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[starling] Fixed assignment of MeshStyle and colorizing vertices. Closes #879

badlogic 8 年之前
父节点
当前提交
d0a79def31

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

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

二进制
spine-starling/spine-starling-example/lib/spine-starling.swc


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

@@ -1,269 +0,0 @@
-/******************************************************************************
- * 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;
-		}
-	}
-}

+ 14 - 18
spine-starling/spine-starling-example/src/spine/examples/RaptorExample.as

@@ -76,30 +76,26 @@ package spine.examples {
 			this.setRequiresRedraw();
 
 			addChild(skeleton);
-//			Starling.juggler.add(skeleton);
+			Starling.juggler.add(skeleton);
 
 			addEventListener(TouchEvent.TOUCH, onClick);
 		}
 
 		private function onClick(event : TouchEvent) : void {
 			var touch : Touch = event.getTouch(this);
-			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();
-//				if (gunGrabCount < 2) {
-//					if (gunGrabbed)
-//						skeleton.skeleton.setToSetupPose();
-//					else
-//						skeleton.state.setAnimationByName(1, "gungrab", false);
-//					gunGrabbed = !gunGrabbed;
-//					gunGrabCount++;
-//				} else {
-//					var parent: DisplayObjectContainer = this.parent;
-//					this.removeFromParent(true);	
-//					parent.addChild(new TankExample());
-//				}
+			if (touch && touch.phase == TouchPhase.BEGAN) {				
+				if (gunGrabCount < 2) {
+					if (gunGrabbed)
+						skeleton.skeleton.setToSetupPose();
+					else
+						skeleton.state.setAnimationByName(1, "gungrab", false);
+					gunGrabbed = !gunGrabbed;
+					gunGrabCount++;
+				} else {
+					var parent: DisplayObjectContainer = this.parent;
+					this.removeFromParent(true);	
+					parent.addChild(new TankExample());
+				}
 			}
 		}
 	}

+ 0 - 277
spine-starling/spine-starling-example/src/spine/starling/SkeletonSprite.as

@@ -1,277 +0,0 @@
-/******************************************************************************
- * 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;
-		}
-	}
-}

+ 272 - 278
spine-starling/spine-starling/src/spine/starling/SkeletonSprite.as

@@ -1,279 +1,273 @@
-/******************************************************************************
- * 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);						
-												
-						indexData = mesh.getIndexData();
-						for (ii = 0; ii < indices.length; ii++)
-							indexData.setIndex(ii, indices[ii]);
-						indexData.numIndices = indices.length;
-						indexData.trim();
-					}
-					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();
-						indicesLength = meshAttachment.triangles.length;
-						for (ii = 0; ii < indicesLength; ii++) {
-							indexData.setIndex(ii, indices[ii]);
-						}
-						indexData.numIndices = indicesLength;
-						indexData.trim();
-					}
-					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;
-					indicesLength = indices.length;
-					for (ii = 0; ii < indicesLength; ii++) {
-						indexData.setIndex(ii, indices[ii]);
-					}
-					indexData.numIndices = indicesLength;
-					indexData.trim();
-				}
-
-				// Mesh doesn't retain the style, can't find the reason why
-				mesh.setStyle(_twoColorStyle);			
-				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();
-		}
-
-		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;
-		}
-	}
+/******************************************************************************
+ * 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 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();			
+		}
+
+		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(new TwoColorMeshStyle());					
+						indexData = mesh.getIndexData();
+						for (ii = 0; ii < indices.length; ii++)
+							indexData.setIndex(ii, indices[ii]);
+						indexData.numIndices = indices.length;
+						indexData.trim();
+					}
+					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(new TwoColorMeshStyle());
+						
+						indexData = mesh.getIndexData();
+						indicesLength = meshAttachment.triangles.length;
+						for (ii = 0; ii < indicesLength; ii++) {
+							indexData.setIndex(ii, indices[ii]);
+						}
+						indexData.numIndices = indicesLength;
+						indexData.trim();
+					}
+					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;
+					indicesLength = indices.length;
+					for (ii = 0; ii < indicesLength; ii++) {
+						indexData.setIndex(ii, indices[ii]);
+					}
+					indexData.numIndices = indicesLength;
+					indexData.trim();
+				}
+
+				vertexData = mesh.getVertexData();
+				vertexData.numVertices = verticesCount;				
+				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]);
+				}				
+				painter.state.blendMode = blendModes[slot.data.blendMode.ordinal];				
+				painter.batchMesh(mesh);
+				
+				clipper.clipEndWithSlot(slot);
+			}
+			painter.state.blendMode = originalBlendMode;
+			clipper.clipEnd();
+		}
+
+		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;
+		}
+	}
 }