55 */
66
77var CounterClockwise = require ( '../../../../src/math/angle/CounterClockwise' ) ;
8+ var GetCalcMatrix = require ( '../../../../src/gameobjects/GetCalcMatrix' ) ;
89var RadToDeg = require ( '../../../../src/math/RadToDeg' ) ;
910var Wrap = require ( '../../../../src/math/Wrap' ) ;
1011
@@ -19,11 +20,10 @@ var Wrap = require('../../../../src/math/Wrap');
1920 *
2021 * @param {Phaser.Renderer.WebGL.WebGLRenderer } renderer - A reference to the current active WebGL renderer.
2122 * @param {SpineGameObject } src - The Game Object being rendered in this call.
22- * @param {number } interpolationPercentage - Reserved for future use and custom pipelines.
2323 * @param {Phaser.Cameras.Scene2D.Camera } camera - The Camera that is rendering the Game Object.
2424 * @param {Phaser.GameObjects.Components.TransformMatrix } parentMatrix - This transform matrix is defined if the game object is nested
2525 */
26- var SpineGameObjectWebGLRenderer = function ( renderer , src , interpolationPercentage , camera , parentMatrix )
26+ var SpineGameObjectWebGLRenderer = function ( renderer , src , camera , parentMatrix )
2727{
2828 var plugin = src . plugin ;
2929 var skeleton = src . skeleton ;
@@ -61,34 +61,7 @@ var SpineGameObjectWebGLRenderer = function (renderer, src, interpolationPercent
6161 renderer . pipelines . clear ( ) ;
6262 }
6363
64- var camMatrix = renderer . _tempMatrix1 ;
65- var spriteMatrix = renderer . _tempMatrix2 ;
66- var calcMatrix = renderer . _tempMatrix3 ;
67-
68- spriteMatrix . applyITRS ( src . x , src . y , src . rotation , Math . abs ( src . scaleX ) , Math . abs ( src . scaleY ) ) ;
69-
70- camMatrix . copyFrom ( camera . matrix ) ;
71-
72- if ( parentMatrix )
73- {
74- // Multiply the camera by the parent matrix
75- camMatrix . multiplyWithOffset ( parentMatrix , - camera . scrollX * src . scrollFactorX , - camera . scrollY * src . scrollFactorY ) ;
76-
77- // Undo the camera scroll
78- spriteMatrix . e = src . x ;
79- spriteMatrix . f = src . y ;
80-
81- // Multiply by the Sprite matrix, store result in calcMatrix
82- camMatrix . multiply ( spriteMatrix , calcMatrix ) ;
83- }
84- else
85- {
86- spriteMatrix . e -= camera . scrollX * src . scrollFactorX ;
87- spriteMatrix . f -= camera . scrollY * src . scrollFactorY ;
88-
89- // Multiply by the Sprite matrix, store result in calcMatrix
90- camMatrix . multiply ( spriteMatrix , calcMatrix ) ;
91- }
64+ var calcMatrix = GetCalcMatrix ( src , camera , parentMatrix ) . calc ;
9265
9366 var viewportHeight = renderer . height ;
9467
0 commit comments