Merge branch '4.1' into 4.2-beta

# Conflicts:
#	spine-ts/package-lock.json
#	spine-ts/package.json
#	spine-ts/spine-canvas/package.json
#	spine-ts/spine-core/package.json
#	spine-ts/spine-phaser/package.json
#	spine-ts/spine-pixi/package.json
#	spine-ts/spine-player/package.json
#	spine-ts/spine-threejs/package.json
#	spine-ts/spine-webgl/package.json
This commit is contained in:
Mario Zechner 2023-09-22 16:06:38 +02:00
commit 1e657e8cac
4 changed files with 23 additions and 10 deletions

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@ -171,7 +171,7 @@
* Tint Black: Added support for [Tint Black](http://en.esotericsoftware.com/spine-slots#Tint-black) functionality at all Spine URP shaders (2D and 3D shaders) and at all standard pipeline `Spine/Sprite` shaders. This feature can be enabled via the `Tint Black` material parameter in the Inspector. Note: The URP Sprite shaders provided in the Spine URP Shaders extension UPM package require the latest version of the spine-unity runtime (package version 4.1.12, 2023-05-31 or newer) to display the added material parameters in the Inspector GUI.
* Added `SkeletonGraphic.MeshScale` property to allow access to calculated mesh scale. `MeshScale` is based on (1) Canvas pixels per unit, and (2) `RectTransform` bounds when using `Layout Scale Mode` other than `None` at `SkeletonGraphic` which scales the skeleton mesh to fit the parent `RectTransform` bounds accordingly.
* Added `updateSeparatorPartScale` property to `SkeletonGraphic` to let render separator parts follow the scale (lossy scale) of the `SkeletonGraphic` GameObject. Defaults to `false` to maintain existing behaviour.
* Added experimental `EditorSkeletonPlayer` component to allow Editor playback of the initial animation set at `SkeletonAnimation` or `SkeletonGraphic` components. Add this component to your skeleton GameObject to enable the in-editor animation preview. Allows configurations for continuous playback when selected, deselected, and alternative single-frame preview by setting `Fixed Track Time` to any value other than 0. Limitations: At skeletons with variable material count the Inspector preview may be too unresponsive. It is then recommended to disable the `EditorSkeletonPlayer` component (at the top of the Inspector) to make it responsive again, then you can disable `Play When Selected` and re-enable the component to preview playback only when deselected.
* Added experimental `EditorSkeletonPlayer` component to allow Editor playback of the initial animation set at `SkeletonAnimation` or `SkeletonGraphic` components. Add this component to your skeleton GameObject to enable the in-editor animation preview. Allows configurations for continuous playback when selected, deselected, and alternative single-frame preview by setting `Fixed Track Time` to any value other than 0. Limitations: At skeletons with variable material count the Inspector preview may be too unresponsive. It is then recommended to disable the `EditorSkeletonPlayer` component (at the top of the Inspector) to make it responsive again, then you can disable `Play When Selected` and re-enable the component to preview playback only when deselected.
* Added example component `RenderCombinedMesh` to render a combined mesh of multiple meshes or submeshes. This is required by `OutlineOnly` shaders to render a combined outline when using `SkeletonRenderSeparator` or multiple atlas pages which would normally lead to outlines around individual parts. To add a combined outline to your SkeletenRenderer:
1) Add a child GameObject and move it a bit back (e.g. position Z = 0.01).
2) Add a `RenderCombinedMesh` component, provided in the `Spine Examples/Scripts/Sample Components` directory.
@ -235,6 +235,7 @@
### WebGL backend
* `PolygonBatcher` can now disable culling automatically if the static variable `PolygonBatcher.disableCulling` is set to true.
* Added `SpineCanvas`, a simpler way to render a scene via spine-webgl. See `spine-ts/spine-webgl/examples/barebones.html` and `spine-ts/spine-webgl/examples/mix-and-match.html`.
* Added `SpineCanavs.dispose()` to halt the updating and rendering of the canvas.
### Canvas backend
* Improved example.

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@ -29,7 +29,7 @@
import { TextureAtlas } from "@esotericsoftware/spine-core";
import { SpineTexture } from "../SpineTexture";
import type { AssetExtension, LoadAsset, Loader } from "@pixi/assets";
import type { AssetExtension, Loader } from "@pixi/assets";
import { LoaderParserPriority, checkExtension } from "@pixi/assets";
import type { Texture } from "@pixi/core";
import { ExtensionType, settings, utils, BaseTexture, extensions } from "@pixi/core";
@ -58,7 +58,7 @@ const spineTextureAtlasLoader: AssetExtension<RawAtlas | TextureAtlas, ISpineAtl
return txt;
},
testParse(asset: unknown, options: LoadAsset): Promise<boolean> {
testParse(asset: unknown, options: {src: string}): Promise<boolean> {
const isExtensionRight = checkExtension(options.src, ".atlas");
const isString = typeof asset === "string";
@ -69,7 +69,7 @@ const spineTextureAtlasLoader: AssetExtension<RawAtlas | TextureAtlas, ISpineAtl
atlas.dispose();
},
async parse(asset: RawAtlas, options: LoadAsset, loader: Loader): Promise<TextureAtlas> {
async parse(asset: RawAtlas, options: {src: string, data: ISpineAtlasMetadata}, loader: Loader): Promise<TextureAtlas> {
const metadata: ISpineAtlasMetadata = options.data || {};
let basePath = utils.path.dirname(options.src);

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@ -27,7 +27,7 @@
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import type { AssetExtension, LoadAsset } from "@pixi/assets";
import type { AssetExtension } from "@pixi/assets";
import { LoaderParserPriority, checkExtension } from "@pixi/assets";
import { ExtensionType, settings, extensions } from "@pixi/core";
@ -62,7 +62,7 @@ const spineLoaderExtension: AssetExtension<SkeletonJsonAsset | SkeletonBinaryAss
return buffer;
},
testParse(asset: unknown, options: LoadAsset): Promise<boolean> {
testParse(asset: unknown, options: {src: string}): Promise<boolean> {
const isJsonSpineModel = checkExtension(options.src, ".json") && isJson(asset);
const isBinarySpineModel = checkExtension(options.src, ".skel") && isBuffer(asset);

View File

@ -32,12 +32,12 @@ import { TimeKeeper, AssetManager, ManagedWebGLRenderingContext, SceneRenderer,
/** An app running inside a {@link SpineCanvas}. The app life-cycle
* is as follows:
*
* 1. `loadAssets()` is called. The app can queue assets for loading via {@link SpineCanvas#assetManager}.
* 1. `loadAssets()` is called. The app can queue assets for loading via {@link SpineCanvas.assetManager}.
* 2. `initialize()` is called when all assets are loaded. The app can setup anything it needs to enter the main application logic.
* 3. `update()` is called periodically at screen refresh rate. The app can update its state.
* 4. `render()` is called periodically at screen refresh rate. The app can render its state via {@link SpineCanvas#renderer} or directly via the WebGL context in {@link SpineCanvas.gl}`
* 4. `render()` is called periodically at screen refresh rate. The app can render its state via {@link SpineCanvas.renderer} or directly via the WebGL context in {@link SpineCanvas.gl}.
*
* The `error()` method is called in case the assets could not be loaded.
* The `error()` method is called in case the assets could not be loaded. The `dispose()` method is called in case the canvas has been disposed via {@link SpineCanvas.dispose}.
*/
export interface SpineCanvasApp {
loadAssets?(canvas: SpineCanvas): void;
@ -45,6 +45,7 @@ export interface SpineCanvasApp {
update?(canvas: SpineCanvas, delta: number): void;
render?(canvas: SpineCanvas): void;
error?(canvas: SpineCanvas, errors: StringMap<string>): void;
dispose?(canvas: SpineCanvas): void;
}
/** Configuration passed to the {@link SpineCanvas} constructor */
@ -75,8 +76,10 @@ export class SpineCanvas {
/** The input processor used to listen to mouse, touch, and keyboard events. */
readonly input: Input;
private disposed = false;
/** Constructs a new spine canvas, rendering to the provided HTML canvas. */
constructor (canvas: HTMLCanvasElement, config: SpineCanvasConfig) {
constructor (canvas: HTMLCanvasElement, private config: SpineCanvasConfig) {
if (!config.pathPrefix) config.pathPrefix = "";
if (!config.app) config.app = {
loadAssets: () => { },
@ -84,6 +87,7 @@ export class SpineCanvas {
update: () => { },
render: () => { },
error: () => { },
dispose: () => { },
}
if (!config.webglConfig) config.webglConfig = { alpha: true };
@ -97,6 +101,7 @@ export class SpineCanvas {
if (config.app.loadAssets) config.app.loadAssets(this);
let loop = () => {
if (this.disposed) return;
requestAnimationFrame(loop);
this.time.update();
if (config.app.update) config.app.update(this, this.time.delta);
@ -104,6 +109,7 @@ export class SpineCanvas {
}
let waitForAssets = () => {
if (this.disposed) return;
if (this.assetManager.isLoadingComplete()) {
if (this.assetManager.hasErrors()) {
if (config.app.error) config.app.error(this, this.assetManager.getErrors());
@ -123,4 +129,10 @@ export class SpineCanvas {
this.gl.clearColor(r, g, b, a);
this.gl.clear(this.gl.COLOR_BUFFER_BIT);
}
/** Disposes the app, so the update() and render() functions are no longer called. Calls the dispose() callback.*/
dispose() {
if (this.config.app.dispose) this.config.app.dispose(this);
this.disposed = true;
}
}