMode, ClippingAttachment, Color, MeshAttachment, NumberArrayLike, RegionAttachment, Skeleton, SkeletonClipping, SkeletonData, TextureAtlasRegion, Utils, Vector2 } from "@esotericsoftware/spine-core";
 import { MeshBatcher } from "./MeshBatcher";
 import * as THREE from "three";
 import { ThreeJsTexture } from "./ThreeJsTexture";
@@ -90,7 +90,6 @@ export class SkeletonMesh extends THREE.Object3D {
 	skeleton: Skeleton;
 	state: AnimationState;
 	zOffset: number = 0.1;
-	vertexEffect: VertexEffect | null = null;
 
 	private batches = new Array<MeshBatcher>();
 	private nextBatchIndex = 0;
@@ -224,61 +223,19 @@ export class SkeletonMesh extends THREE.Object3D {
 					clipper.clipTriangles(vertices, numFloats, triangles, triangles.length, uvs, color, tempLight, false);
 					let clippedVertices = clipper.clippedVertices;
 					let clippedTriangles = clipper.clippedTriangles;
-					if (this.vertexEffect != null) {
-						let vertexEffect = this.vertexEffect;
-						let verts = clippedVertices;
-						for (let v = 0, n = clippedVertices.length; v < n; v += vertexSize) {
-							tempPos.x = verts[v];
-							tempPos.y = verts[v + 1];
-							tempLight.setFromColor(color);
-							tempDark.set(0, 0, 0, 0);
-							tempUv.x = verts[v + 6];
-							tempUv.y = verts[v + 7];
-							vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
-							verts[v] = tempPos.x;
-							verts[v + 1] = tempPos.y;
-							verts[v + 2] = tempLight.r;
-							verts[v + 3] = tempLight.g;
-							verts[v + 4] = tempLight.b;
-							verts[v + 5] = tempLight.a;
-							verts[v + 6] = tempUv.x;
-							verts[v + 7] = tempUv.y;
-						}
-					}
 					finalVertices = clippedVertices;
 					finalVerticesLength = clippedVertices.length;
 					finalIndices = clippedTriangles;
 					finalIndicesLength = clippedTriangles.length;
 				} else {
 					let verts = vertices;
-					if (this.vertexEffect != null) {
-						let vertexEffect = this.vertexEffect;
-						for (let v = 0, u = 0, n = numFloats; v < n; v += vertexSize, u += 2) {
-							tempPos.x = verts[v];
-							tempPos.y = verts[v + 1];
-							tempLight.setFromColor(color);
-							tempDark.set(0, 0, 0, 0);
-							tempUv.x = uvs[u];
-							tempUv.y = uvs[u + 1];
-							vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
-							verts[v] = tempPos.x;
-							verts[v + 1] = tempPos.y;
-							verts[v + 2] = tempLight.r;
-							verts[v + 3] = tempLight.g;
-							verts[v + 4] = tempLight.b;
-							verts[v + 5] = tempLight.a;
-							verts[v + 6] = tempUv.x;
-							verts[v + 7] = tempUv.y;
-						}
-					} else {
-						for (let v = 2, u = 0, n = numFloats; v < n; v += vertexSize, u += 2) {
-							verts[v] = color.r;
-							verts[v + 1] = color.g;
-							verts[v + 2] = color.b;
-							verts[v + 3] = color.a;
-							verts[v + 4] = uvs[u];
-							verts[v + 5] = uvs[u + 1];
-						}
+					for (let v = 2, u = 0, n = numFloats; v < n; v += vertexSize, u += 2) {
+						verts[v] = color.r;
+						verts[v + 1] = color.g;
+						verts[v + 2] = color.b;
+						verts[v + 3] = color.a;
+						verts[v + 4] = uvs[u];
+						verts[v + 5] = uvs[u + 1];
 					}
 					finalVertices = vertices;
 					finalVerticesLength = numFloats;

+ 0 - 28
spine-ts/spine-webgl/example/index.html

@@ -27,7 +27,6 @@
 			<span>Skeleton:</span><select id="skeletonList"></select>
 			<span>Animation:</span><select id="animationList"></select>
 			<span>Skin:</span><select id="skinList"></select>
-			<span>Vertex Effect:</span><select id="effectList"></select>
 			<span>Debug:</span><input type="checkbox" id="debug">
 		</div>
 	</center>
@@ -48,10 +47,6 @@
 		let skeletons = {};
 		let format = "JSON";
 		let activeSkeleton = "spineboy";
-		let pow2 = new spine.Pow(2);
-		let swirlEffect = new spine.SwirlEffect(0);
-		let jitterEffect = new spine.JitterEffect(20, 20);
-		let swirlTime = 0;
 
 		function init() {
 			// Create the managed WebGL context. Managed contexts will restore resources like shaders
@@ -242,14 +237,6 @@
 				if (skeletonName === activeSkeleton) option.attr("selected", "selected");
 				skeletonList.append(option);
 			}
-			let effectList = $("#effectList");
-			let effects = ["None", "Swirl", "Jitter"];
-			for (let effect in effects) {
-				let effectName = effects[effect];
-				let option = $("<option></option>");
-				option.attr("value", effectName).text(effectName);
-				effectList.append(option);
-			}
 			let setupAnimationUI = function () {
 				let animationList = $("#animationList");
 				animationList.empty();
@@ -339,21 +326,6 @@
 			// Start the batch and tell the SkeletonRenderer to render the active skeleton.
 			batcher.begin(shader);
 
-			let effect = $("#effectList option:selected").text();
-			if (effect == "None") {
-				skeletonRenderer.vertexEffect = null;
-			} else if (effect == "Swirl") {
-				swirlTime += delta;
-				let percent = swirlTime % 2;
-				if (percent > 1) percent = 1 - (percent - 1);
-				swirlEffect.angle = pow2.apply(-60, 60, percent);
-				swirlEffect.centerX = bounds.offset.x + bounds.size.x / 2;
-				swirlEffect.centerY = bounds.offset.y + bounds.size.y / 2;
-				swirlEffect.radius = Math.sqrt(bounds.size.x * bounds.size.x + bounds.size.y * bounds.size.y) * 0.75;
-				skeletonRenderer.vertexEffect = swirlEffect;
-			} else if (effect == "Jitter")
-				skeletonRenderer.vertexEffect = jitterEffect;
-
 			skeletonRenderer.premultipliedAlpha = premultipliedAlpha;
 			skeletonRenderer.draw(batcher, skeleton);
 			batcher.end();

+ 20 - 111
spine-ts/spine-webgl/src/SkeletonRenderer.ts

@@ -27,7 +27,7 @@
  * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  *****************************************************************************/
 
-import { NumberArrayLike, VertexEffect, Color, SkeletonClipping, Vector2, Utils, Skeleton, BlendMode, RegionAttachment, TextureAtlasRegion, MeshAttachment, ClippingAttachment } from "@esotericsoftware/spine-core";
+import { NumberArrayLike, Color, SkeletonClipping, Vector2, Utils, Skeleton, BlendMode, RegionAttachment, TextureAtlasRegion, MeshAttachment, ClippingAttachment } from "@esotericsoftware/spine-core";
 import { GLTexture } from "./GLTexture";
 import { PolygonBatcher } from "./PolygonBatcher";
 import { ManagedWebGLRenderingContext, WebGLBlendModeConverter } from "./WebGL";
@@ -41,7 +41,6 @@ export class SkeletonRenderer {
 	static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
 
 	premultipliedAlpha = false;
-	vertexEffect: VertexEffect | null = null;
 	private tempColor = new Color();
 	private tempColor2 = new Color();
 	private vertices: NumberArrayLike;
@@ -175,120 +174,30 @@ export class SkeletonRenderer {
 					clipper.clipTriangles(renderable.vertices, renderable.numFloats, triangles, triangles.length, uvs, finalColor, darkColor, twoColorTint);
 					let clippedVertices = new Float32Array(clipper.clippedVertices);
 					let clippedTriangles = clipper.clippedTriangles;
-					if (this.vertexEffect) {
-						let vertexEffect = this.vertexEffect;
-						let verts = clippedVertices;
-						if (!twoColorTint) {
-							for (let v = 0, n = clippedVertices.length; v < n; v += vertexSize) {
-								tempPos.x = verts[v];
-								tempPos.y = verts[v + 1];
-								tempLight.set(verts[v + 2], verts[v + 3], verts[v + 4], verts[v + 5]);
-								tempUv.x = verts[v + 6];
-								tempUv.y = verts[v + 7];
-								tempDark.set(0, 0, 0, 0);
-								vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
-								verts[v] = tempPos.x;
-								verts[v + 1] = tempPos.y;
-								verts[v + 2] = tempLight.r;
-								verts[v + 3] = tempLight.g;
-								verts[v + 4] = tempLight.b;
-								verts[v + 5] = tempLight.a;
-								verts[v + 6] = tempUv.x;
-								verts[v + 7] = tempUv.y
-							}
-						} else {
-							for (let v = 0, n = clippedVertices.length; v < n; v += vertexSize) {
-								tempPos.x = verts[v];
-								tempPos.y = verts[v + 1];
-								tempLight.set(verts[v + 2], verts[v + 3], verts[v + 4], verts[v + 5]);
-								tempUv.x = verts[v + 6];
-								tempUv.y = verts[v + 7];
-								tempDark.set(verts[v + 8], verts[v + 9], verts[v + 10], verts[v + 11]);
-								vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
-								verts[v] = tempPos.x;
-								verts[v + 1] = tempPos.y;
-								verts[v + 2] = tempLight.r;
-								verts[v + 3] = tempLight.g;
-								verts[v + 4] = tempLight.b;
-								verts[v + 5] = tempLight.a;
-								verts[v + 6] = tempUv.x;
-								verts[v + 7] = tempUv.y
-								verts[v + 8] = tempDark.r;
-								verts[v + 9] = tempDark.g;
-								verts[v + 10] = tempDark.b;
-								verts[v + 11] = tempDark.a;
-							}
-						}
-					}
 					batcher.draw(texture, clippedVertices, clippedTriangles);
 				} else {
 					let verts = renderable.vertices;
-					if (this.vertexEffect) {
-						let vertexEffect = this.vertexEffect;
-						if (!twoColorTint) {
-							for (let v = 0, u = 0, n = renderable.numFloats; v < n; v += vertexSize, u += 2) {
-								tempPos.x = verts[v];
-								tempPos.y = verts[v + 1];
-								tempUv.x = uvs[u];
-								tempUv.y = uvs[u + 1]
-								tempLight.setFromColor(finalColor);
-								tempDark.set(0, 0, 0, 0);
-								vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
-								verts[v] = tempPos.x;
-								verts[v + 1] = tempPos.y;
-								verts[v + 2] = tempLight.r;
-								verts[v + 3] = tempLight.g;
-								verts[v + 4] = tempLight.b;
-								verts[v + 5] = tempLight.a;
-								verts[v + 6] = tempUv.x;
-								verts[v + 7] = tempUv.y
-							}
-						} else {
-							for (let v = 0, u = 0, n = renderable.numFloats; v < n; v += vertexSize, u += 2) {
-								tempPos.x = verts[v];
-								tempPos.y = verts[v + 1];
-								tempUv.x = uvs[u];
-								tempUv.y = uvs[u + 1]
-								tempLight.setFromColor(finalColor);
-								tempDark.setFromColor(darkColor);
-								vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
-								verts[v] = tempPos.x;
-								verts[v + 1] = tempPos.y;
-								verts[v + 2] = tempLight.r;
-								verts[v + 3] = tempLight.g;
-								verts[v + 4] = tempLight.b;
-								verts[v + 5] = tempLight.a;
-								verts[v + 6] = tempUv.x;
-								verts[v + 7] = tempUv.y
-								verts[v + 8] = tempDark.r;
-								verts[v + 9] = tempDark.g;
-								verts[v + 10] = tempDark.b;
-								verts[v + 11] = tempDark.a;
-							}
+					if (!twoColorTint) {
+						for (let v = 2, u = 0, n = renderable.numFloats; v < n; v += vertexSize, u += 2) {
+							verts[v] = finalColor.r;
+							verts[v + 1] = finalColor.g;
+							verts[v + 2] = finalColor.b;
+							verts[v + 3] = finalColor.a;
+							verts[v + 4] = uvs[u];
+							verts[v + 5] = uvs[u + 1];
 						}
 					} else {
-						if (!twoColorTint) {
-							for (let v = 2, u = 0, n = renderable.numFloats; v < n; v += vertexSize, u += 2) {
-								verts[v] = finalColor.r;
-								verts[v + 1] = finalColor.g;
-								verts[v + 2] = finalColor.b;
-								verts[v + 3] = finalColor.a;
-								verts[v + 4] = uvs[u];
-								verts[v + 5] = uvs[u + 1];
-							}
-						} else {
-							for (let v = 2, u = 0, n = renderable.numFloats; v < n; v += vertexSize, u += 2) {
-								verts[v] = finalColor.r;
-								verts[v + 1] = finalColor.g;
-								verts[v + 2] = finalColor.b;
-								verts[v + 3] = finalColor.a;
-								verts[v + 4] = uvs[u];
-								verts[v + 5] = uvs[u + 1];
-								verts[v + 6] = darkColor.r;
-								verts[v + 7] = darkColor.g;
-								verts[v + 8] = darkColor.b;
-								verts[v + 9] = darkColor.a;
-							}
+						for (let v = 2, u = 0, n = renderable.numFloats; v < n; v += vertexSize, u += 2) {
+							verts[v] = finalColor.r;
+							verts[v + 1] = finalColor.g;
+							verts[v + 2] = finalColor.b;
+							verts[v + 3] = finalColor.a;
+							verts[v + 4] = uvs[u];
+							verts[v + 5] = uvs[u + 1];
+							verts[v + 6] = darkColor.r;
+							verts[v + 7] = darkColor.g;
+							verts[v + 8] = darkColor.b;
+							verts[v + 9] = darkColor.a;
 						}
 					}
 					let view = (renderable.vertices as Float32Array).subarray(0, renderable.numFloats);

+ 0 - 12
spine-ts/spine-webgl/tests/test.html

@@ -36,8 +36,6 @@
 	var label = document.getElementById("label");
 	var updateMean = new spine.WindowedMean();
 	var renderMean = new spine.WindowedMean();
-	var swirlEffect = new spine.SwirlEffect();
-	var swirlTime = 0;
 	var interpolation = new spine.Pow(2);
 
 	function init() {
@@ -52,11 +50,6 @@
 		renderer.skeletonDebugRenderer.drawMeshHull = false;
 		renderer.skeletonDebugRenderer.drawRegionAttachments = false;
 		renderer.skeletonDebugRenderer.drawBoundingBoxes = false;
-		renderer.skeletonRenderer.vertexEffect = swirlEffect;
-
-		swirlEffect.centerX = 0;
-		swirlEffect.centerY = 200;
-		swirlEffect.radius = 500;
 
 		assetManager = new spine.AssetManager(context, "../example/assets/");
 		input = new spine.Input(canvas);
@@ -106,11 +99,6 @@
 		var delta = timeKeeper.delta;
 		delta = 0.016;
 
-		swirlTime += delta;
-		var percent = swirlTime % 2;
-		if (percent > 1) percent = 1 - (percent - 1);
-		swirlEffect.angle = interpolation.apply(-60, 60, percent);
-
 		for (var i = 0; i < skeletons.length; i++) {
 			var state = skeletons[i].state;
 			var skeleton = skeletons[i].skeleton;