|
31 | 31 | */ |
32 | 32 | var sp = sp || {}; |
33 | 33 |
|
34 | | -/** |
35 | | - * The vertex index of spine. |
36 | | - * @constant |
37 | | - * @type {{X1: number, Y1: number, X2: number, Y2: number, X3: number, Y3: number, X4: number, Y4: number}} |
38 | | - */ |
39 | | -sp.VERTEX_INDEX = { |
40 | | - X1: 0, |
41 | | - Y1: 1, |
42 | | - X2: 2, |
43 | | - Y2: 3, |
44 | | - X3: 4, |
45 | | - Y3: 5, |
46 | | - X4: 6, |
47 | | - Y4: 7 |
48 | | -}; |
49 | | - |
50 | | -/** |
51 | | - * The attachment type of spine. It contains three type: REGION(0), BOUNDING_BOX(1), MESH(2) and SKINNED_MESH. |
52 | | - * @constant |
53 | | - * @type {{REGION: number, BOUNDING_BOX: number, REGION_SEQUENCE: number, MESH: number}} |
54 | | - */ |
55 | | -sp.ATTACHMENT_TYPE = { |
56 | | - REGION: 0, |
57 | | - BOUNDING_BOX: 1, |
58 | | - MESH: 2, |
59 | | - SKINNED_MESH:3, |
60 | | - PATH:4, |
61 | | - POINT:5, |
62 | | - CLIPPING:6 |
63 | | -}; |
64 | | - |
65 | 34 | var spine = sp.spine; |
66 | 35 |
|
67 | 36 | /** |
@@ -231,13 +200,12 @@ sp.Skeleton = cc.Node.extend(/** @lends sp.Skeleton# */{ |
231 | 200 | var attachment = slot.attachment; |
232 | 201 | if (!attachment || !(attachment instanceof spine.RegionAttachment)) |
233 | 202 | continue; |
234 | | - // 3.5 vertices = attachment.updateWorldVertices(slot, false); |
235 | 203 | vertices = spine.Utils.setArraySize(new Array(), 8, 0); |
236 | | - attachment.computeWorldVertices(slot.bone, vertices, 0, 8); |
237 | | - minX = Math.min(minX, vertices[VERTEX.X1] * scaleX, vertices[VERTEX.X4] * scaleX, vertices[VERTEX.X2] * scaleX, vertices[VERTEX.X3] * scaleX); |
238 | | - minY = Math.min(minY, vertices[VERTEX.Y1] * scaleY, vertices[VERTEX.Y4] * scaleY, vertices[VERTEX.Y2] * scaleY, vertices[VERTEX.Y3] * scaleY); |
239 | | - maxX = Math.max(maxX, vertices[VERTEX.X1] * scaleX, vertices[VERTEX.X4] * scaleX, vertices[VERTEX.X2] * scaleX, vertices[VERTEX.X3] * scaleX); |
240 | | - maxY = Math.max(maxY, vertices[VERTEX.Y1] * scaleY, vertices[VERTEX.Y4] * scaleY, vertices[VERTEX.Y2] * scaleY, vertices[VERTEX.Y3] * scaleY); |
| 204 | + attachment.computeWorldVertices(slot.bone, vertices, 0, 2); |
| 205 | + minX = Math.min(minX, vertices[VERTEX.OX1] * scaleX, vertices[VERTEX.OX4] * scaleX, vertices[VERTEX.OX2] * scaleX, vertices[VERTEX.OX3] * scaleX); |
| 206 | + minY = Math.min(minY, vertices[VERTEX.OY1] * scaleY, vertices[VERTEX.OY4] * scaleY, vertices[VERTEX.OY2] * scaleY, vertices[VERTEX.OY3] * scaleY); |
| 207 | + maxX = Math.max(maxX, vertices[VERTEX.OX1] * scaleX, vertices[VERTEX.OX4] * scaleX, vertices[VERTEX.OX2] * scaleX, vertices[VERTEX.OX3] * scaleX); |
| 208 | + maxY = Math.max(maxY, vertices[VERTEX.OY1] * scaleY, vertices[VERTEX.OY4] * scaleY, vertices[VERTEX.OY2] * scaleY, vertices[VERTEX.OY3] * scaleY); |
241 | 209 | } |
242 | 210 | var position = this.getPosition(); |
243 | 211 | return cc.rect(position.x + minX, position.y + minY, maxX - minX, maxY - minY); |
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