I wasn't so clever with this - I'm sorry. Now that I have managed to
link up my local render & vm projects I am able to fix the issue
properly. Many appologies!
When a new skin is added, previously the rotation center was set to `[0, 0]`. In the case of costumes and backdrops added from libraries, the center should be calculated from the bounding box of the imported skin.
Toward LLK/scratch-gui#18
This change tweaks the expression of paths in the Webpack config to make
`webpack-dev-server` work again. This opened the door for some minor
cleanup of `path` & `filename` in the `output` configuration entries.
Thanks to @rschamp for help resolving the `webpack-dev-server` problems.
Scratch uses y=up, whereas WebGL and the Canvas element both use y=down.
To make this work, we set a non-conventional projection matrix when
rendering to the stage. Some of the internal renders (touching color,
stamp, etc.) were using a y-flipped projection matrix, though, which
means that the output was double-flipped and would appear incorrect. For
the touching-color block this just meant a cosmetic issue: the debug
canvas looks upside-down. For pen stamp, though, it's a real issue since
the stamp was appearing upside down on the stage.
This change ensures that the projection matrix for every internal render
follows WebGL / Canvas conventions, and that we only y-flip on the final
render to the stage.
Also clean up the code around our calls to `readPixels`:
- Use `Uint8Array` instead of `Buffer` to hold the pixels
- Use `ImageData.data.set` instead of a `for` loop when copying pixels
to a canvas
- `Drawable` now removes its `Skin` on `dispose`, disconnecting events.
- Creating a new `Drawable` doesn't always create a new `Skin` any more:
now it can share an existing skin.
- Don't throw when asked to update the properties of a `Drawable` that
has already been destroyed. This seems like a VM bug but was causing
overwhelming output in the browser for some projects.
- Add & correct a few comments
- Make `Drawable` IDs work like `Skin` IDs
- Remove some dead code
- Fix costume resolution in `BitmapSkin` before first `setBitmap` call
- Rename `Drawable` & `Skin` management variables in `RenderWebGL` to
clarify their purpose and better distinguish them from each other
- Remove problematic premature optimization in `_drawThese`
- Fix missing return statement in `Skin`'s `setRotationCenter`
- Fix mismatch between getTexture & getUniforms in the `Skin` class