|
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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|
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