|
31 | 31 | */ |
32 | 32 | varsp=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 | varspine=sp.spine; |
66 | 35 |
|
67 | 36 | /** |
@@ -231,13 +200,12 @@ sp.Skeleton = cc.Node.extend(/** @lends sp.Skeleton# */{ |
231 | 200 | varattachment=slot.attachment; |
232 | 201 | if(!attachment||!(attachmentinstanceofspine.RegionAttachment)) |
233 | 202 | continue; |
234 | | -// 3.5 vertices = attachment.updateWorldVertices(slot, false); |
235 | 203 | vertices=spine.Utils.setArraySize(newArray(),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 | varposition=this.getPosition(); |
243 | 211 | returncc.rect(position.x+minX,position.y+minY,maxX-minX,maxY-minY); |
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