Jelajahi Sumber

[starling] Repro for two color tint issue

badlogic 8 tahun lalu
induk
melakukan
74c47bb1ff

TEMPAT SAMPAH
spine-as3/spine-as3-example/lib/spine-as3.swc


+ 1 - 0
spine-starling/spine-starling-example/.settings/org.eclipse.core.resources.prefs

@@ -1,4 +1,5 @@
 eclipse.preferences.version=1
 eclipse.preferences.version=1
 encoding//src/spine/examples/TankExample.as=UTF-8
 encoding//src/spine/examples/TankExample.as=UTF-8
 encoding//src/spine/examples/TwoColorExample.as=UTF-8
 encoding//src/spine/examples/TwoColorExample.as=UTF-8
+encoding//src/spine/starling/SkeletonSprite.as=UTF-8
 encoding/<project>=UTF-8
 encoding/<project>=UTF-8

TEMPAT SAMPAH
spine-starling/spine-starling-example/lib/spine-as3.swc


TEMPAT SAMPAH
spine-starling/spine-starling-example/lib/spine-starling.swc


+ 269 - 0
spine-starling/spine-starling-example/src/spine/ConvexDecomposer.as

@@ -0,0 +1,269 @@
+/******************************************************************************
+ * Spine Runtimes Software License v2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
+ * POSSIBILITY OF SUCH DAMAGE.
+ *****************************************************************************/
+package spine {
+	public class ConvexDecomposer {
+		private var convexPolygons : Vector.<Vector.<Number>> = new Vector.<Vector.<Number>>();
+		private var convexPolygonsIndices : Vector.<Vector.<int>> = new Vector.<Vector.<int>>();
+		private var indicesArray : Vector.<int> = new Vector.<int>();
+		private var isConcaveArray : Vector.<Boolean> = new Vector.<Boolean>();
+		private var triangles : Vector.<int> = new Vector.<int>();
+		private var polygonPool : Pool = new Pool(function() : Vector.<Number> {
+			return new Vector.<Number>();
+		});
+		private var polygonIndicesPool : Pool = new Pool(function() : Vector.<int> {
+			return new Vector.<int>();
+		});
+		
+		public function ConvexDecomposer () {			
+		}
+
+		public function decompose(input : Vector.<Number>) : Vector.<Vector.<Number>> {
+			var vertices : Vector.<Number> = input;
+			var vertexCount : int = input.length >> 1;
+			var i : int, n : int;
+
+			var indices : Vector.<int> = this.indicesArray;
+			indices.length = 0;
+			for (i = 0; i < vertexCount; i++)
+				indices[i] = i;
+
+			var isConcaveArray : Vector.<Boolean> = this.isConcaveArray;
+			isConcaveArray.length = 0;
+			for (i = 0, n = vertexCount; i < n; ++i)
+				isConcaveArray[i] = isConcave(i, vertexCount, vertices, indices);
+
+			var triangles : Vector.<int> = this.triangles;
+			triangles.length = 0;
+
+			while (vertexCount > 3) {
+				// Find ear tip.
+				var previous : int = vertexCount - 1, next : int = 1;
+				i = 0;
+				while (true) {
+					outer:
+					if (!isConcaveArray[i]) {
+						var p1 : int = indices[previous] << 1, p2 : int = indices[i] << 1, p3 : int = indices[next] << 1;
+						var p1x : Number = vertices[p1], p1y : Number = vertices[p1 + 1];
+						var p2x : Number = vertices[p2], p2y : Number = vertices[p2 + 1];
+						var p3x : Number = vertices[p3], p3y : Number = vertices[p3 + 1];
+						for (var ii : int = (next + 1) % vertexCount; ii != previous; ii = (ii + 1) % vertexCount) {
+							if (!isConcaveArray[ii]) continue;
+							var v : int = indices[ii] << 1;
+							var vx : int = vertices[v], vy : int = vertices[v + 1];
+							if (positiveArea(p3x, p3y, p1x, p1y, vx, vy)) {
+								if (positiveArea(p1x, p1y, p2x, p2y, vx, vy)) {
+									if (positiveArea(p2x, p2y, p3x, p3y, vx, vy)) break outer;
+								}
+							}
+						}
+						break;
+					}
+
+					if (next == 0) {
+						do {
+							if (!isConcaveArray[i]) break;
+							i--;
+						} while (i > 0);
+						break;
+					}
+
+					previous = i;
+					i = next;
+					next = (next + 1) % vertexCount;
+				}
+
+				// Cut ear tip.
+				triangles.push(indices[(vertexCount + i - 1) % vertexCount]);
+				triangles.push(indices[i]);
+				triangles.push(indices[(i + 1) % vertexCount]);
+				indices.splice(i, 1);
+				isConcaveArray.splice(i, 1);
+				vertexCount--;
+
+				var previousIndex : int = (vertexCount + i - 1) % vertexCount;
+				var nextIndex : int = i == vertexCount ? 0 : i;
+				isConcaveArray[previousIndex] = isConcave(previousIndex, vertexCount, vertices, indices);
+				isConcaveArray[nextIndex] = isConcave(nextIndex, vertexCount, vertices, indices);
+			}
+
+			if (vertexCount == 3) {
+				triangles.push(indices[2]);
+				triangles.push(indices[0]);
+				triangles.push(indices[1]);
+			}
+
+			var convexPolygons : Vector.<Vector.<Number>> = this.convexPolygons;
+			for (i = 0, n = convexPolygons.length; i < n; i++) {
+				this.polygonPool.free(convexPolygons[i]);
+			}
+			convexPolygons.length = 0;
+
+			var convexPolygonsIndices : Vector.<Vector.<int>> = this.convexPolygonsIndices;
+			for (i = 0, n = convexPolygonsIndices.length; i < n; i++) {
+				this.polygonIndicesPool.free(convexPolygonsIndices[i]);
+			}
+			convexPolygonsIndices.length = 0;
+
+			var polygonIndices : Vector.<int> = Vector.<int>(this.polygonIndicesPool.obtain());
+			polygonIndices.length = 0;
+
+			var polygon : Vector.<Number> = Vector.<Number>(this.polygonPool.obtain());
+			polygon.length = 0;
+
+			// Merge subsequent triangles if they form a triangle fan.
+			var fanBaseIndex : int = -1, lastWinding : int = 0;
+			var x1 : Number, y1 : Number, x2 : Number, y2 : Number, x3 : Number, y3 : Number;
+			var winding1 : int, winding2 : int, o : int;
+			for (i = 0, n = triangles.length; i < n; i += 3) {
+				var t1 : int = triangles[i] << 1, t2 : int = triangles[i + 1] << 1, t3 : int = triangles[i + 2] << 1;
+				x1 = vertices[t1];
+				y1 = vertices[t1 + 1];
+				x2 = vertices[t2];
+				y2 = vertices[t2 + 1];
+				x3 = vertices[t3];
+				y3 = vertices[t3 + 1];
+
+				// If the base of the last triangle is the same as this triangle, check if they form a convex polygon (triangle fan).
+				var merged : Boolean = false;
+				if (fanBaseIndex == t1) {
+					o = polygon.length - 4;
+					winding1 = ConvexDecomposer.winding(polygon[o], polygon[o + 1], polygon[o + 2], polygon[o + 3], x3, y3);
+					winding2 = ConvexDecomposer.winding(x3, y3, polygon[0], polygon[1], polygon[2], polygon[3]);
+					if (winding1 == lastWinding && winding2 == lastWinding) {
+						polygon.push(x3);
+						polygon.push(y3);
+						polygonIndices.push(t3);
+						merged = true;
+					}
+				}
+
+				// Otherwise make this triangle the new base.
+				if (!merged) {
+					if (polygon.length > 0) {
+						convexPolygons.push(polygon);
+						convexPolygonsIndices.push(polygonIndices);
+					}
+					polygon = Vector.<Number>(this.polygonPool.obtain());
+					polygon.length = 0;
+					polygon.push(x1);
+					polygon.push(y1);
+					polygon.push(x2);
+					polygon.push(y2);
+					polygon.push(x3);
+					polygon.push(y3);
+					polygonIndices = Vector.<int>(this.polygonIndicesPool.obtain());
+					polygonIndices.length = 0;
+					polygonIndices.push(t1);
+					polygonIndices.push(t2);
+					polygonIndices.push(t3);
+					lastWinding = ConvexDecomposer.winding(x1, y1, x2, y2, x3, y3);
+					fanBaseIndex = t1;
+				}
+			}
+
+			if (polygon.length > 0) {
+				convexPolygons.push(polygon);
+				convexPolygonsIndices.push(polygonIndices);
+			}
+
+			// Go through the list of polygons and try to merge the remaining triangles with the found triangle fans.
+			for (i = 0, n = convexPolygons.length; i < n; i++) {
+				polygonIndices = convexPolygonsIndices[i];
+				if (polygonIndices.length == 0) continue;
+				var firstIndex : int = polygonIndices[0];
+				var lastIndex : int = polygonIndices[polygonIndices.length - 1];
+
+				polygon = convexPolygons[i];
+				o = polygon.length - 4;
+				var prevPrevX : Number = polygon[o], prevPrevY : Number = polygon[o + 1];
+				var prevX : Number = polygon[o + 2], prevY : Number = polygon[o + 3];
+				var firstX : Number = polygon[0], firstY : Number = polygon[1];
+				var secondX : Number = polygon[2], secondY : Number = polygon[3];
+				var currWinding : int = ConvexDecomposer.winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY);
+
+				for (ii = 0; ii < n; ii++) {
+					if (ii == i) continue;
+					var otherIndices : Vector.<int>= convexPolygonsIndices[ii];
+					if (otherIndices.length != 3) continue;
+					var otherFirstIndex : int = otherIndices[0];
+					var otherSecondIndex : int = otherIndices[1];
+					var otherLastIndex : int = otherIndices[2];
+
+					var otherPoly : Vector.<Number>= convexPolygons[ii];
+					x3 = otherPoly[otherPoly.length - 2];
+					y3 = otherPoly[otherPoly.length - 1];
+
+					if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex) continue;
+					winding1 = ConvexDecomposer.winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3);
+					winding2 = ConvexDecomposer.winding(x3, y3, firstX, firstY, secondX, secondY);
+					if (winding1 == currWinding && winding2 == currWinding) {
+						otherPoly.length = 0;
+						otherIndices.length = 0;
+						polygon.push(x3);
+						polygon.push(y3);
+						polygonIndices.push(otherLastIndex);
+						prevPrevX = prevX;
+						prevPrevY = prevY;
+						prevX = x3;
+						prevY = y3;
+						ii = 0;
+					}
+				}
+			}
+
+			// Remove empty polygons that resulted from the merge step above.
+			for (i = convexPolygons.length - 1; i >= 0; i--) {
+				polygon = convexPolygons[i];
+				if (polygon.length == 0) {
+					convexPolygons.splice(i, 1);
+					this.polygonPool.free(polygon);
+				}
+			}
+
+			return convexPolygons;
+		}
+
+		private static function isConcave(index : Number, vertexCount : Number, vertices : Vector.<Number>, indices : Vector.<int>) : Boolean {
+			var previous : int = indices[(vertexCount + index - 1) % vertexCount] << 1;
+			var current : int = indices[index] << 1;
+			var next : int = indices[(index + 1) % vertexCount] << 1;
+			return !positiveArea(vertices[previous], vertices[previous + 1], vertices[current], vertices[current + 1], vertices[next], vertices[next + 1]);
+		}
+
+		private static function positiveArea(p1x : Number, p1y : Number, p2x : Number, p2y : Number, p3x : Number, p3y : Number) : Boolean {
+			return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0;
+		}
+
+		private static function winding(p1x : Number, p1y : Number, p2x : Number, p2y : Number, p3x : Number, p3y : Number) : int {
+			var px : Number = p2x - p1x, py : Number = p2y - p1y;
+			return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1;
+		}
+	}
+}

+ 12 - 8
spine-starling/spine-starling-example/src/spine/examples/RaptorExample.as

@@ -70,9 +70,13 @@ package spine.examples {
 
 
 			skeleton = new SkeletonAnimation(skeletonData);
 			skeleton = new SkeletonAnimation(skeletonData);
 			skeleton.state.setAnimationByName(0, "walk", true);
 			skeleton.state.setAnimationByName(0, "walk", true);
+			skeleton.state.update(0);
+			skeleton.state.apply(skeleton.skeleton);
+			skeleton.skeleton.updateWorldTransform();
+			this.setRequiresRedraw();
 
 
 			addChild(skeleton);
 			addChild(skeleton);
-			Starling.juggler.add(skeleton);
+//			Starling.juggler.add(skeleton);
 
 
 			addEventListener(TouchEvent.TOUCH, onClick);
 			addEventListener(TouchEvent.TOUCH, onClick);
 		}
 		}
@@ -80,10 +84,10 @@ package spine.examples {
 		private function onClick(event : TouchEvent) : void {
 		private function onClick(event : TouchEvent) : void {
 			var touch : Touch = event.getTouch(this);
 			var touch : Touch = event.getTouch(this);
 			if (touch && touch.phase == TouchPhase.BEGAN) {
 			if (touch && touch.phase == TouchPhase.BEGAN) {
-//				skeleton.state.update(gunGrabCount++ % 2 == 1 ? 0 : 0.1);
-//				skeleton.state.apply(skeleton.skeleton);
-//				skeleton.skeleton.updateWorldTransform();
-//				this.setRequiresRedraw();
+				skeleton.state.update(gunGrabCount++ % 2 == 1 ? 0 : 0.1);
+				skeleton.state.apply(skeleton.skeleton);
+				skeleton.skeleton.updateWorldTransform();
+				this.setRequiresRedraw();
 //				if (gunGrabCount < 2) {
 //				if (gunGrabCount < 2) {
 //					if (gunGrabbed)
 //					if (gunGrabbed)
 //						skeleton.skeleton.setToSetupPose();
 //						skeleton.skeleton.setToSetupPose();
@@ -92,9 +96,9 @@ package spine.examples {
 //					gunGrabbed = !gunGrabbed;
 //					gunGrabbed = !gunGrabbed;
 //					gunGrabCount++;
 //					gunGrabCount++;
 //				} else {
 //				} else {
-					var parent: DisplayObjectContainer = this.parent;
-					this.removeFromParent(true);	
-					parent.addChild(new TankExample());
+//					var parent: DisplayObjectContainer = this.parent;
+//					this.removeFromParent(true);	
+//					parent.addChild(new TankExample());
 //				}
 //				}
 			}
 			}
 		}
 		}

+ 306 - 0
spine-starling/spine-starling-example/src/spine/starling/SkeletonSprite.as

@@ -0,0 +1,306 @@
+/******************************************************************************
+ * Spine Runtimes Software License v2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
+ * POSSIBILITY OF SUCH DAMAGE.
+ *****************************************************************************/
+/******************************************************************************
+ * Spine Runtimes Software License v2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
+ * POSSIBILITY OF SUCH DAMAGE.
+ *****************************************************************************/
+
+package spine.starling {
+	import spine.attachments.ClippingAttachment;
+	import spine.SkeletonClipping;
+	import spine.Bone;
+	import spine.Skeleton;
+	import spine.SkeletonData;
+	import spine.Slot;
+	import spine.atlas.AtlasRegion;
+	import spine.attachments.Attachment;
+	import spine.attachments.MeshAttachment;
+	import spine.attachments.RegionAttachment;
+
+	import starling.display.BlendMode;
+	import starling.display.DisplayObject;
+	import starling.display.Image;
+	import starling.rendering.IndexData;
+	import starling.rendering.Painter;
+	import starling.rendering.VertexData;
+	import starling.utils.Color;
+	import starling.utils.MatrixUtil;
+
+	import flash.geom.Matrix;
+	import flash.geom.Point;
+	import flash.geom.Rectangle;
+
+	public class SkeletonSprite extends DisplayObject {
+		static private var _tempPoint : Point = new Point();
+		static private var _tempMatrix : Matrix = new Matrix();
+		static private var _tempVertices : Vector.<Number> = new Vector.<Number>(8);
+		static internal var blendModes : Vector.<String> = new <String>[BlendMode.NORMAL, BlendMode.ADD, BlendMode.MULTIPLY, BlendMode.SCREEN];
+		private var _skeleton : Skeleton;
+		public var batchable : Boolean = true;
+		private var _smoothing : String = "bilinear";
+		private static var _twoColorStyle : TwoColorMeshStyle;
+		private static var clipper: SkeletonClipping = new SkeletonClipping();
+		private static var QUAD_INDICES : Vector.<uint> = new <uint>[0, 1, 2, 2, 3, 0];
+
+		public function SkeletonSprite(skeletonData : SkeletonData) {
+			Bone.yDown = true;
+			_skeleton = new Skeleton(skeletonData);
+			_skeleton.updateWorldTransform();
+			if (_twoColorStyle == null) {
+				_twoColorStyle = new TwoColorMeshStyle();
+			}
+		}
+
+		override public function render(painter : Painter) : void {
+			var clipper: SkeletonClipping = SkeletonSprite.clipper;
+			painter.state.alpha *= skeleton.color.a;
+			var originalBlendMode : String = painter.state.blendMode;
+			var r : Number = skeleton.color.r * 255;
+			var g : Number = skeleton.color.g * 255;
+			var b : Number = skeleton.color.b * 255;
+			var drawOrder : Vector.<Slot> = skeleton.drawOrder;			
+			var ii : int, iii : int;
+			var attachmentColor: spine.Color;
+			var rgb : uint, a : Number;
+			var dark : uint;
+			var mesh : SkeletonMesh;
+			var verticesLength : int, verticesCount : int, indicesLength : int;
+			var indexData : IndexData, indices : Vector.<uint>, vertexData : VertexData;
+			var uvs : Vector.<Number>;
+
+			for (var i : int = 0, n : int = drawOrder.length; i < n; ++i) {
+				var worldVertices : Vector.<Number> = _tempVertices;
+				var slot : Slot = drawOrder[i];
+				if (slot.attachment is RegionAttachment) {
+					var region : RegionAttachment = slot.attachment as RegionAttachment;
+					verticesLength = 4 * 2;
+					verticesCount = verticesLength >> 1;
+					if (worldVertices.length < verticesLength) worldVertices.length = verticesLength;
+					region.computeWorldVertices(slot.bone, worldVertices, 0, 2);					
+
+					mesh = region.rendererObject as SkeletonMesh;					
+					indices = QUAD_INDICES;					
+					if (mesh == null) {
+						if (region.rendererObject is Image)
+							region.rendererObject = mesh = new SkeletonMesh(Image(region.rendererObject).texture);
+						if (region.rendererObject is AtlasRegion)
+							region.rendererObject = mesh = new SkeletonMesh(Image(AtlasRegion(region.rendererObject).rendererObject).texture);
+						mesh.setStyle(_twoColorStyle);
+					}
+					indexData = mesh.getIndexData();
+					attachmentColor = region.color;
+					uvs = region.uvs;													
+				} else if (slot.attachment is MeshAttachment) {
+					var meshAttachment : MeshAttachment = MeshAttachment(slot.attachment);
+					verticesLength = meshAttachment.worldVerticesLength;
+					verticesCount = verticesLength >> 1;
+					if (worldVertices.length < verticesLength) worldVertices.length = verticesLength;
+					meshAttachment.computeWorldVertices(slot, 0, meshAttachment.worldVerticesLength, worldVertices, 0, 2);
+					
+					mesh = meshAttachment.rendererObject as SkeletonMesh;
+					indices = meshAttachment.triangles;					
+					if (mesh == null) {
+						if (meshAttachment.rendererObject is Image)
+							meshAttachment.rendererObject = mesh = new SkeletonMesh(Image(meshAttachment.rendererObject).texture);
+						if (meshAttachment.rendererObject is AtlasRegion)
+							meshAttachment.rendererObject = mesh = new SkeletonMesh(Image(AtlasRegion(meshAttachment.rendererObject).rendererObject).texture);
+							mesh.setStyle(_twoColorStyle);					
+					}
+					indexData = mesh.getIndexData();				
+					attachmentColor = meshAttachment.color;
+					uvs = meshAttachment.uvs;					
+				} else if (slot.attachment is ClippingAttachment) {
+					var clip : ClippingAttachment = ClippingAttachment(slot.attachment);
+					clipper.clipStart(slot, clip);
+					continue;
+				} else {
+					continue;
+				}
+				
+				a = slot.color.a * attachmentColor.a;
+				rgb = Color.rgb(r * slot.color.r * attachmentColor.r, g * slot.color.g * attachmentColor.g, b * slot.color.b * attachmentColor.b);
+				if (slot.darkColor == null) dark = Color.rgb(0, 0, 0);
+				else dark = Color.rgb(slot.darkColor.r * 255, slot.darkColor.g * 255, slot.darkColor.b * 255);	
+
+				if (clipper.isClipping()) {
+					clipper.clipTriangles(worldVertices, indices, indices.length, uvs);
+					verticesCount = clipper.clippedVertices.length >> 1;
+					worldVertices = clipper.clippedVertices;
+					uvs = clipper.clippedUvs;
+					indices = clipper.clippedTriangles;				
+				}
+				
+				trace ("slot: " + slot.data.name);				
+				trace("vertices: " + worldVertices);
+				trace("uvs:" + uvs);				
+				trace("indices:" + indices);				
+				trace("rgb: " + rgb);
+				trace("a: " + a);
+				trace("dark: " + dark);
+				
+				if (indices.length > 0) {
+					// Mesh doesn't retain the style, can't find the reason why
+					mesh.setStyle(_twoColorStyle);
+					
+					indicesLength = indices.length;
+					for (ii = 0; ii < indicesLength; ii++) {
+						indexData.setIndex(ii, indices[ii]);
+					}
+					indexData.numIndices = indicesLength;
+					indexData.trim();
+
+					vertexData = mesh.getVertexData();					
+					vertexData.colorize("color", rgb, a);
+					vertexData.colorize("color2", dark);
+					for (ii = 0, iii = 0; ii < verticesCount; ii++, iii += 2) {
+						mesh.setVertexPosition(ii, worldVertices[iii], worldVertices[iii + 1]);
+						mesh.setTexCoords(ii, uvs[iii], uvs[iii + 1]);
+					}
+					vertexData.numVertices = verticesCount;
+					painter.state.blendMode = blendModes[slot.data.blendMode.ordinal];
+					painter.batchMesh(mesh);
+				}
+				
+				clipper.clipEndWithSlot(slot);
+			}
+			painter.state.blendMode = originalBlendMode;
+			clipper.clipEnd();
+			trace("==============");
+		}
+
+		override public function hitTest(localPoint : Point) : DisplayObject {
+			var minX : Number = Number.MAX_VALUE, minY : Number = Number.MAX_VALUE;
+			var maxX : Number = -Number.MAX_VALUE, maxY : Number = -Number.MAX_VALUE;
+			var slots : Vector.<Slot> = skeleton.slots;
+			var worldVertices : Vector.<Number> = _tempVertices;
+			var empty : Boolean = true;
+			for (var i : int = 0, n : int = slots.length; i < n; ++i) {
+				var slot : Slot = slots[i];
+				var attachment : Attachment = slot.attachment;
+				if (!attachment) continue;
+				var verticesLength : int;
+				if (attachment is RegionAttachment) {
+					var region : RegionAttachment = RegionAttachment(slot.attachment);
+					verticesLength = 8;
+					region.computeWorldVertices(slot.bone, worldVertices, 0, 2);
+				} else if (attachment is MeshAttachment) {
+					var mesh : MeshAttachment = MeshAttachment(attachment);
+					verticesLength = mesh.worldVerticesLength;
+					if (worldVertices.length < verticesLength) worldVertices.length = verticesLength;
+					mesh.computeWorldVertices(slot, 0, verticesLength, worldVertices, 0, 2);
+				} else
+					continue;
+
+				if (verticesLength != 0)
+					empty = false;
+
+				for (var ii : int = 0; ii < verticesLength; ii += 2) {
+					var x : Number = worldVertices[ii], y : Number = worldVertices[ii + 1];
+					minX = minX < x ? minX : x;
+					minY = minY < y ? minY : y;
+					maxX = maxX > x ? maxX : x;
+					maxY = maxY > y ? maxY : y;
+				}
+			}
+
+			if (empty)
+				return null;
+
+			var temp : Number;
+			if (maxX < minX) {
+				temp = maxX;
+				maxX = minX;
+				minX = temp;
+			}
+			if (maxY < minY) {
+				temp = maxY;
+				maxY = minY;
+				minY = temp;
+			}
+
+			if (localPoint.x >= minX && localPoint.x < maxX && localPoint.y >= minY && localPoint.y < maxY)
+				return this;
+
+			return null;
+		}
+
+		override public function getBounds(targetSpace : DisplayObject, resultRect : Rectangle = null) : Rectangle {
+			if (!resultRect)
+				resultRect = new Rectangle();
+			if (targetSpace == this)
+				resultRect.setTo(0, 0, 0, 0);
+			else if (targetSpace == parent)
+				resultRect.setTo(x, y, 0, 0);
+			else {
+				getTransformationMatrix(targetSpace, _tempMatrix);
+				MatrixUtil.transformCoords(_tempMatrix, 0, 0, _tempPoint);
+				resultRect.setTo(_tempPoint.x, _tempPoint.y, 0, 0);
+			}
+			return resultRect;
+		}
+
+		public function get skeleton() : Skeleton {
+			return _skeleton;
+		}
+
+		public function get smoothing() : String {
+			return _smoothing;
+		}
+
+		public function set smoothing(smoothing : String) : void {
+			_smoothing = smoothing;
+		}
+	}
+}

TEMPAT SAMPAH
spine-starling/spine-starling/lib/spine-as3.swc