Unified Spine buffer view that holds its own vertex and index data

统一的 Spine 缓冲区视图,持有自己的顶点和索引数据

实现

构造函数

属性

cacheIndex: Uint16Array = null

Cached raw index data

缓存的原始索引数据

cacheVertex: Float32Array = null

Cached raw vertex data (before matrix transformation)

缓存的原始顶点数据(矩阵变换前)

Geometry element for rendering

用于渲染的几何元素

indexBufferLength: number = 0

Current used index buffer length (same as indexCount for index data)

当前已使用的索引缓冲区长度(等于 indexCount)

indexCapacity: number

Index capacity

索引容量

indexCount: number = 0

Current used index count (actual number of indices)

当前已使用的索引个数(实际索引数量)

indexData: Uint16Array

Own index data buffer (no offset, direct write)

自己的索引数据缓冲区(无偏移,直接写入)

matrix: Matrix = null

Transformation matrix for this view

此视图的变换矩阵

offsetX: number = 0

X offset for transformation

X 轴偏移

offsetY: number = 0

Y offset for transformation

Y 轴偏移

Owner buffer that manages this view

管理此视图的所有者缓冲区

vertexBufferLength: number = 0

Current used vertex buffer length in floats (vertexCount × stride)

当前已使用的顶点缓冲区长度(floats 数量 = vertexCount × stride)

vertexCapacity: number

Vertex capacity in floats

顶点容量(float 数量)

vertexCount: number = 0

Current used vertex count (actual number of vertices)

当前已使用的顶点个数(实际顶点数量)

vertexData: Float32Array

Own vertex data buffer (no offset, direct write)

自己的顶点数据缓冲区(无偏移,直接写入)

方法