Merge branch '4.1' into 4.2-beta

This commit is contained in:
Harald Csaszar 2023-05-02 17:21:44 +02:00
commit 08b56ea1ca
51 changed files with 667 additions and 10471 deletions

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@ -13,8 +13,8 @@ env:
AWS_SECRET_ACCESS_KEY: ${{ secrets.AWS_SECRET_ACCESS_KEY }}
AWS_EC2_METADATA_DISABLED: true
EM_VERSION: 3.1.18
GODOT_TAG: 4.0-stable
GODOT_VERSION: 4.0.stable
GODOT_TAG: 4.0.1-stable
GODOT_VERSION: 4.0.1.stable
jobs:
@ -41,7 +41,7 @@ jobs:
path: spine-godot/godot/bin/godot.windows.editor.x86_64.exe
godot-editor-linux:
runs-on: ubuntu-latest
runs-on: ubuntu-20.04
steps:
- uses: actions/checkout@v3
with:
@ -135,7 +135,7 @@ jobs:
path: spine-godot/godot/bin/macos.zip
godot-template-linux:
runs-on: ubuntu-18.04
runs-on: ubuntu-20.04
steps:
- uses: actions/checkout@v3
with:

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@ -13,8 +13,8 @@ env:
AWS_SECRET_ACCESS_KEY: ${{ secrets.AWS_SECRET_ACCESS_KEY }}
AWS_EC2_METADATA_DISABLED: true
EM_VERSION: 3.1.14
GODOT_TAG: 3.5.1-stable
GODOT_VERSION: 3.5.1.stable
GODOT_TAG: 3.5.2-stable
GODOT_VERSION: 3.5.2.stable
jobs:
@ -132,7 +132,7 @@ jobs:
path: spine-godot/godot/bin/osx.zip
godot-template-linux:
runs-on: ubuntu-18.04
runs-on: ubuntu-20.04
steps:
- uses: actions/checkout@v3
with:

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@ -26,12 +26,10 @@ if((${SPINE_SFML}) OR (${CMAKE_CURRENT_BINARY_DIR} MATCHES "spine-sfml"))
set(ONLY_ACTIVE_ARCH NO)
endif()
add_subdirectory(spine-c)
add_subdirectory(spine-sfml/c)
add_subdirectory(spine-cpp)
add_subdirectory(spine-sfml/c)
add_subdirectory(spine-sfml/cpp)
endif()
if((${SPINE_SDL}) OR (${CMAKE_CURRENT_BINARY_DIR} MATCHES "spine-sdl"))
elseif((${SPINE_SDL}) OR (${CMAKE_CURRENT_BINARY_DIR} MATCHES "spine-sdl"))
if (${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
set(CMAKE_OSX_ARCHITECTURES x86_64;arm64)
set(ONLY_ACTIVE_ARCH NO)
@ -39,7 +37,8 @@ if((${SPINE_SDL}) OR (${CMAKE_CURRENT_BINARY_DIR} MATCHES "spine-sdl"))
add_subdirectory(spine-c)
add_subdirectory(spine-cpp)
add_subdirectory(spine-sdl)
else()
add_subdirectory(spine-c)
add_subdirectory(spine-cpp)
add_subdirectory(spine-cpp/spine-cpp-unit-tests)
endif()
# add_subdirectory(spine-c/spine-c-unit-tests)
add_subdirectory(spine-cpp/spine-cpp-unit-tests)

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@ -374,12 +374,10 @@ cp -f ../coin/export/coin-pro.skel "$ROOT/spine-ts/spine-phaser/example/assets/"
cp -f ../coin/export/coin-pma.atlas "$ROOT/spine-ts/spine-phaser/example/assets/"
cp -f ../coin/export/coin-pma.png "$ROOT/spine-ts/spine-phaser/example/assets/"
cp -f ../stretchyman/export/stretchyman-pro.json "$ROOT/spine-ts/spine-phaser/example/assets/"
cp -f ../stretchyman/export/stretchyman-pro.skel "$ROOT/spine-ts/spine-phaser/example/assets/"
cp -f ../stretchyman/export/stretchyman-pma.atlas "$ROOT/spine-ts/spine-phaser/example/assets/"
cp -f ../stretchyman/export/stretchyman-pma.png "$ROOT/spine-ts/spine-phaser/example/assets/"
cp -f ../mix-and-match/export/mix-and-match-pro.json "$ROOT/spine-ts/spine-phaser/example/assets/"
cp -f ../mix-and-match/export/mix-and-match-pro.skel "$ROOT/spine-ts/spine-phaser/example/assets/"
cp -f ../mix-and-match/export/mix-and-match-pma.atlas "$ROOT/spine-ts/spine-phaser/example/assets/"
cp -f ../mix-and-match/export/mix-and-match-pma.png "$ROOT/spine-ts/spine-phaser/example/assets/"

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@ -3,14 +3,17 @@ stretchyman-pma.png
filter: Linear, Linear
pma: true
back-arm
bounds: 149, 45, 72, 202
bounds: 679, 173, 72, 202
rotate: 90
back-leg
bounds: 312, 4, 100, 318
bounds: 2, 2, 100, 318
rotate: 90
body
bounds: 223, 106, 141, 452
bounds: 2, 104, 141, 452
rotate: 90
front-arm
bounds: 2, 26, 145, 221
bounds: 456, 100, 145, 221
rotate: 90
head
bounds: 223, 2, 87, 102
bounds: 322, 15, 87, 102
rotate: 90

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@ -2,14 +2,17 @@ stretchyman.png
size: 1024, 256
filter: Linear, Linear
back-arm
bounds: 149, 45, 72, 202
bounds: 679, 173, 72, 202
rotate: 90
back-leg
bounds: 312, 4, 100, 318
bounds: 2, 2, 100, 318
rotate: 90
body
bounds: 223, 106, 141, 452
bounds: 2, 104, 141, 452
rotate: 90
front-arm
bounds: 2, 26, 145, 221
bounds: 456, 100, 145, 221
rotate: 90
head
bounds: 223, 2, 87, 102
bounds: 322, 15, 87, 102
rotate: 90

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@ -114,7 +114,7 @@ static int readInt(_dataInput *input) {
static int readVarint(_dataInput *input, int /*bool*/ optimizePositive) {
unsigned char b = readByte(input);
uint32_t value = b & 0x7F;
int32_t value = b & 0x7F;
if (b & 0x80) {
b = readByte(input);
value |= (b & 0x7F) << 7;
@ -124,13 +124,12 @@ static int readVarint(_dataInput *input, int /*bool*/ optimizePositive) {
if (b & 0x80) {
b = readByte(input);
value |= (b & 0x7F) << 21;
if (b & 0x80) value |= (uint32_t) (readByte(input) & 0x7F) << 28;
if (b & 0x80) value |= (readByte(input) & 0x7F) << 28;
}
}
}
if (!optimizePositive)
value = ((unsigned int) value >> 1) ^ (~(value & 1));
return (int) value;
if (!optimizePositive) value = (((unsigned int) value >> 1) ^ -(value & 1));
return value;
}
float readFloat(_dataInput *input) {
@ -1031,9 +1030,10 @@ spAttachment *spSkeletonBinary_readAttachment(spSkeletonBinary *self, _dataInput
{
spAttachment *attachment = spAttachmentLoader_createAttachment(self->attachmentLoader, skin, type, name,
path, sequence);
spRegionAttachment *region = NULL;
if (!attachment)
return NULL;
spRegionAttachment *region = SUB_CAST(spRegionAttachment, attachment);
region = SUB_CAST(spRegionAttachment, attachment);
region->path = path;
region->rotation = rotation;
region->x = x;
@ -1053,9 +1053,10 @@ spAttachment *spSkeletonBinary_readAttachment(spSkeletonBinary *self, _dataInput
int vertexCount = readVarint(input, 1);
spAttachment *attachment = spAttachmentLoader_createAttachment(self->attachmentLoader, skin, type, name, 0,
NULL);
spVertexAttachment *vertexAttachment = NULL;
if (!attachment)
return NULL;
spVertexAttachment *vertexAttachment = SUB_CAST(spVertexAttachment, attachment);
vertexAttachment = SUB_CAST(spVertexAttachment, attachment);
_readVertices(self, input, &vertexAttachment->bonesCount, &vertexAttachment->bones,
&vertexAttachment->verticesCount, &vertexAttachment->vertices,
&vertexAttachment->worldVerticesLength, vertexCount);
@ -1106,9 +1107,10 @@ spAttachment *spSkeletonBinary_readAttachment(spSkeletonBinary *self, _dataInput
{
spAttachment *attachment = spAttachmentLoader_createAttachment(self->attachmentLoader, skin, type, name, path, sequence);
spMeshAttachment *mesh = NULL;
if (!attachment)
return NULL;
spMeshAttachment *mesh = SUB_CAST(spMeshAttachment, attachment);
mesh = SUB_CAST(spMeshAttachment, attachment);
mesh->path = path;
spColor_setFromColor(&mesh->color, &color);
mesh->regionUVs = regionUVs;
@ -1157,9 +1159,10 @@ spAttachment *spSkeletonBinary_readAttachment(spSkeletonBinary *self, _dataInput
{
spAttachment *attachment = spAttachmentLoader_createAttachment(self->attachmentLoader, skin, type, name, path, sequence);
spMeshAttachment *mesh = NULL;
if (!attachment)
return NULL;
spMeshAttachment *mesh = SUB_CAST(spMeshAttachment, attachment);
mesh = SUB_CAST(spMeshAttachment, attachment);
mesh->path = path;
spColor_setFromColor(&mesh->color, &color);
mesh->sequence = sequence;
@ -1172,11 +1175,13 @@ spAttachment *spSkeletonBinary_readAttachment(spSkeletonBinary *self, _dataInput
case SP_ATTACHMENT_PATH: {
spAttachment *attachment = spAttachmentLoader_createAttachment(self->attachmentLoader, skin, type, name, 0,
NULL);
spPathAttachment *path = NULL;
spVertexAttachment *vertexAttachment = NULL;
int vertexCount = 0;
if (!attachment)
return NULL;
spPathAttachment *path = SUB_CAST(spPathAttachment, attachment);
spVertexAttachment *vertexAttachment = SUPER(path);
int vertexCount = 0;
path = SUB_CAST(spPathAttachment, attachment);
vertexAttachment = SUPER(path);
path->closed = readBoolean(input);
path->constantSpeed = readBoolean(input);
vertexCount = readVarint(input, 1);
@ -1197,9 +1202,10 @@ spAttachment *spSkeletonBinary_readAttachment(spSkeletonBinary *self, _dataInput
case SP_ATTACHMENT_POINT: {
spAttachment *attachment = spAttachmentLoader_createAttachment(self->attachmentLoader, skin, type, name, 0,
NULL);
spPointAttachment *point = NULL;
if (!attachment)
return NULL;
spPointAttachment *point = SUB_CAST(spPointAttachment, attachment);
point = SUB_CAST(spPointAttachment, attachment);
point->rotation = readFloat(input);
point->x = readFloat(input) * self->scale;
point->y = readFloat(input) * self->scale;
@ -1215,10 +1221,12 @@ spAttachment *spSkeletonBinary_readAttachment(spSkeletonBinary *self, _dataInput
int vertexCount = readVarint(input, 1);
spAttachment *attachment = spAttachmentLoader_createAttachment(self->attachmentLoader, skin, type, name, 0,
NULL);
spClippingAttachment *clip = NULL;
spVertexAttachment *vertexAttachment = NULL;
if (!attachment)
return NULL;
spClippingAttachment *clip = SUB_CAST(spClippingAttachment, attachment);
spVertexAttachment *vertexAttachment = SUPER(clip);
clip = SUB_CAST(spClippingAttachment, attachment);
vertexAttachment = SUPER(clip);
_readVertices(self, input, &vertexAttachment->bonesCount, &vertexAttachment->bones,
&vertexAttachment->verticesCount, &vertexAttachment->vertices,
&vertexAttachment->worldVerticesLength, vertexCount);

View File

@ -1,18 +1,9 @@
project(spine_cpp_unit_test)
set(CMAKE_INSTALL_PREFIX "./")
set(CMAKE_VERBOSE_MAKEFILE ON)
include_directories(../spine-cpp/include teamcity minicppunit tests memory)
set(SRC
src/main.cpp
)
set(SRC src/main.cpp)
add_executable(spine_cpp_unit_test ${SRC})
target_link_libraries(spine_cpp_unit_test spine-cpp)
#########################################################
# copy resources to build output directory
#########################################################

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@ -2,7 +2,7 @@
set -e
dir="$( cd "$( dirname "${BASH_SOURCE[0]}" )" >/dev/null && pwd )"
pushd $dir > /dev/null
pushd "$dir" > /dev/null
if [ ! "$#" -eq 1 ]; then
echo "Usage: ./build-templates.sh <platform>"

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@ -2,7 +2,7 @@
set -e
dir="$( cd "$( dirname "${BASH_SOURCE[0]}" )" >/dev/null && pwd )"
pushd $dir > /dev/null
pushd "$dir" > /dev/null
if [ ! "$#" -eq 1 ]; then
echo "Usage: ./build-templates.sh <platform>"

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@ -2,7 +2,7 @@
set -e
dir="$( cd "$( dirname "${BASH_SOURCE[0]}" )" >/dev/null && pwd )"
pushd $dir > /dev/null
pushd "$dir" > /dev/null
if [ ! -d ../godot ]; then
echo "No Godot clone found. Run ./setup.sh <Godot branch or tag> <dev> first."

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@ -2,7 +2,7 @@
set -e
dir="$( cd "$( dirname "${BASH_SOURCE[0]}" )" >/dev/null && pwd )"
pushd $dir > /dev/null
pushd "$dir" > /dev/null
if [ ! "$#" -eq 1 ]; then
echo "Usage: ./build.sh <target>"

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@ -2,7 +2,7 @@
set -e
dir="$( cd "$( dirname "${BASH_SOURCE[0]}" )" >/dev/null && pwd )"
pushd $dir > /dev/null
pushd "$dir" > /dev/null
if [ ! "$#" -eq 2 ]; then
echo "Usage: ./setup.sh <Godot branch or tag> <dev:true|false>"

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@ -19,19 +19,20 @@
<li>Phaser</li>
<ul>
<li><a href="/spine-phaser/example/basic-example.html">Basic example</a></li>
<li><a href="/spine-phaser/example/events-example.html">Events example</a></li>
<li><a href="/spine-phaser/example/mix-and-match-example.html">Mix and match example</a></li>
<li><a href="/spine-phaser/example/arcade-physics-example.html">Arcade physics example</a></li>
<li><a href="/spine-phaser/example/control-bones-example.html">Control bones example</a></li>
<li><a href="/spine-phaser/example/batching-test.html">Batching test</a></li>
<li><a href="/spine-phaser/example/multi-scene-test.html">Multi-scene test</a></li>
<li><a href="/spine-phaser/example/bounds-test.html">Bounds test</a></li>
<li><a href="/spine-phaser/example/visibility-test.html">Visibility test</a></li>
<li><a href="/spine-phaser/example/arcade-physics-test.html">Arcade physics example</a></li>
<li><a href="/spine-phaser/example/blend-test.html">Blend test</a></li>
<li><a href="/spine-phaser/example/camera-pipeline-test.html">Camera pipeline test</a></li>
<li><a href="/spine-phaser/example/control-bones-test.html">Control bones</a></li>
<li><a href="/spine-phaser/example/extended-class-test.html">Extended class</a></li>
<li><a href="/spine-phaser/example/canvas-test.html">Canvas test</a></li>
<li><a href="/spine-phaser/example/depth-test.html">Depth test</a></li>
<li><a href="/spine-phaser/example/render-to-texture-test.html">Render to texture test</a></li>
<li><a href="/spine-phaser/example/mix-and-match.html">Mix and match</a></li>
</ul>
<li>Player</li>
<ul>
@ -65,6 +66,7 @@
<li>THREE.JS</li>
<ul>
<li><a href="/spine-threejs/example/index.html">Example</a></li>
<li><a href="/spine-threejs/example/coordinate-transform.html">Coordinate transform</a></li>
</ul>
</ul>
</body>

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@ -18,7 +18,7 @@
"build:phaser": "npx esbuild --bundle spine-phaser/src/index.ts --tsconfig=spine-phaser/tsconfig.json --sourcemap --outfile=spine-phaser/dist/iife/spine-phaser.js --external:Phaser --alias:phaser=Phaser --format=iife --global-name=spine",
"build:threejs": "npx esbuild --bundle spine-threejs/src/index.ts --tsconfig=spine-threejs/tsconfig.json --sourcemap --outfile=spine-threejs/dist/iife/spine-threejs.js --external:three --format=iife --global-name=spine",
"minify": "npx esbuild --minify spine-core/dist/iife/spine-core.js --outfile=spine-core/dist/iife/spine-core.min.js && npx esbuild --minify spine-canvas/dist/iife/spine-canvas.js --outfile=spine-canvas/dist/iife/spine-canvas.min.js && npx esbuild --minify spine-player/dist/iife/spine-player.js --outfile=spine-player/dist/iife/spine-player.min.js && npx esbuild --minify spine-phaser/dist/iife/spine-phaser.js --outfile=spine-phaser/dist/iife/spine-phaser.min.js && npx esbuild --minify spine-webgl/dist/iife/spine-webgl.js --outfile=spine-webgl/dist/iife/spine-webgl.min.js && npx esbuild --minify spine-threejs/dist/iife/spine-threejs.js --outfile=spine-threejs/dist/iife/spine-threejs.min.js",
"dev": "concurrently \"npx live-server --no-browser\" \"npm run dev:canvas\" \"npm run dev:webgl\" \"npm run dev:phaser\" \"npm run dev:player\" \"npm run dev:threejs\"",
"dev": "concurrently \"npx live-server\" \"npm run dev:canvas\" \"npm run dev:webgl\" \"npm run dev:phaser\" \"npm run dev:player\" \"npm run dev:threejs\"",
"dev:modules": "npm run build:modules -- --watch",
"dev:canvas": "npm run build:canvas -- --watch",
"dev:webgl": "npm run build:webgl -- --watch",

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@ -0,0 +1,61 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>
<script src="../dist/iife/spine-phaser.js"></script>
<title>Spine Phaser Example</title>
</head>
<body>
<h1>Arcade Physics example</h1>
</body>
<script>
class PhysicsExample extends Phaser.Scene {
preload() {
this.load.spineBinary("coin-data", "assets/coin-pro.skel");
this.load.spineAtlas("coin-atlas", "assets/coin-pma.atlas");
}
create() {
const coin = this.add.spine(400, 200, 'coin-data', "coin-atlas");
coin.animationState.setAnimation(0, "animation", true);
coin.setScale(0.3);
coin.setSize(280, 280);
this.physics.add.existing(coin);
coin.body.setOffset(0, 50);
coin.body.setVelocity(100, 200);
coin.body.setBounce(1, 1);
coin.body.setCollideWorldBounds(true);
}
}
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
type: Phaser.WEBGL,
physics: {
default: 'arcade',
arcade: {
debug: true,
gravity: { y: 200 }
}
},
scene: [PhysicsExample],
plugins: {
scene: [
{ key: "spine.SpinePlugin", plugin: spine.SpinePlugin, mapping: "spine" }
]
}
};
const game = new Phaser.Game(config);
</script>
</html>

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@ -1,61 +0,0 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>
<title>Spine Phaser Example</title>
</head>
<body>
<h1>Arcade Physics example</h1>
</body>
<script>
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
type: Phaser.WEBGL,
physics: {
default: 'arcade',
arcade: {
debug: true,
gravity: { y: 200 }
}
},
scene: {
preload: preload,
create: create,
pack: {
files: [
{ type: "scenePlugin", key: "spine.SpinePlugin", url: "../dist/iife/spine-phaser.js", sceneKey: "spine" }
]
}
}
};
let game = new Phaser.Game(config);
function preload() {
this.load.spineBinary("coin-data", "assets/coin-pro.skel");
this.load.spineAtlas("coin-atlas", "assets/coin-pma.atlas");
}
function create() {
let coin = this.add.spine(400, 200, 'coin-data', "coin-atlas");
coin.animationState.setAnimation(0, "animation", true);
coin.setScale(0.3);
coin.setSize(280, 280);
this.physics.add.existing(coin);
coin.body.setOffset(0, 50);
coin.body.setVelocity(100, 200);
coin.body.setBounce(1, 1);
coin.body.setCollideWorldBounds(true);
}
</script>
</html>

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@ -3,14 +3,17 @@ stretchyman-pma.png
filter: Linear, Linear
pma: true
back-arm
bounds: 149, 45, 72, 202
bounds: 679, 173, 72, 202
rotate: 90
back-leg
bounds: 312, 4, 100, 318
bounds: 2, 2, 100, 318
rotate: 90
body
bounds: 223, 106, 141, 452
bounds: 2, 104, 141, 452
rotate: 90
front-arm
bounds: 2, 26, 145, 221
bounds: 456, 100, 145, 221
rotate: 90
head
bounds: 223, 2, 87, 102
bounds: 322, 15, 87, 102
rotate: 90

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@ -6,6 +6,7 @@
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>
<script src="../dist/iife/spine-phaser.js"></script>
<title>Spine Phaser Example</title>
</head>
@ -13,34 +14,31 @@
<h1>Basic example</h1>
</body>
<script>
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
type: Phaser.WEBGL,
scene: {
preload: preload,
create: create,
pack: {
files: [
{ type: "scenePlugin", key: "spine.SpinePlugin", url: "../dist/iife/spine-phaser.js", sceneKey: "spine" }
]
}
}
};
let game = new Phaser.Game(config);
function preload() {
class BasicExample extends Phaser.Scene {
preload() {
this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
}
function create() {
let spineboy = this.add.spine(400, 500, 'spineboy-data', "spineboy-atlas");
create() {
const spineboy = this.add.spine(400, 500, 'spineboy-data', "spineboy-atlas");
spineboy.scale = 0.5;
spineboy.animationState.setAnimation(0, "walk", true);
}
}
new Phaser.Game({
type: Phaser.AUTO,
width: 800,
height: 600,
type: Phaser.WEBGL,
scene: [BasicExample],
plugins: {
scene: [
{ key: "spine.SpinePlugin", plugin: spine.SpinePlugin, mapping: "spine" }
]
}
});
</script>
</html>

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@ -14,15 +14,25 @@
<h1>Basic example</h1>
</body>
<script>
var config = {
class BasicExample extends Phaser.Scene {
preload() {
this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
}
create() {
const spineboy = this.add.spine(400, 500, 'spineboy-data', "spineboy-atlas");
spineboy.scale = 0.5;
spineboy.animationState.setAnimation(0, "walk", true);
}
}
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
type: Phaser.WEBGL,
scene: {
preload: preload,
create: create,
},
scene: [BasicExample],
plugins: {
scene: [
{ key: "spine.SpinePlugin", plugin: spine.SpinePlugin, mapping: "spine" }
@ -30,18 +40,7 @@
}
};
let game = new Phaser.Game(config);
function preload() {
this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
}
function create() {
let spineboy = this.add.spine(400, 500, 'spineboy-data', "spineboy-atlas");
spineboy.scale = 0.5;
spineboy.animationState.setAnimation(0, "walk", true);
}
const game = new Phaser.Game(config);
</script>
</html>

View File

@ -13,7 +13,7 @@
<h1>Batching test</h1>
</body>
<script>
var config = {
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
@ -30,7 +30,7 @@
}
};
let game = new Phaser.Game(config);
const game = new Phaser.Game(config);
let debug;
function preload() {
@ -41,12 +41,12 @@
}
function create() {
let plugin = this.spine;
const plugin = this.spine;
let x = 25;
let y = 60;
for (let j = 0; j < 10; j++, y += 600 / 10) {
for (let i = 0; i < 20; i++, x += 800 / 20) {
let obj = Math.random() > 0.5
const obj = Math.random() > 0.5
? this.add.spine(x, y, 'spineboy-data', "spineboy-atlas")
: this.add.spine(x, y, 'raptor-data', "raptor-atlas");
obj.animationState.setAnimation(0, "walk", true);

View File

@ -13,7 +13,7 @@
<h1>Blend test</h1>
</body>
<script>
var config = {
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
@ -32,7 +32,7 @@
};
let controls;
let game = new Phaser.Game(config);
const game = new Phaser.Game(config);
function preload() {
this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
@ -41,14 +41,14 @@
function create() {
for (var i = 0; i < 4; i++) {
let obj = this.add.spine(i * 200, 600, 'spineboy-data', 'spineboy-atlas').setScale(0.25);
const obj = this.add.spine(i * 200, 600, 'spineboy-data', 'spineboy-atlas').setScale(0.25);
obj.setScale(0.25);
obj.animationState.setAnimation(0, "idle", true);
obj.animationState.setAnimation(1, "shoot", true);
}
var cursors = this.input.keyboard.createCursorKeys();
const cursors = this.input.keyboard.createCursorKeys();
var controlConfig = {
const controlConfig = {
camera: this.cameras.main,
left: cursors.left,
right: cursors.right,

View File

@ -13,7 +13,7 @@
<h1>Bounds test</h1>
</body>
<script>
var config = {
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
@ -30,7 +30,7 @@
}
};
let game = new Phaser.Game(config);
const game = new Phaser.Game(config);
let spineboy;
function preload() {
@ -49,7 +49,7 @@
let time = 0;
function update(t, delta) {
time += delta / 1000;
let scale = 0.4 + Math.cos(time) * 0.2;
const scale = 0.4 + Math.cos(time) * 0.2;
spineboy.scale = scale;
spineboy.angle++;
}

View File

@ -12,7 +12,7 @@
<body>
<h1>Camera pipeline test</h1>
<script>
var config = {
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
@ -84,7 +84,7 @@
}
}
let game = new Phaser.Game(config);
const game = new Phaser.Game(config);
function preload() {
this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
@ -98,9 +98,9 @@
// FIXME: Need a dummy sprite so the MultiPipeline sets up state
// so rendering the Spine sprite actually works. Unsure what state
// is needed.
var s = this.add.sprite(0, 0, 'img');
this.add.sprite(0, 0, 'img');
let spineboy = this.add.spine(400, 300, 'spineboy-data', "spineboy-atlas");
const spineboy = this.add.spine(400, 300, 'spineboy-data', "spineboy-atlas");
spineboy.scale = 0.5;
spineboy.animationState.setAnimation(0, "walk", true);

View File

@ -13,7 +13,7 @@
<h1>Canvas test</h1>
</body>
<script>
var config = {
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
@ -29,7 +29,7 @@
}
};
let game = new Phaser.Game(config);
const game = new Phaser.Game(config);
function preload() {
this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
@ -37,7 +37,7 @@
}
function create() {
let spineboy = this.add.spine(400, 300, 'spineboy-data', "spineboy-atlas");
const spineboy = this.add.spine(400, 300, 'spineboy-data', "spineboy-atlas");
spineboy.scale = 0.5;
spineboy.animationState.setAnimation(0, "walk", true);
}

View File

@ -0,0 +1,72 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>
<script src="../dist/iife/spine-phaser.js"></script>
<title>Spine Phaser Example</title>
</head>
<body>
<h1>Control bones</h1>
<script>
class ControlBonesExample extends Phaser.Scene {
preload() {
this.load.spineBinary("stretchyman-data", "assets/stretchyman-pro.skel");
this.load.spineAtlas("stretchyman-atlas", "assets/stretchyman-pma.atlas");
}
create() {
const stretchyman = this.add.spine(400, 580, 'stretchyman-data', "stretchyman-atlas");
stretchyman.animationState.setAnimation(0, "idle", true);
stretchyman.updatePose(0);
const controlBoneNames = ["back-arm-ik-target", "back-leg-ik-target", "front-arm-ik-target", "front-leg-ik-target"];
const controlBones = [];
for (var i = 0; i < controlBoneNames.length; i++) {
const bone = stretchyman.skeleton.findBone(controlBoneNames[i]);
const point = { x: bone.worldX, y: bone.worldY };
stretchyman.skeletonToPhaserWorldCoordinates(point);
const control = this.add.circle(point.x, point.y, 4, 0xff00ff).setData('bone', bone);
controlBones.push(control);
control.setInteractive();
this.input.setDraggable(control);
this.input.on('drag', function (pointer, gameObject, dragX, dragY) {
gameObject.x = dragX;
gameObject.y = dragY;
}, this);
}
stretchyman.beforeUpdateWorldTransforms = () => {
for (let controlBone of controlBones) {
const bone = controlBone.getData('bone');
const point = { x: controlBone.x, y: controlBone.y};
stretchyman.phaserWorldCoordinatesToBone(point, bone);
bone.x = point.x;
bone.y = point.y;
}
}
}
}
new Phaser.Game({
type: Phaser.AUTO,
width: 800,
height: 600,
type: Phaser.WEBGL,
scene: [ControlBonesExample],
plugins: {
scene: [
{ key: "spine.SpinePlugin", plugin: spine.SpinePlugin, mapping: "spine" }
]
}
});
</script>
</body>
</html>

View File

@ -1,72 +0,0 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>
<title>Spine Phaser Example</title>
</head>
<body>
<h1>Control bones</h1>
<script>
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
type: Phaser.WEBGL,
scene: {
preload: preload,
create: create,
pack: {
files: [
{ type: "scenePlugin", key: "spine.SpinePlugin", url: "../dist/iife/spine-phaser.js", sceneKey: "spine" }
]
}
}
};
let game = new Phaser.Game(config);
function preload() {
this.load.spineBinary("stretchyman-data", "assets/stretchyman-pro.skel");
this.load.spineAtlas("stretchyman-atlas", "assets/stretchyman-pma.atlas");
}
function create() {
let stretchyman = this.add.spine(400, 550, 'stretchyman-data', "stretchyman-atlas");
stretchyman.scale = 0.8;
stretchyman.skeleton.updateWorldTransform();
var controlBones = ["back-arm-ik-target", "back-leg-ik-target", "front-arm-ik-target", "front-leg-ik-target"];
for (var i = 0; i < controlBones.length; i++) {
var bone = stretchyman.skeleton.findBone(controlBones[i]);
let point = { x: bone.worldX, y: bone.worldY };
stretchyman.skeletonToPhaserWorldCoordinates(point);
var control = this.add.circle(point.x, point.y, 4, 0xff00ff).setData('bone', bone);
control.setInteractive();
this.input.setDraggable(control);
this.input.on('drag', function (pointer, gameObject, dragX, dragY) {
gameObject.x = dragX;
gameObject.y = dragY;
var bone = gameObject.getData('bone');
let point = { x: dragX, y: dragY };
stretchyman.phaserWorldCoordinatesToBone(point, bone);
bone.x = point.x;
bone.y = point.y;
bone.update();
}, this);
}
}
</script>
</body>
</html>

View File

@ -13,7 +13,7 @@
<h1>Depth test</h1>
</body>
<script>
var config = {
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
@ -29,7 +29,7 @@
}
};
let game = new Phaser.Game(config);
const game = new Phaser.Game(config);
function preload() {
this.load.image('logo', 'phaser.png');
@ -39,7 +39,7 @@
function create() {
this.add.image(400, 350, 'logo').setName('logo1').setDepth(2);
let spineboy = this.add.spine(400, 600, 'spineboy-data', "spineboy-atlas");
const spineboy = this.add.spine(400, 600, 'spineboy-data', "spineboy-atlas");
spineboy.animationState.setAnimation(0, "walk", true)
spineboy.setScale(0.5)
spineboy.setDepth(1);

View File

@ -0,0 +1,70 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>
<script src="../dist/iife/spine-phaser.js"></script>
<title>Spine Phaser Example</title>
</head>
<body>
<h1>Events example</h1>
<div style="display: flex; flex-direction: column; width: 800px">
<canvas id="game" width="800" height="600"></canvas>
<textarea id="log" style="height: 10em;"></textarea>
</div>
</body>
<script>
function log(message) {
let log = document.querySelector("#log");
log.textContent += message + "\n";
log.scrollTop = log.scrollHeight;
console.log(message);
}
class EventsExample extends Phaser.Scene {
preload() {
this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
}
create() {
const spineboy = this.add.spine(400, 500, 'spineboy-data', "spineboy-atlas");
spineboy.scale = 0.5;
spineboy.animationState.addListener({
start: (entry) => log(`Started animation ${entry.animation.name}`),
interrupt: (entry) => log(`Interrupted animation ${entry.animation.name}`),
end: (entry) => log(`Ended animation ${entry.animation.name}`),
dispose: (entry) => log(`Disposed animation ${entry.animation.name}`),
complete: (entry) => log(`Completed animation ${entry.animation.name}`),
})
spineboy.animationState.setAnimation(0, "walk", true);
const trackEntry = spineboy.animationState.addAnimation(0, "run", 3, true);
trackEntry.listener = {
event: (entry, event) => log(`Custom event for ${entry.animation.name}: ${event.data.name}`)
}
}
}
const config = {
canvas: document.querySelector("#game"),
width: 800,
height: 600,
type: Phaser.WEBGL,
scene: [EventsExample],
plugins: {
scene: [
{ key: "spine.SpinePlugin", plugin: spine.SpinePlugin, mapping: "spine" }
]
}
};
const game = new Phaser.Game(config);
</script>
</html>

View File

@ -22,7 +22,7 @@
}
function create() {
let spineboy = this.add.spine(400, 300, 'spineboy-data', "spineboy-atlas");
const spineboy = this.add.spine(400, 300, 'spineboy-data', "spineboy-atlas");
spineboy.scale = 0.5;
spineboy.animationState.setAnimation(0, "walk", true);
}
@ -71,11 +71,11 @@
create() {
this.add.image(0, 0, 'logo').setOrigin(0);
let custom1 = new CustomSpineObject1(this, 100, 550, 'spineboy-data', 'spineboy-atlas', 'idle', true);
const custom1 = new CustomSpineObject1(this, 100, 550, 'spineboy-data', 'spineboy-atlas', 'idle', true);
custom1.spine.setScale(0.5);
let custom2 = new CustomSpineObject2(this, 350, 550, 'spineboy-data', 'spineboy-atlas', 'walk', true);
const custom2 = new CustomSpineObject2(this, 350, 550, 'spineboy-data', 'spineboy-atlas', 'walk', true);
custom2.spine.setScale(0.5);
let custom3 = new CustomSpineObject3(this, 600, 550, 'spineboy-data', 'spineboy-atlas', 'run', true);
const custom3 = new CustomSpineObject3(this, 600, 550, 'spineboy-data', 'spineboy-atlas', 'run', true);
custom3.spine.setScale(0.5);
this.add.image(400, 0, 'logo').setOrigin(0);

View File

@ -13,7 +13,7 @@
<h1>Mix and match</h1>
</body>
<script>
var config = {
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
@ -29,7 +29,7 @@
}
};
let game = new Phaser.Game(config);
const game = new Phaser.Game(config);
function preload() {
this.load.spineBinary("mix-and-match-data", "assets/mix-and-match-pro.skel");
@ -37,12 +37,12 @@
}
function create() {
let mixAndMatch = this.add.spine(400, 500, 'mix-and-match-data', "mix-and-match-atlas");
const mixAndMatch = this.add.spine(400, 500, 'mix-and-match-data', "mix-and-match-atlas");
mixAndMatch.scale = 0.5;
mixAndMatch.animationState.setAnimation(0, "walk", true);
let skeletonData = mixAndMatch.skeleton.data;
let skin = new spine.Skin("custom");
const skeletonData = mixAndMatch.skeleton.data;
const skin = new spine.Skin("custom");
skin.addSkin(skeletonData.findSkin("skin-base"));
skin.addSkin(skeletonData.findSkin("nose/short"));
skin.addSkin(skeletonData.findSkin("eyelids/girly"));

View File

@ -25,7 +25,7 @@
}
create() {
let spineboy = this.add.spine(400, 500, 'spineboy-data', "spineboy-atlas");
const spineboy = this.add.spine(400, 500, 'spineboy-data', "spineboy-atlas");
spineboy.scale = 0.5;
spineboy.animationState.setAnimation(0, "walk", true);
this.input.once('pointerdown', () => this.scene.start('Scene2'));
@ -43,14 +43,14 @@
}
create() {
let raptor = this.add.spine(300, 600, 'raptor-data', "raptor-atlas");
const raptor = this.add.spine(300, 600, 'raptor-data', "raptor-atlas");
raptor.scale = 0.5;
raptor.animationState.setAnimation(0, "walk", true);
this.input.once('pointerdown', () => this.scene.start('Scene1'));
}
}
var config = {
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
@ -62,7 +62,7 @@
]
}
};
let game = new Phaser.Game(config);
const game = new Phaser.Game(config);
</script>
</html>

View File

@ -13,7 +13,7 @@
<h1>Render to texture</h1>
</body>
<script>
var config = {
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
@ -29,7 +29,7 @@
}
};
let game = new Phaser.Game(config);
const game = new Phaser.Game(config);
function preload() {
this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
@ -37,8 +37,8 @@
}
function create() {
let renderTexture = this.add.renderTexture(0, 0, 800, 600);
let spineboy = this.add.spine(400, 300, 'spineboy-data', "spineboy-atlas");
const renderTexture = this.add.renderTexture(0, 0, 800, 600);
const spineboy = this.add.spine(400, 300, 'spineboy-data', "spineboy-atlas");
spineboy.scale = 0.5;
spineboy.animationState.setAnimation(0, "walk", true);
this.add.text(200, 8, 'Click to stamp SpineBoy');

View File

@ -1,30 +1,29 @@
import {Scene} from "phaser"
import {SpinePlugin} from "@esotericsoftware/spine-phaser"
import * as Phaser from "phaser"
import * as spine from "@esotericsoftware/spine-phaser"
class SpineDemo extends Scene {
class SpineDemo extends Phaser.Scene {
preload() {
this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
}
create() {
let spineboy = this.add.spine(400, 500, 'spineboy-data', "spineboy-atlas");
this.make
const spineboy = this.add.spine(400, 500, 'spineboy-data', "spineboy-atlas");
spineboy.scale = 0.5;
spineboy.animationState.setAnimation(0, "walk", true);
}
}
var config = {
const config = {
width: 800,
height: 600,
type: Phaser.WEBGL,
scene: [SpineDemo],
plugins: {
scene: [
{ key: "spine.SpinePlugin", plugin: SpinePlugin, mapping: "spine" }
{ key: "spine.SpinePlugin", plugin: spine.SpinePlugin, mapping: "spine" }
]
}
};
let game = new Phaser.Game(config);
new Phaser.Game(config);

View File

@ -14,7 +14,7 @@
<h1>Basic example</h1>
</body>
<script>
var config = {
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
@ -30,7 +30,7 @@
}
};
let game = new Phaser.Game(config);
const game = new Phaser.Game(config);
function preload() {
this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
@ -38,11 +38,11 @@
}
function create() {
let spineboy = this.add.spine(250, 500, 'spineboy-data', "spineboy-atlas");
const spineboy = this.add.spine(250, 500, 'spineboy-data', "spineboy-atlas");
spineboy.scale = 0.5;
spineboy.animationState.setAnimation(0, "walk", true);
let spineboy2 = this.add.spine(550, 500, 'spineboy-data', "spineboy-atlas");
const spineboy2 = this.add.spine(550, 500, 'spineboy-data', "spineboy-atlas");
spineboy2.scale = 0.5;
spineboy2.animationState.setAnimation(0, "run", true);

View File

@ -9,10 +9,13 @@ class BaseSpineGameObject extends Phaser.GameObjects.GameObject {
}
}
/** A bounds provider calculates the bounding box for a skeleton, which is then assigned as the size of the SpineGameObject. */
export interface SpineGameObjectBoundsProvider {
// Returns the bounding box for the skeleton, in skeleton space.
calculateBounds (gameObject: SpineGameObject): { x: number, y: number, width: number, height: number };
}
/** A bounds provider that calculates the bounding box from the setup pose. */
export class SetupPoseBoundsProvider implements SpineGameObjectBoundsProvider {
calculateBounds (gameObject: SpineGameObject) {
if (!gameObject.skeleton) return { x: 0, y: 0, width: 0, height: 0 };
@ -26,9 +29,14 @@ export class SetupPoseBoundsProvider implements SpineGameObjectBoundsProvider {
}
}
/** A bounds provider that calculates the bounding box by taking the maximumg bounding box for a combination of skins and specific animation. */
export class SkinsAndAnimationBoundsProvider implements SpineGameObjectBoundsProvider {
/**
* @param animation The animation to use for calculating the bounds. If null, the setup pose is used.
* @param skins The skins to use for calculating the bounds. If empty, the default skin is used.
* @param timeStep The time step to use for calculating the bounds. A smaller time step means more precision, but slower calculation.
*/
constructor (private animation: string, private skins: string[] = [], private timeStep: number = 0.05) {
}
calculateBounds (gameObject: SpineGameObject): { x: number; y: number; width: number; height: number; } {
@ -75,11 +83,34 @@ export class SkinsAndAnimationBoundsProvider implements SpineGameObjectBoundsPro
}
}
/**
* A SpineGameObject is a Phaser {@link GameObject} that can be added to a Phaser Scene and render a Spine skeleton.
*
* The Spine GameObject is a thin wrapper around a Spine {@link Skeleton}, {@link AnimationState} and {@link AnimationStateData}. It is responsible for:
* - updating the animation state
* - applying the animation state to the skeleton's bones, slots, attachments, and draw order.
* - updating the skeleton's bone world transforms
* - rendering the skeleton
*
* See the {@link SpinePlugin} class for more information on how to create a `SpineGameObject`.
*
* The skeleton, animation state, and animation state data can be accessed via the repsective fields. They can be manually updated via {@link updatePose}.
*
* To modify the bone hierarchy before the world transforms are computed, a callback can be set via the {@link beforeUpdateWorldTransforms} field.
*
* To modify the bone hierarchy after the world transforms are computed, a callback can be set via the {@link afterUpdateWorldTransforms} field.
*
* The class also features methods to convert between the skeleton coordinate system and the Phaser coordinate system.
*
* See {@link skeletonToPhaserWorldCoordinates}, {@link phaserWorldCoordinatesToSkeleton}, and {@link phaserWorldCoordinatesToBoneLocal.}
*/
export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(ScrollFactorMixin(TransformMixin(VisibleMixin(AlphaMixin(BaseSpineGameObject))))))) {
blendMode = -1;
skeleton: Skeleton;
animationStateData: AnimationStateData;
animationState: AnimationState;
beforeUpdateWorldTransforms: (object: SpineGameObject) => void = () => { };
afterUpdateWorldTransforms: (object: SpineGameObject) => void = () => { };
private premultipliedAlpha = false;
private _displayOriginX = 0;
private _displayOriginY = 0;
@ -94,6 +125,7 @@ export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(Scro
this.skeleton = this.plugin.createSkeleton(dataKey, atlasKey);
this.animationStateData = new AnimationStateData(this.skeleton.data);
this.animationState = new AnimationState(this.animationStateData);
this.skeleton.updateWorldTransform();
this.updateSize();
}
@ -142,6 +174,7 @@ export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(Scro
this.displayOriginY = -bounds.y;
}
/** Converts a point from the skeleton coordinate system to the Phaser world coordinate system. */
skeletonToPhaserWorldCoordinates (point: { x: number, y: number }) {
let transform = this.getWorldTransformMatrix();
let a = transform.a, b = transform.b, c = transform.c, d = transform.d, tx = transform.tx, ty = transform.ty;
@ -151,6 +184,7 @@ export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(Scro
point.y = x * b + y * d + ty;
}
/** Converts a point from the Phaser world coordinate system to the skeleton coordinate system. */
phaserWorldCoordinatesToSkeleton (point: { x: number, y: number }) {
let transform = this.getWorldTransformMatrix();
transform = transform.invert();
@ -161,6 +195,7 @@ export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(Scro
point.y = x * b + y * d + ty;
}
/** Converts a point from the Phaser world coordinate system to the bone's local coordinate system. */
phaserWorldCoordinatesToBone (point: { x: number, y: number }, bone: Bone) {
this.phaserWorldCoordinatesToSkeleton(point);
if (bone.parent) {
@ -170,12 +205,21 @@ export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(Scro
}
}
preUpdate (time: number, delta: number) {
if (!this.skeleton || !this.animationState) return;
/**
* Updates the {@link AnimationState}, applies it to the {@link Skeleton}, then updates the world transforms of all bones.
* @param delta The time delta in milliseconds
*/
updatePose (delta: number) {
this.animationState.update(delta / 1000);
this.animationState.apply(this.skeleton);
this.beforeUpdateWorldTransforms(this);
this.skeleton.updateWorldTransform();
this.afterUpdateWorldTransforms(this);
}
preUpdate (time: number, delta: number) {
if (!this.skeleton || !this.animationState) return;
this.updatePose(delta);
}
preDestroy () {

View File

@ -27,54 +27,69 @@
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import phaser from "phaser";
import { SPINE_ATLAS_CACHE_KEY, SPINE_CONTAINER_TYPE, SPINE_GAME_OBJECT_TYPE, SPINE_ATLAS_TEXTURE_CACHE_KEY, SPINE_SKELETON_DATA_FILE_TYPE, SPINE_ATLAS_FILE_TYPE, SPINE_SKELETON_FILE_CACHE_KEY as SPINE_SKELETON_DATA_CACHE_KEY } from "./keys";
import { AtlasAttachmentLoader, Bone, GLTexture, SceneRenderer, Skeleton, SkeletonBinary, SkeletonData, SkeletonJson, TextureAtlas } from "@esotericsoftware/spine-webgl"
import Phaser from "phaser";
import { SPINE_ATLAS_CACHE_KEY, SPINE_CONTAINER_TYPE, SPINE_GAME_OBJECT_TYPE, SPINE_SKELETON_DATA_FILE_TYPE, SPINE_ATLAS_FILE_TYPE, SPINE_SKELETON_FILE_CACHE_KEY as SPINE_SKELETON_DATA_CACHE_KEY } from "./keys";
import { AtlasAttachmentLoader, GLTexture, SceneRenderer, Skeleton, SkeletonBinary, SkeletonData, SkeletonJson, TextureAtlas } from "@esotericsoftware/spine-webgl"
import { SpineGameObject, SpineGameObjectBoundsProvider } from "./SpineGameObject";
import { CanvasTexture, SkeletonRenderer } from "@esotericsoftware/spine-canvas";
/**
* Configuration object used when creating {@link SpineGameObject} instances via a scene's
* {@link GameObjectCreator} (`Scene.make`).
*/
export interface SpineGameObjectConfig extends Phaser.Types.GameObjects.GameObjectConfig {
/** The x-position of the object, optional, default: 0 */
x?: number,
/** The y-position of the object, optional, default: 0 */
y?: number,
/** The skeleton data key */
dataKey: string,
/** The atlas key */
atlasKey: string
/** The bounds provider, optional, default: `SetupPoseBoundsProvider` */
boundsProvider?: SpineGameObjectBoundsProvider
}
/**
* {@link ScenePlugin} implementation adding Spine Runtime capabilities to a scene.
*
* The scene's {@link LoaderPlugin} (`Scene.load`) gets these additional functions:
* * `spineBinary(key: string, url: string, xhrSettings?: XHRSettingsObject)`: loads a skeleton binary `.skel` file from the `url`.
* * `spineJson(key: string, url: string, xhrSettings?: XHRSettingsObject)`: loads a skeleton binary `.skel` file from the `url`.
* * `spineAtlas(key: string, url: string, premultipliedAlpha: boolean = true, xhrSettings?: XHRSettingsObject)`: loads a texture atlas `.atlas` file from the `url` as well as its correponding texture atlas page images.
*
* The scene's {@link GameObjectFactory} (`Scene.add`) gets these additional functions:
* * `spine(x: number, y: number, dataKey: string, atlasKey: string, boundsProvider: SpineGameObjectBoundsProvider = SetupPoseBoundsProvider())`:
* creates a new {@link SpineGameObject} from the data and atlas at position `(x, y)`, using the {@link BoundsProvider} to calculate its bounding box. The object is automatically added to the scene.
*
* The scene's {@link GameObjectCreator} (`Scene.make`) gets these additional functions:
* * `spine(config: SpineGameObjectConfig)`: creates a new {@link SpineGameObject} from the given configuration object.
*
* The plugin has additional public methods to work with Spine Runtime core API objects:
* * `getAtlas(atlasKey: string)`: returns the {@link TextureAtlas} instance for the given atlas key.
* * `getSkeletonData(skeletonDataKey: string)`: returns the {@link SkeletonData} instance for the given skeleton data key.
* * `createSkeleton(skeletonDataKey: string, atlasKey: string, premultipliedAlpha: boolean = true)`: creates a new {@link Skeleton} instance from the given skeleton data and atlas key.
* * `isPremultipliedAlpha(atlasKey: string)`: returns `true` if the atlas with the given key has premultiplied alpha.
*/
export class SpinePlugin extends Phaser.Plugins.ScenePlugin {
game: Phaser.Game;
isWebGL: boolean;
gl: WebGLRenderingContext | null;
textureManager: Phaser.Textures.TextureManager;
phaserRenderer: Phaser.Renderer.Canvas.CanvasRenderer | Phaser.Renderer.WebGL.WebGLRenderer | null;
private isWebGL: boolean;
private gl: WebGLRenderingContext | null;
webGLRenderer: SceneRenderer | null;
canvasRenderer: SkeletonRenderer | null;
skeletonDataCache: Phaser.Cache.BaseCache;
atlasCache: Phaser.Cache.BaseCache;
private skeletonDataCache: Phaser.Cache.BaseCache;
private atlasCache: Phaser.Cache.BaseCache;
constructor (scene: Phaser.Scene, pluginManager: Phaser.Plugins.PluginManager, pluginKey: string) {
super(scene, pluginManager, pluginKey);
var game = this.game = pluginManager.game;
this.game = pluginManager.game;
this.isWebGL = this.game.config.renderType === 2;
this.gl = this.isWebGL ? (this.game.renderer as Phaser.Renderer.WebGL.WebGLRenderer).gl : null;
this.textureManager = this.game.textures;
this.phaserRenderer = this.game.renderer;
this.webGLRenderer = null;
this.canvasRenderer = null;
this.skeletonDataCache = this.game.cache.addCustom(SPINE_SKELETON_DATA_CACHE_KEY);
this.atlasCache = this.game.cache.addCustom(SPINE_ATLAS_CACHE_KEY);
if (!this.phaserRenderer) {
this.phaserRenderer = {
width: game.scale.width,
height: game.scale.height,
preRender: () => { },
postRender: () => { },
render: () => { },
destroy: () => { }
} as unknown as Phaser.Renderer.Canvas.CanvasRenderer;
}
let skeletonJsonFileCallback = function (this: any, key: string,
url: string,
xhrSettings: Phaser.Types.Loader.XHRSettingsObject) {
@ -84,7 +99,6 @@ export class SpinePlugin extends Phaser.Plugins.ScenePlugin {
};
pluginManager.registerFileType("spineJson", skeletonJsonFileCallback, scene);
let skeletonBinaryFileCallback = function (this: any, key: string,
url: string,
xhrSettings: Phaser.Types.Loader.XHRSettingsObject) {
@ -94,7 +108,6 @@ export class SpinePlugin extends Phaser.Plugins.ScenePlugin {
};
pluginManager.registerFileType("spineBinary", skeletonBinaryFileCallback, scene);
let atlasFileCallback = function (this: any, key: string,
url: string,
premultipliedAlpha: boolean,
@ -113,7 +126,7 @@ export class SpinePlugin extends Phaser.Plugins.ScenePlugin {
return gameObject;
};
let makeSpineGameObject = function (this: Phaser.GameObjects.GameObjectFactory, config: SpineGameObjectConfig, addToScene: boolean) {
let makeSpineGameObject = function (this: Phaser.GameObjects.GameObjectFactory, config: SpineGameObjectConfig, addToScene: boolean = false) {
let x = config.x ? config.x : 0;
let y = config.y ? config.y : 0;
let boundsProvider = config.boundsProvider ? config.boundsProvider : undefined;
@ -130,7 +143,7 @@ export class SpinePlugin extends Phaser.Plugins.ScenePlugin {
Skeleton.yDown = true;
if (this.isWebGL) {
if (!this.webGLRenderer) {
this.webGLRenderer = new SceneRenderer((this.phaserRenderer! as Phaser.Renderer.WebGL.WebGLRenderer).canvas, this.gl!, true);
this.webGLRenderer = new SceneRenderer((this.game.renderer! as Phaser.Renderer.WebGL.WebGLRenderer).canvas, this.gl!, true);
}
this.onResize();
this.game.scale.on(Phaser.Scale.Events.RESIZE, this.onResize, this);
@ -147,7 +160,7 @@ export class SpinePlugin extends Phaser.Plugins.ScenePlugin {
}
onResize () {
var phaserRenderer = this.phaserRenderer;
var phaserRenderer = this.game.renderer;
var sceneRenderer = this.webGLRenderer;
if (phaserRenderer && sceneRenderer) {
@ -178,13 +191,8 @@ export class SpinePlugin extends Phaser.Plugins.ScenePlugin {
if (this.webGLRenderer) this.webGLRenderer.dispose();
}
isAtlasPremultiplied (atlasKey: string) {
let atlasFile = this.game.cache.text.get(atlasKey);
if (!atlasFile) return false;
return atlasFile.premultipliedAlpha;
}
createSkeleton (dataKey: string, atlasKey: string) {
/** Returns the TextureAtlas instance for the given key */
getAtlas (atlasKey: string) {
let atlas: TextureAtlas;
if (this.atlasCache.exists(atlasKey)) {
atlas = this.atlasCache.get(atlasKey);
@ -195,19 +203,32 @@ export class SpinePlugin extends Phaser.Plugins.ScenePlugin {
let gl = this.gl!;
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
for (let atlasPage of atlas.pages) {
atlasPage.setTexture(new GLTexture(gl, this.textureManager.get(atlasKey + "!" + atlasPage.name).getSourceImage() as HTMLImageElement | ImageBitmap, false));
atlasPage.setTexture(new GLTexture(gl, this.game.textures.get(atlasKey + "!" + atlasPage.name).getSourceImage() as HTMLImageElement | ImageBitmap, false));
}
} else {
for (let atlasPage of atlas.pages) {
atlasPage.setTexture(new CanvasTexture(this.textureManager.get(atlasKey + "!" + atlasPage.name).getSourceImage() as HTMLImageElement | ImageBitmap));
atlasPage.setTexture(new CanvasTexture(this.game.textures.get(atlasKey + "!" + atlasPage.name).getSourceImage() as HTMLImageElement | ImageBitmap));
}
}
this.atlasCache.add(atlasKey, atlas);
}
return atlas;
}
/** Returns whether the TextureAtlas uses premultiplied alpha */
isAtlasPremultiplied (atlasKey: string) {
let atlasFile = this.game.cache.text.get(atlasKey);
if (!atlasFile) return false;
return atlasFile.premultipliedAlpha;
}
/** Returns the SkeletonData instance for the given data and atlas key */
getSkeletonData (dataKey: string, atlasKey: string) {
const atlas = this.getAtlas(atlasKey)
const combinedKey = dataKey + atlasKey;
let skeletonData: SkeletonData;
if (this.skeletonDataCache.exists(dataKey)) {
skeletonData = this.skeletonDataCache.get(dataKey);
if (this.skeletonDataCache.exists(combinedKey)) {
skeletonData = this.skeletonDataCache.get(combinedKey);
} else {
if (this.game.cache.json.exists(dataKey)) {
let jsonFile = this.game.cache.json.get(dataKey) as any;
@ -218,19 +239,23 @@ export class SpinePlugin extends Phaser.Plugins.ScenePlugin {
let binary = new SkeletonBinary(new AtlasAttachmentLoader(atlas));
skeletonData = binary.readSkeletonData(new Uint8Array(binaryFile));
}
this.skeletonDataCache.add(dataKey, skeletonData);
this.skeletonDataCache.add(combinedKey, skeletonData);
}
return skeletonData;
}
return new Skeleton(skeletonData);
/** Creates a new Skeleton instance from the data and atlas. */
createSkeleton (dataKey: string, atlasKey: string) {
return new Skeleton(this.getSkeletonData(dataKey, atlasKey));
}
}
export enum SpineSkeletonDataFileType {
enum SpineSkeletonDataFileType {
json,
binary
}
export class SpineSkeletonDataFile extends Phaser.Loader.MultiFile {
class SpineSkeletonDataFile extends Phaser.Loader.MultiFile {
constructor (loader: Phaser.Loader.LoaderPlugin, key: string, url: string, public fileType: SpineSkeletonDataFileType, xhrSettings: Phaser.Types.Loader.XHRSettingsObject) {
let file = null;
let isJson = fileType == SpineSkeletonDataFileType.json;
@ -261,7 +286,7 @@ export class SpineSkeletonDataFile extends Phaser.Loader.MultiFile {
}
}
export class SpineAtlasFile extends Phaser.Loader.MultiFile {
class SpineAtlasFile extends Phaser.Loader.MultiFile {
constructor (loader: Phaser.Loader.LoaderPlugin, key: string, url: string, public premultipliedAlpha: boolean = true, xhrSettings: Phaser.Types.Loader.XHRSettingsObject) {
super(loader, SPINE_ATLAS_FILE_TYPE, key, [
new Phaser.Loader.FileTypes.TextFile(loader, {
@ -278,7 +303,7 @@ export class SpineAtlasFile extends Phaser.Loader.MultiFile {
this.pending--;
if (file.type == "text") {
var lines = file.data.split('\n');
var lines = file.data.split(/\r\n|\r|\n/);
let textures = [];
textures.push(lines[0]);
for (var t = 1; t < lines.length; t++) {

View File

@ -28,4 +28,10 @@ declare global {
spine (config: SpineGameObjectConfig, addToScene?: boolean): SpineGameObject;
}
}
namespace Phaser {
export interface Scene {
spine: SpinePlugin;
}
}
}

View File

@ -1,6 +1,5 @@
export const SPINE_SKELETON_FILE_CACHE_KEY = "esotericsoftware.spine.skeletonFile.cache";
export const SPINE_ATLAS_CACHE_KEY = "esotericsoftware.spine.atlas.cache";
export const SPINE_ATLAS_TEXTURE_CACHE_KEY = "esotericsoftware.spine.atlas.texture.cache";
export const SPINE_LOADER_TYPE = "spine";
export const SPINE_SKELETON_DATA_FILE_TYPE = "spineSkeletonData";
export const SPINE_ATLAS_FILE_TYPE = "spineAtlasData";

View File

@ -0,0 +1,155 @@
<html>
<head>
<meta charset="UTF-8">
<title>spine-threejs</title>
<script src="https://unpkg.com/three@0.141.0/build/three.js"></script>
<script src="../dist/iife/spine-threejs.js"></script>
<script src="./OrbitalControls.js"></script>
</head>
<style>
* {
margin: 0;
padding: 0;
}
body,
html {
height: 100%
}
canvas {
position: absolute;
width: 100%;
height: 100%;
}
</style>
<body>
<script>
(function () {
let scene, camera, renderer;
let skeletonMesh, cube, tailBone;
let assetManager;
let canvas;
let controls;
let lastFrameTime = Date.now() / 1000;
let baseUrl = "assets/";
let skeletonFile = "raptor-pro.json";
let atlasFile = skeletonFile.replace("-pro", "").replace("-ess", "").replace(".json", ".atlas");
let animation = "walk";
function init() {
// create the THREE.JS camera, scene and renderer (WebGL)
let width = window.innerWidth, height = window.innerHeight;
camera = new THREE.PerspectiveCamera(75, width / height, 1, 3000);
camera.position.y = 200;
camera.position.z = 800;
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height);
document.body.appendChild(renderer.domElement);
canvas = renderer.domElement;
controls = new OrbitControls(camera, renderer.domElement);
// load the assets required to display the Raptor model
assetManager = new spine.AssetManager(baseUrl);
assetManager.loadText(skeletonFile);
assetManager.loadTextureAtlas(atlasFile);
requestAnimationFrame(load);
}
function load(name, scale) {
if (assetManager.isLoadingComplete()) {
// Load the texture atlas using name.atlas and name.png from the AssetManager.
// The function passed to TextureAtlas is used to resolve relative paths.
atlas = assetManager.require(atlasFile);
// Create a AtlasAttachmentLoader that resolves region, mesh, boundingbox and path attachments
atlasLoader = new spine.AtlasAttachmentLoader(atlas);
// Create a SkeletonJson instance for parsing the .json file.
let skeletonJson = new spine.SkeletonJson(atlasLoader);
// Set the scale to apply during parsing, parse the file, and create a new skeleton.
skeletonJson.scale = 0.4;
let skeletonData = skeletonJson.readSkeletonData(assetManager.require(skeletonFile));
// Create a SkeletonMesh from the data and attach it to the scene
skeletonMesh = new spine.SkeletonMesh(skeletonData, (parameters) => {
parameters.depthTest = true;
parameters.depthWrite = true;
parameters.alphaTest = 0.001;
});
skeletonMesh.state.setAnimation(0, animation, true);
skeletonMesh.position.x = 120;
skeletonMesh.position.y = -20;
skeletonMesh.position.z = 10;
scene.add(skeletonMesh);
// Add a wireframe cube which will be positioned at the tail bone
geometry = new THREE.BoxGeometry(20, 20, 20);
material = new THREE.MeshBasicMaterial({ color: 0xff00, wireframe: true });
cube = new THREE.Mesh(geometry, material);
scene.add(cube);
// Get the tail bone
tailBone = skeletonMesh.skeleton.findBone("tail10");
requestAnimationFrame(render);
} else requestAnimationFrame(load);
}
let lastTime = Date.now();
function render() {
// calculate delta time for animation purposes
let now = Date.now() / 1000;
let delta = now - lastFrameTime;
lastFrameTime = now;
// resize canvas to use full page, adjust camera/renderer
resize();
// Update orbital controls
controls.update();
// update the animation
skeletonMesh.update(delta);
// Get the tail bone coordinates in the skeleton's local coordinate space.
let position = new THREE.Vector3(tailBone.worldX, tailBone.worldY, 0);
// Convert the tail bone coordinates to world coordinates.
skeletonMesh.localToWorld(position)
// Set the tail bone coordinates as the cube's position.
cube.position.set(position.x, position.y, position.z);
// render the scene
renderer.render(scene, camera);
requestAnimationFrame(render);
}
function resize() {
let w = window.innerWidth;
let h = window.innerHeight;
if (canvas.width != w || canvas.height != h) {
canvas.width = w;
canvas.height = h;
}
camera.aspect = w / h;
camera.updateProjectionMatrix();
renderer.setSize(w, h);
}
init();
}());
</script>
</body>
</html>

View File

@ -198,11 +198,11 @@ namespace Spine.Unity {
}
Vector2 rigidbodyDisplacement2D = new Vector2(rigidbodyDisplacement.x, rigidbodyDisplacement.y);
rigidBody2D.MovePosition(gravityAndVelocityMovement + new Vector2(transform.position.x, transform.position.y)
rigidBody2D.MovePosition(gravityAndVelocityMovement + new Vector2(rigidBody2D.position.x, rigidBody2D.position.y)
+ rigidbodyDisplacement2D + additionalRigidbody2DMovement);
rigidBody2D.MoveRotation(rigidbody2DRotation + rigidBody2D.rotation);
} else if (rigidBody != null) {
rigidBody.MovePosition(transform.position
rigidBody.MovePosition(rigidBody.position
+ new Vector3(rigidbodyDisplacement.x, rigidbodyDisplacement.y, rigidbodyDisplacement.z));
rigidBody.MoveRotation(rigidBody.rotation * rigidbodyLocalRotation);
}

View File

@ -2,7 +2,7 @@
"name": "com.esotericsoftware.spine.spine-unity",
"displayName": "spine-unity Runtime",
"description": "This plugin provides the spine-unity runtime core.",
"version": "4.1.0",
"version": "4.1.10",
"unity": "2018.3",
"author": {
"name": "Esoteric Software",