This commit is contained in:
Davide Tantillo 2024-08-14 15:22:58 +02:00
parent 3b5d74e0e8
commit 2da5b06c2d
7 changed files with 1165 additions and 251 deletions

View File

@ -3,48 +3,44 @@
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>OverlayCanvas Example</title>
<title>WebGL Overlay Example</title>
<style>
body {
font-family: Arial, sans-serif;
margin: 0;
padding: 0;
/* top: 0;
left: 0; */
}
.content {
margin: 0 auto;
}
.spine-div {
border: 1px solid black;
/* padding: 20px; */
padding: 20px;
margin-top: 20px;
margin-bottom: 20px;
position:relative;
touch-action:none;
}
.spacer {
height: 250px;
}
#canvas {
will-change: transform;
/* will-change: transform; */
}
.resize-handle {
width: 20%;
height: 20%;
background-color: #007bff;
position: absolute;
bottom: 0;
right: 0;
cursor: se-resize;
}
</style>
<!-- <script src="../dist/iife/spine-webgl.js"></script> -->
<script src="../dist/iife/spine-webgl.js"></script>
<!-- <script src="./spine-webgl.min.js"></script> -->
<script src="./spine-webgl.js"></script>
<!-- <script src="./spine-webgl.js"></script> -->
</head>
<body>
<div class="content">
<h1>Spine Canvas Overlay Example</h1>
<span id="fps" style="position: fixed; top: 0; left: 0">a</span>
<div id="spineboy1" class="spine-div" style="width: 200px; height: 300px; margin-left: 200px; touch-action:none; position:relative;" div-spine>
<div id="resizeHandle" class="resize-handle"></div>
<div class="content">
<div id="spineboy1" class="spine-div" style="width: 200px; height: 300px; margin-left: 200px;" div-spine>
<h2>Drag and resize me</h2>
<h3>Mode: inside</h3>
<h4>Spineboy will be resize to remain into the div.</h4>
@ -53,7 +49,7 @@
<div class="spacer"></div>
<div id="spineboy2" class="spine-div" style="width: 50%; margin-left: 50%; touch-action:none" div-spine2>
<div id="spineboy2" class="spine-div" style="width: 50%; margin-left: 50%;" div-spine2>
<h2>Drag me</h2>
<h3>Mode: origin</h3>
<h4>You can easily change the position using offset or percentage of html element axis (origin is top-left)</h4>
@ -62,32 +58,37 @@
<div class="spacer"></div>
<div id="spineboy3" class="spine-div" style="width: 50%; margin-left: 50%; touch-action:none" div-spine2>
<div id="spineboy3" class="spine-div" style="width: 50%; margin-left: 50%;" div-spine2>
<h3>Skeleton of previous box is being reused here</h3>
</div>
<div class="spacer"></div>
<div class="spine-div" div-spine3>
<div id="spineboy4" class="spine-div" div-spine3>
<h3>Initializer with NodeList</h3>
</div>
<div class="spine-div" div-spine3>
<div id="spineboy5" class="spine-div" div-spine3>
<h3>Initializer with NodeList</h3>
</div>
<div class="spacer"></div>
<div class="spine-div" style="width: 50%; height: 200px;" div-spine4>
<div id="spineboy6" class="spine-div" style="width: 50%; height: 200px;" div-spine4>
<h3>Initializer with HTMLElement</h3>
</div>
<div class="spacer"></div>
<div id="spineboy7" class="spine-div" style="width: 50%; height: 200px;" div-spine5>
<h3>Bounds using a Spine ounding box</h3>
</div>
<div class="spacer"></div>
<p>End of content.</p>
</div>
<script>
const divs = document.querySelectorAll(`[div-spine]`);
const overlay = new spine.SpineCanvasOverlay();
@ -102,32 +103,33 @@
{
element: divs[0],
mode: 'inside',
showBounds: true,
// showBounds: true,
draggable: true,
},
],
);
setTimeout(async () => {
const { skeleton, state } = await p;
state.setAnimation(0, "run", true);
overlay.recalculateBounds(skeleton, state);
}, 1000)
// setTimeout(async () => {
// const { skeleton, state } = await p;
// state.setAnimation(0, "portal", true);
// overlay.recalculateBounds(skeleton);
// }, 1000)
const divs2 = document.querySelectorAll(`[div-spine2]`);
const p2 = overlay.addSkeleton({
atlasPath: "assets/celestial-circus-pma.atlas",
skeletonPath: "assets/celestial-circus-pro.skel",
animation: 'swing',
scale: .5,
animation: 'wings-and-feet',
scale: .25,
},
[
{
element: divs2[0],
mode: 'origin',
showBounds: true,
// showBounds: true,
xAxis: .5,
yAxis: 1,
// offsetX: 100
draggable: true,
},
{
element: divs2[1],
@ -154,7 +156,68 @@
skeletonPath: "assets/tank-pro.skel",
animation: 'shoot',
scale: .5,
}, divs4[0]);
}, [{
element: divs4[0],
showBounds: true,
}]);
const divs5 = document.querySelectorAll(`[div-spine5]`);
const p5 = overlay.addSkeleton({
atlasPath: "assets/spineboy-pma.atlas",
skeletonPath: "assets/spineboy-pro.skel",
animation: 'walk',
update: (_, delta, skeleton, state) => {
state.update(delta / 3);
state.apply(skeleton);
skeleton.update(delta / 3);
skeleton.updateWorldTransform(spine.Physics.update);
}
}, [{
element: divs5[0],
showBounds: true,
mode: 'inside',
draggable: true,
}]);
p5.then(({ skeleton }) => {
const bbAttachmentSlot = skeleton.findSlot("head-bb");
const currentAttachment = bbAttachmentSlot.attachment;
skeleton.setAttachment("head-bb", "head");
const bbAttachment = bbAttachmentSlot.attachment;
const computedVertices = [];
bbAttachment.computeWorldVertices(bbAttachmentSlot, 0, bbAttachment.worldVerticesLength, computedVertices, 0, 2);
const vertices = computedVertices;
let x = Infinity, maxX = -Infinity, y = Infinity, maxY = -Infinity;
for (let i = 0; i < vertices.length; i+=2) {
x = Math.min(vertices[i], x);
y = Math.min(vertices[i+1], y);
maxX = Math.max(vertices[i], maxX);
maxY = Math.max(vertices[i+1], maxY);
}
const width = maxX - x;
const height = maxY - y;
console.log({ x, y, width, height })
overlay.setBounds(skeleton, { x, y, width, height })
bbAttachmentSlot.setAttachment(currentAttachment)
})
// setTimeout(async () => {
// overlay.dispose();
// }, 2000)
makeResizable(document.getElementById('spineboy1'))
// makeDraggable(document.getElementById('spineboy1'));
makeResizable(document.getElementById('spineboy2'))
makeDraggable(document.getElementById('spineboy2'));
makeResizable(document.getElementById('spineboy7'))
makeDraggable(document.getElementById('spineboy7'));
makeResizable(document.getElementById('spineboy3'))
makeDraggable(document.getElementById('spineboy3'));
//////////////////////////////////////////////////////
//////////////////////////////////////////////////////
@ -173,8 +236,7 @@
document.addEventListener('pointerup', stopDragging);
function startDragging(e) {
e.preventDefault();
if (e.target === document.getElementById('resizeHandle')) return;
if (e.target === element.querySelector('#resizeHandle')) return;
isDragging = true;
startX = e.clientX;
@ -198,17 +260,12 @@
const deltaY = e.clientY - startY;
element.style.transform = `translate(${originalX + deltaX}px, ${originalY + deltaY}px)`;
e.preventDefault();
}
function stopDragging(e) {
isDragging = false;
e.preventDefault();
}
}
makeDraggable(document.getElementById('spineboy1'));
makeDraggable(document.getElementById('spineboy2'));
//////////////////////////////////////////////////////
//////////////////////////////////////////////////////
@ -216,35 +273,50 @@
//////////////////////////////////////////////////////
// Resize utility
const resizableDiv = document.getElementById('spineboy1');
const resizeHandle = document.getElementById('resizeHandle');
let isResizing = false;
let startX, startY, startWidth, startHeight;
function makeResizable(element) {
const resizeHandle = document.createElement('div');
element.appendChild(resizeHandle);
resizeHandle.id = "resizeHandle";
resizeHandle.style.width = "20%";
resizeHandle.style.height = "20%";
resizeHandle.style.bottom = "0";
resizeHandle.style.right = "0";
resizeHandle.style.position = "absolute";
resizeHandle.style["background-color"] = "#007bff";
resizeHandle.style["cursor"] = "se-resize";
resizeHandle.addEventListener('pointerdown', initResize);
let isResizing = false;
let startX, startY, startWidth, startHeight, startPaddingLeft, startPaddingRight, startPaddingTop, startPaddingBottom;
function initResize(e) {
isResizing = true;
startX = e.clientX;
startY = e.clientY;
startWidth = resizableDiv.offsetWidth;
startHeight = resizableDiv.offsetHeight;
document.addEventListener('pointermove', resize);
document.addEventListener('pointerup', stopResize);
}
resizeHandle.addEventListener('pointerdown', initResize);
function resize(e) {
if (!isResizing) return;
const width = startWidth + (e.clientX - startX);
const height = startHeight + (e.clientY - startY);
resizableDiv.style.width = width + 'px';
resizableDiv.style.height = height + 'px';
}
function initResize(e) {
isResizing = true;
startX = e.clientX;
startY = e.clientY;
startWidth = element.offsetWidth;
startHeight = element.offsetHeight;
startPaddingLeft = parseFloat(window.getComputedStyle(element).paddingLeft);
startPaddingRight = parseFloat(window.getComputedStyle(element).paddingRight);
startPaddingTop = parseFloat(window.getComputedStyle(element).paddingTop);
startPaddingBottom = parseFloat(window.getComputedStyle(element).paddingBottom);
document.addEventListener('pointermove', resize);
document.addEventListener('pointerup', stopResize);
}
function stopResize() {
isResizing = false;
document.removeEventListener('pointermove', resize);
document.removeEventListener('pointerup', stopResize);
function resize(e) {
if (!isResizing) return;
const width = startWidth + (e.clientX - startX) - startPaddingLeft - startPaddingRight;
const height = startHeight + (e.clientY - startY) - startPaddingTop - startPaddingBottom;
element.style.width = width + 'px';
element.style.height = height + 'px';
}
function stopResize() {
isResizing = false;
document.removeEventListener('pointermove', resize);
document.removeEventListener('pointerup', stopResize);
}
}
</script>

View File

@ -0,0 +1,669 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<script src="../dist/iife/spine-webgl.js"></script>
<title>JS Library Showcase</title>
<style>
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
html {
scroll-behavior: smooth;
}
body {
font-family: Arial, sans-serif;
}
.section {
/* height: 100vh; */
height: 1000px;
display: flex;
justify-content: center;
align-items: center;
color: white;
background-color: #3498db;
}
.split {
display: flex;
}
.split-left, .split-right {
width: 50%;
min-height: 50%;
padding: 1rem;
margin: 1rem;
border: 1px solid salmon;
}
.navigation {
position: fixed;
right: 20px;
top: 50%;
transform: translateY(-50%);
}
.nav-btn {
display: block;
margin: 10px 0;
padding: 10px;
background-color: rgba(255, 255, 255, 0.7);
border: none;
cursor: pointer;
}
.vertical-split {
display: flex;
flex-direction: column;
}
.split-top, .split-bottom {
width: 100%;
height: 50%;
}
.split-top {
display: flex;
justify-content: center;
align-items: center;
}
.split-bottom {
background-color: #1e1e1e;
color: #d4d4d4;
overflow: auto;
}
.split-bottom pre {
height: 100%;
margin: 0;
}
.split-bottom code {
font-family: 'Consolas', 'Courier New', monospace;
font-size: 12px;
line-height: 1.5;
display: block;
padding: 1rem;
}
</style>
</head>
<body>
<!-- <span id="fps" style="position: fixed; top: 0; left: 0">FPS</span> -->
<!--
/////////////////////
// start section 1 //
/////////////////////
-->
<div id="section1" class="section vertical-split">
<div class="split-top split">
<div class="split-left" id="section1-element">
</div>
<div class="split-right">
The skeleton origin is centered into the div by default.
The skeleton will be scaled to fit the current animation into the div.
</div>
</div>
<div class="split-bottom">
<pre><code id="code-display">
const overlay = new spine.SpineCanvasOverlay();
overlay.addSkeleton(
{
atlasPath: "assets/spineboy-pma.atlas",
skeletonPath: "assets/spineboy-pro.skel",
animation: 'walk',
},
document.getElementById(`section1-element`),
);
</code></pre>
</div>
</div>
<!--
/////////////////////
// end section 1 //
/////////////////////
-->
<!--
/////////////////////
// start section 2 //
/////////////////////
-->
<div id="section2" class="section vertical-split">
<div class="split-top split">
<div class="split-left">
Mode <code>origin</code> uses the HTML element top-left corner as origin for the skeleton. <br>
You are responsible to scale the skeleton using this mode. <br>
Move the origin by a percentage of the div width and height by using <code>xAxis</code> and <code>yAxis</code> respectively.
</div>
<div class="split-right" id="section2-element">
</div>
</div>
<div class="split-bottom">
<pre><code id="code-display">
overlay.addSkeleton(
{
atlasPath: "assets/spineboy-pma.atlas",
skeletonPath: "assets/spineboy-pro.skel",
animation: 'run',
scale: .25,
},
{
element: document.getElementById(`section2-element`),
mode: 'origin',
xAxis: .25,
yAxis: .75,
},
);
</code></pre>
</div>
</div>
<!--
/////////////////////
// end section 2 //
/////////////////////
-->
<!--
/////////////////////
// start section 3 //
/////////////////////
-->
<div id="section3" class="section vertical-split">
<div class="split-top split">
<div class="split-left" id="section3-element">
</div>
<div class="split-right">
Use <code>offsetX</code> and <code>offsetY</code> to move you skeleton left or right by the pixel amount you specify.
This works for both mode <code>origin</code> and <code>inside</code>.
</div>
</div>
<div class="split-bottom">
<pre><code id="code-display">
overlay.addSkeleton(
{
atlasPath: "assets/spineboy-pma.atlas",
skeletonPath: "assets/spineboy-pro.skel",
animation: 'run',
},
{
element: document.getElementById(`section3-element`),
mode: 'inside', // default
offsetX: 100,
offsetY: 50,
},
);
</code></pre>
</div>
</div>
<!--
/////////////////////
// end section 3 //
/////////////////////
-->
<!--
/////////////////////
// start section 4 //
/////////////////////
-->
<div id="section4" class="section vertical-split">
<div class="split-top split">
<div class="split-left">
You can easily access the <code>Skeleton</code> and the <code>AnimationState</code> of your character, and use them as if you were using <code>spine-webgl</code>. <br>
If you change animation, you can ask to scale the skeleton based on the new animation.
</div>
<div class="split-right" id="section4-element">
</div>
</div>
<div class="split-bottom">
<pre><code id="code-display">
// access the skeleton and the state asynchronously
const { skeleton, state } = await overlay.addSkeleton(
{
atlasPath: "assets/raptor-pma.atlas",
skeletonPath: "assets/raptor-pro.skel",
animation: 'walk',
},
document.getElementById(`section4-element`)
);
let isRoaring = false;
setInterval(() => {
const newAnimation = isRoaring ? "walk" : "roar";
state.setAnimation(0, newAnimation, true);
overlay.recalculateBounds(skeleton); // scale the skeleton based on the new animation
isRoaring = !isRoaring;
}, 4000);
</code></pre>
</div>
</div>
<!--
/////////////////////
// end section 4 //
/////////////////////
-->
<!--
/////////////////////
// start section 5 //
/////////////////////
-->
<div id="section5" class="section vertical-split">
<div class="split-top split">
<div class="split-left">
You can also set a custom bounds to center a specific element or area of you animation in the div.
</div>
<div class="split-right" id="section5-element">
TODO
</div>
</div>
<div class="split-bottom">
<pre><code id="code-display">
</code></pre>
</div>
</div>
<!--
/////////////////////
// end section 5 //
/////////////////////
-->
<!--
/////////////////////
// start section 6 //
/////////////////////
-->
<div id="section6" class="section vertical-split">
<div class="split-top split">
<div class="split-left">
Moving the div will move the skeleton origin. <br>
Resizing the div will resize the skeleton in <code>inside</code> mode, but not in <code>origin</code> mode.
</div>
<div class="split-right" id="section6-element">
</div>
</div>
<div class="split-bottom">
<pre><code id="code-display">
</code></pre>
</div>
</div>
<!--
/////////////////////
// end section 6 //
/////////////////////
-->
<!--
/////////////////////
// start section 7 //
/////////////////////
-->
<div id="section7" class="section vertical-split">
<div class="split-top split">
<div class="split-left">
As a bonus item, you can move you skeleton around just by setting the <code>draggable</code> property to <code>true</code>.
</div>
<div class="split-right" id="section7-element">
</div>
</div>
<div class="split-bottom">
<pre><code id="code-display">
overlay.addSkeleton(
{
atlasPath: "assets/celestial-circus-pma.atlas",
skeletonPath: "assets/celestial-circus-pro.skel",
animation: 'wings-and-feet',
},
{
element: document.getElementById(`section7-element`),
draggable: true,
}
);
</code></pre>
</div>
</div>
<!--
/////////////////////
// end section 7 //
/////////////////////
-->
<div class="navigation">
<button class="nav-btn" onclick="scrollToSection('section1')">1</button>
<button class="nav-btn" onclick="scrollToSection('section2')">2</button>
<button class="nav-btn" onclick="scrollToSection('section3')">3</button>
<button class="nav-btn" onclick="scrollToSection('section4')">4</button>
<button class="nav-btn" onclick="scrollToSection('section5')">5</button>
<button class="nav-btn" onclick="scrollToSection('section6')">6</button>
<button class="nav-btn" onclick="scrollToSection('section7')">7</button>
</div>
<script>
function scrollToSection(id) {
document.getElementById(id).scrollIntoView({ behavior: 'smooth' });
}
let sections = document.querySelectorAll('.section');
let currentSection = 0;
// window.addEventListener('wheel', (e) => {
// if (e.deltaY > 0 && currentSection < sections.length - 1) {
// currentSection++;
// } else if (e.deltaY < 0 && currentSection > 0) {
// currentSection--;
// }
// sections[currentSection].scrollIntoView({ behavior: 'smooth' });
// });
</script>
<script>
(async () => {
const overlay = new spine.SpineCanvasOverlay();
overlay.addSkeleton(
{
atlasPath: "assets/spineboy-pma.atlas",
skeletonPath: "assets/spineboy-pro.skel",
// animation: 'walk',
},
{
mode: "origin",
xAxis: .5,
yAxis: 1,
element: document.querySelectorAll(`#section1-element`)[0]
}
);
// /////////////////////
// // start section 1 //
// /////////////////////
// overlay.addSkeleton(
// {
// atlasPath: "assets/spineboy-pma.atlas",
// skeletonPath: "assets/spineboy-pro.skel",
// animation: 'walk',
// },
// document.querySelectorAll(`#section1-element`),
// );
// /////////////////////
// // end section 1 //
// /////////////////////
// /////////////////////
// // start section 2 //
// /////////////////////
// overlay.addSkeleton(
// {
// atlasPath: "assets/spineboy-pma.atlas",
// skeletonPath: "assets/spineboy-pro.skel",
// animation: 'run',
// scale: .25,
// },
// {
// element: document.getElementById(`section2-element`),
// mode: 'origin',
// xAxis: .25,
// yAxis: .75,
// },
// );
// /////////////////////
// // end section 2 //
// /////////////////////
// /////////////////////
// // start section 3 //
// /////////////////////
// overlay.addSkeleton(
// {
// atlasPath: "assets/spineboy-pma.atlas",
// skeletonPath: "assets/spineboy-pro.skel",
// animation: 'jump',
// },
// {
// element: document.getElementById(`section3-element`),
// mode: 'inside', // default
// offsetX: 100,
// offsetY: 50,
// },
// );
// /////////////////////
// // end section 3 //
// /////////////////////
// /////////////////////
// // start section 4 //
// /////////////////////
// const { skeleton, state } = await overlay.addSkeleton(
// {
// atlasPath: "assets/raptor-pma.atlas",
// skeletonPath: "assets/raptor-pro.skel",
// animation: 'walk',
// },
// document.getElementById(`section4-element`)
// );
// let isRoaring = false;
// setInterval(() => {
// const newAnimation = isRoaring ? "walk" : "roar";
// state.setAnimation(0, newAnimation, true);
// overlay.recalculateBounds(skeleton);
// isRoaring = !isRoaring;
// }, 4000);
// /////////////////////
// // end section 4 //
// /////////////////////
// /////////////////////
// // start section 5 //
// /////////////////////
// /////////////////////
// // end section 5 //
// /////////////////////
// /////////////////////
// // start section 6 //
// /////////////////////
// overlay.addSkeleton(
// {
// atlasPath: "assets/cloud-pot-pma.atlas",
// skeletonPath: "assets/cloud-pot.skel",
// animation: 'playing-in-the-rain',
// },
// document.getElementById(`section6-element`)
// );
// /////////////////////
// // end section 6 //
// /////////////////////
// /////////////////////
// // start section 7 //
// /////////////////////
// overlay.addSkeleton(
// {
// atlasPath: "assets/celestial-circus-pma.atlas",
// skeletonPath: "assets/celestial-circus-pro.skel",
// animation: 'wings-and-feet',
// },
// {
// element: document.getElementById(`section7-element`),
// draggable: true,
// }
// );
/////////////////////
// end section 7 //
/////////////////////
})();
</script>
<script>
//////////////////////////////////////////////////////
//////////////////////////////////////////////////////
//////////////////////////////////////////////////////
//////////////////////////////////////////////////////
// Drag utility
function makeDraggable(element) {
let isDragging = false;
let startX, startY;
let originalX, originalY;
element.addEventListener('pointerdown', startDragging);
document.addEventListener('pointermove', drag);
document.addEventListener('pointerup', stopDragging);
function startDragging(e) {
if (e.target === element.querySelector('#resizeHandle')) return;
isDragging = true;
startX = e.clientX;
startY = e.clientY;
const translate = element.style.transform;
if (translate !== '') {
const translateValues = translate.match(/translate\(([^)]+)\)/)[1].split(', ');
originalX = parseFloat(translateValues[0]);
originalY = parseFloat(translateValues[1]);
} else {
originalX = 0;
originalY = 0;
}
}
function drag(e) {
if (!isDragging) return;
const deltaX = e.clientX - startX;
const deltaY = e.clientY - startY;
element.style.transform = `translate(${originalX + deltaX}px, ${originalY + deltaY}px)`;
}
function stopDragging(e) {
isDragging = false;
}
}
//////////////////////////////////////////////////////
//////////////////////////////////////////////////////
//////////////////////////////////////////////////////
//////////////////////////////////////////////////////
// Resize utility
function makeResizable(element) {
const resizeHandle = document.createElement('div');
element.appendChild(resizeHandle);
resizeHandle.id = "resizeHandle";
resizeHandle.style.width = "20%";
resizeHandle.style.height = "20%";
resizeHandle.style.bottom = "0";
resizeHandle.style.right = "0";
resizeHandle.style.position = "absolute";
resizeHandle.style["background-color"] = "#007bff";
resizeHandle.style["cursor"] = "se-resize";
element.style["position"] = "relative";
let isResizing = false;
let startX, startY, startWidth, startHeight, startPaddingLeft, startPaddingRight, startPaddingTop, startPaddingBottom;
resizeHandle.addEventListener('pointerdown', initResize);
function initResize(e) {
isResizing = true;
startX = e.clientX;
startY = e.clientY;
startWidth = element.offsetWidth;
startHeight = element.offsetHeight;
startPaddingLeft = parseFloat(window.getComputedStyle(element).paddingLeft);
startPaddingRight = parseFloat(window.getComputedStyle(element).paddingRight);
startPaddingTop = parseFloat(window.getComputedStyle(element).paddingTop);
startPaddingBottom = parseFloat(window.getComputedStyle(element).paddingBottom);
document.addEventListener('pointermove', resize);
document.addEventListener('pointerup', stopResize);
}
function resize(e) {
if (!isResizing) return;
const width = startWidth + (e.clientX - startX) - startPaddingLeft - startPaddingRight;
const height = startHeight + (e.clientY - startY) - startPaddingTop - startPaddingBottom;
element.style.width = width + 'px';
element.style.height = height + 'px';
}
function stopResize() {
isResizing = false;
document.removeEventListener('pointermove', resize);
document.removeEventListener('pointerup', stopResize);
}
}
// makeDraggable(document.getElementById(`section6-element`));
// makeResizable(document.getElementById(`section6-element`));
</script>
</body>
</html>

View File

@ -36,10 +36,11 @@ export class Input {
touch1: Touch | null = null;
initialPinchDistance = 0;
private listeners = new Array<InputListener>();
private eventListeners: Array<{ target: any, event: any, func: any }> = [];
private preventDefault: boolean;
constructor (element: HTMLElement) {
constructor (element: HTMLElement, preventDefault = true) {
this.element = element;
this.preventDefault = preventDefault;
this.setupCallbacks(element);
}
@ -50,7 +51,7 @@ export class Input {
this.mouseX = ev.clientX - rect.left;;
this.mouseY = ev.clientY - rect.top;
this.buttonDown = true;
this.listeners.map((listener) => { if (listener.down) listener.down(this.mouseX, this.mouseY); });
this.listeners.map((listener) => { if (listener.down) listener.down(this.mouseX, this.mouseY, ev); });
document.addEventListener("mousemove", mouseMove);
document.addEventListener("mouseup", mouseUp);
@ -60,12 +61,12 @@ export class Input {
let mouseMove = (ev: UIEvent) => {
if (ev instanceof MouseEvent) {
let rect = element.getBoundingClientRect();
this.mouseX = ev.clientX - rect.left;;
this.mouseX = ev.clientX - rect.left;
this.mouseY = ev.clientY - rect.top;
this.listeners.map((listener) => {
if (this.buttonDown) {
if (listener.dragged) listener.dragged(this.mouseX, this.mouseY);
if (listener.dragged) listener.dragged(this.mouseX, this.mouseY, ev);
} else {
if (listener.moved) listener.moved(this.mouseX, this.mouseY);
}
@ -86,11 +87,11 @@ export class Input {
}
}
let mouseWheel = (e: WheelEvent) => {
e.preventDefault();
let deltaY = e.deltaY;
if (e.deltaMode == WheelEvent.DOM_DELTA_LINE) deltaY *= 8;
if (e.deltaMode == WheelEvent.DOM_DELTA_PAGE) deltaY *= 24;
let mouseWheel = (ev: WheelEvent) => {
if (this.preventDefault) ev.preventDefault();
let deltaY = ev.deltaY;
if (ev.deltaMode == WheelEvent.DOM_DELTA_LINE) deltaY *= 8;
if (ev.deltaMode == WheelEvent.DOM_DELTA_PAGE) deltaY *= 24;
this.listeners.map((listener) => { if (listener.wheel) listener.wheel(e.deltaY); });
};
@ -115,7 +116,7 @@ export class Input {
if (!this.touch0) {
this.touch0 = touch;
this.listeners.map((listener) => { if (listener.down) listener.down(touch.x, touch.y) })
this.listeners.map((listener) => { if (listener.down) listener.down(touch.x, touch.y, ev) })
} else if (!this.touch1) {
this.touch1 = touch;
let dx = this.touch1.x - this.touch0.x;
@ -124,8 +125,8 @@ export class Input {
this.listeners.map((listener) => { if (listener.zoom) listener.zoom(this.initialPinchDistance, this.initialPinchDistance) });
}
}
ev.preventDefault();
}, false);
if (this.preventDefault) ev.preventDefault();
}, { passive: this.preventDefault });
element.addEventListener("touchmove", (ev: TouchEvent) => {
if (this.touch0) {
@ -139,7 +140,7 @@ export class Input {
if (this.touch0.identifier === nativeTouch.identifier) {
this.touch0.x = this.mouseX = x;
this.touch0.y = this.mouseY = y;
this.listeners.map((listener) => { if (listener.dragged) listener.dragged(x, y) });
this.listeners.map((listener) => { if (listener.dragged) listener.dragged(x, y, ev) });
}
if (this.touch1 && this.touch1.identifier === nativeTouch.identifier) {
this.touch1.x = this.mouseX = x;
@ -153,8 +154,8 @@ export class Input {
this.listeners.map((listener) => { if (listener.zoom) listener.zoom(this.initialPinchDistance, distance) });
}
}
ev.preventDefault();
}, false);
if (this.preventDefault) ev.preventDefault();
}, { passive: this.preventDefault });
let touchEnd = (ev: TouchEvent) => {
if (this.touch0) {
@ -190,7 +191,7 @@ export class Input {
}
}
}
ev.preventDefault();
if (this.preventDefault) ev.preventDefault();
};
element.addEventListener("touchend", touchEnd, false);
element.addEventListener("touchcancel", touchEnd);
@ -214,10 +215,10 @@ export class Touch {
}
export interface InputListener {
down?(x: number, y: number): void;
down?(x: number, y: number, ev?: MouseEvent | TouchEvent): void;
up?(x: number, y: number): void;
moved?(x: number, y: number): void;
dragged?(x: number, y: number): void;
dragged?(x: number, y: number, ev?: MouseEvent | TouchEvent): void;
wheel?(delta: number): void;
zoom?(initialDistance: number, distance: number): void;
}

View File

@ -82,7 +82,7 @@ export class SceneRenderer implements Disposable {
}
begin () {
// this.camera.update();
this.camera.update();
this.enableRenderer(this.batcher);
}

View File

@ -203,6 +203,8 @@ export class SkeletonRenderer {
clipper.clipEndWithSlot(slot);
}
// console.log(renderable.vertices[1])
clipper.clipEnd();
}

View File

@ -76,9 +76,6 @@ export class SpineCanvas {
/** The input processor used to listen to mouse, touch, and keyboard events. */
readonly input: Input;
public reqAnimationFrameId?:number;
public loop: FrameRequestCallback;
private disposed = false;
/** Constructs a new spine canvas, rendering to the provided HTML canvas. */
@ -96,16 +93,16 @@ export class SpineCanvas {
this.htmlCanvas = canvas;
this.context = new ManagedWebGLRenderingContext(canvas, config.webglConfig);
this.renderer = new SceneRenderer(canvas, this.context, false);
this.renderer = new SceneRenderer(canvas, this.context);
this.gl = this.context.gl;
this.assetManager = new AssetManager(this.context, config.pathPrefix);
this.input = new Input(canvas);
if (config.app.loadAssets) config.app.loadAssets(this);
this.loop = () => {
let loop = () => {
if (this.disposed) return;
this.reqAnimationFrameId = requestAnimationFrame(this.loop);
requestAnimationFrame(loop);
this.time.update();
if (config.app.update) config.app.update(this, this.time.delta);
if (config.app.render) config.app.render(this);
@ -118,13 +115,13 @@ export class SpineCanvas {
if (config.app.error) config.app.error(this, this.assetManager.getErrors());
} else {
if (config.app.initialize) config.app.initialize(this);
this.loop(0);
loop();
}
return;
}
this.reqAnimationFrameId = requestAnimationFrame(waitForAssets);
requestAnimationFrame(waitForAssets);
}
this.reqAnimationFrameId = requestAnimationFrame(waitForAssets);
requestAnimationFrame(waitForAssets);
}
/** Clears the canvas with the given color. The color values are given in the range [0,1]. */

View File

@ -27,7 +27,7 @@
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { SpineCanvas, SpineCanvasApp, AtlasAttachmentLoader, SkeletonBinary, SkeletonJson, Skeleton, Animation, AnimationState, AnimationStateData, Physics, Vector2, Vector3, ResizeMode, Color, MixBlend, MixDirection, SceneRenderer, SkeletonData } from "./index.js";
import { SpineCanvas, SpineCanvasApp, AtlasAttachmentLoader, SkeletonBinary, SkeletonJson, Skeleton, Animation, AnimationState, AnimationStateData, Physics, Vector2, Vector3, ResizeMode, Color, MixBlend, MixDirection, SceneRenderer, SkeletonData, Input } from "./index.js";
interface Rectangle {
x: number,
@ -42,8 +42,11 @@ interface OverlaySkeletonOptions {
scale: number,
animation?: string,
skeletonData?: SkeletonData,
update?: UpdateSpineFunction;
}
type UpdateSpineFunction = (canvas: SpineCanvas, delta: number, skeleton: Skeleton, state: AnimationState) => void;
interface OverlayHTMLOptions {
element: HTMLElement,
mode?: OverlayElementMode,
@ -52,8 +55,11 @@ interface OverlayHTMLOptions {
offsetY?: number,
xAxis?: number,
yAxis?: number,
draggable?: boolean,
}
type OverlayHTMLElement = Required<OverlayHTMLOptions> & { element: HTMLElement, worldOffsetX: number, worldOffsetY: number, dragging: boolean, dragX: number, dragY: number };
type OverlayElementMode = 'inside' | 'origin';
/** Manages the life-cycle and WebGL context of a {@link SpineCanvasOverlay}. */
@ -61,161 +67,50 @@ export class SpineCanvasOverlay {
private spineCanvas:SpineCanvas;
private canvas:HTMLCanvasElement;
private input:Input;
private skeletonList = new Array<{
skeleton: Skeleton,
state: AnimationState,
bounds: Rectangle,
htmlOptionsList: Array<OverlayHTMLOptions>,
htmlOptionsList: Array<OverlayHTMLElement>,
update?: UpdateSpineFunction,
}>();
private resizeObserver:ResizeObserver;
private disposed = false;
/** Constructs a new spine canvas, rendering to the provided HTML canvas. */
constructor () {
this.canvas = document.createElement('canvas');
document.body.appendChild(this.canvas); // adds the canvas to the body element
document.body.appendChild(this.canvas);
this.canvas.style.position = "absolute";
this.canvas.style.top = "0";
this.canvas.style.left = "0";
this.canvas.style.display = "inline";
this.canvas.style.setProperty("pointer-events", "none");
// this.canvas.style.width = "100%";
// this.canvas.style.height = "100%";
this.updateCanvasSize();
const resizeObserver = new ResizeObserver(() => {
this.resizeObserver = new ResizeObserver(() => {
this.updateCanvasSize();
this.spineCanvas.renderer.resize(ResizeMode.Expand);
});
resizeObserver.observe(document.body);
this.resizeObserver.observe(document.body);
const red = new Color(1, 0, 0, 1);
const blue = new Color(0, 0, 1, 1);
const spineCanvasApp: SpineCanvasApp = {
this.spineCanvas = new SpineCanvas(this.canvas, { app: this.setupSpineCanvasApp() });
update: (canvas: SpineCanvas, delta: number) => {
this.skeletonList.forEach(({ skeleton, state, htmlOptionsList }) => {
if (htmlOptionsList.length === 0) return;
state.update(delta);
state.apply(skeleton);
skeleton.update(delta);
skeleton.updateWorldTransform(Physics.update);
});
},
render: (canvas: SpineCanvas) => {
let renderer = canvas.renderer;
renderer.begin();
// webgl canvas center
const vec3 = new Vector3(0, 0);
renderer.camera.worldToScreen(vec3, canvas.htmlCanvas.clientWidth, canvas.htmlCanvas.clientHeight);
const devicePixelRatio = window.devicePixelRatio;
const tempVector = new Vector3();
this.skeletonList.forEach(({ skeleton, htmlOptionsList, bounds }) => {
if (htmlOptionsList.length === 0) return;
let { x: ax, y: ay, width: aw, height: ah } = bounds;
htmlOptionsList.forEach(({ element, mode, showBounds, offsetX = 0, offsetY = 0, xAxis = 0, yAxis = 0 }) => {
const divBounds = element.getBoundingClientRect();
let x = 0, y = 0;
if (mode === 'inside') {
// scale ratio
const scaleWidth = divBounds.width * devicePixelRatio / aw;
const scaleHeight = divBounds.height * devicePixelRatio / ah;
// attempt to use width ratio
let ratio = scaleWidth;
let scaledW = aw * ratio;
let scaledH = ah * ratio;
// if scaled height is bigger than div height, use height ratio instead
if (scaledH > divBounds.height * devicePixelRatio) ratio = scaleHeight;
const scaledX = (ax + aw / 2) * ratio;
const scaledY = (ay + ah / 2) * ratio;
const divX = divBounds.x + divBounds.width / 2 + window.scrollX;
const divY = divBounds.y - 1 + divBounds.height / 2 + window.scrollY;
tempVector.set(divX, divY, 0);
renderer.camera.screenToWorld(tempVector, canvas.htmlCanvas.clientWidth, canvas.htmlCanvas.clientHeight);
x = tempVector.x - scaledX;
y = tempVector.y - scaledY;
skeleton.scaleX = ratio;
skeleton.scaleY = ratio;
if (showBounds) {
renderer.circle(true, tempVector.x, tempVector.y, 10, blue);
renderer.rect(false, ax * ratio + x + offsetX, ay * ratio + y + offsetY, aw * ratio, ah * ratio, blue);
}
} else {
const divX = divBounds.x + divBounds.width * xAxis + window.scrollX;
const divY = divBounds.y + divBounds.height * yAxis + window.scrollY;
tempVector.set(divX, divY, 0);
renderer.camera.screenToWorld(tempVector, canvas.htmlCanvas.clientWidth, canvas.htmlCanvas.clientHeight);
x = tempVector.x;
y = tempVector.y;
if (showBounds) {
// show skeleton root
const root = skeleton.getRootBone()!;
renderer.circle(true, x + root.x + offsetX, y + root.y + offsetY, 10, red);
}
}
renderer.drawSkeleton(skeleton, true, -1, -1, (vertices, size, vertexSize) => {
for (let i = 0; i < size; i+=vertexSize) {
vertices[i] = vertices[i] + x + offsetX;
vertices[i+1] = vertices[i+1] + y + offsetY;
}
});
});
});
// Complete rendering.
renderer.end();
},
}
this.spineCanvas = new SpineCanvas(this.canvas, {
app: spineCanvasApp,
})
}
// TODO: Reject error
public async loadBinary(path: string) {
return new Promise((resolve, reject) => {
this.spineCanvas.assetManager.loadBinary(path, () => resolve(null));
});
}
public async loadJson(path: string) {
return new Promise((resolve, reject) => {
this.spineCanvas.assetManager.loadJson(path, () => resolve(null));
});
}
public async loadTextureAtlas(path: string) {
return new Promise((resolve, reject) => {
this.spineCanvas.assetManager.loadTextureAtlas(path, () => resolve(null));
});
this.input = new Input(document.body, false);
this.setupDragUtility();
}
// add a skeleton to the overlay and set the bounds to the given animation or to the setup pose
public async addSkeleton(
skeletonOptions: OverlaySkeletonOptions,
htmlOptionsList: Array<OverlayHTMLOptions> | Array<HTMLElement> | HTMLElement | NodeList = [],
htmlOptionsList: Array<OverlayHTMLOptions> | OverlayHTMLOptions | Array<HTMLElement> | HTMLElement | NodeList = [],
) {
const { atlasPath, skeletonPath, scale = 1, animation, skeletonData: skeletonDataInput } = skeletonOptions;
const { atlasPath, skeletonPath, scale = 1, animation, skeletonData: skeletonDataInput, update } = skeletonOptions;
const isBinary = skeletonPath.endsWith(".skel");
await Promise.all([
isBinary ? this.loadBinary(skeletonPath) : this.loadJson(skeletonPath),
@ -245,14 +140,15 @@ export class SpineCanvasOverlay {
let list: Array<OverlayHTMLOptions>;
if (htmlOptionsList instanceof HTMLElement) htmlOptionsList = [htmlOptionsList] as Array<HTMLElement>;
if (htmlOptionsList instanceof NodeList) htmlOptionsList = Array.from(htmlOptionsList) as Array<HTMLElement>;
if ('element' in htmlOptionsList) htmlOptionsList = [htmlOptionsList] as Array<OverlayHTMLOptions>;
if (htmlOptionsList.length > 0 && htmlOptionsList[0] instanceof HTMLElement) {
list = htmlOptionsList.map(element => ({ element: element } as OverlayHTMLOptions));
list = htmlOptionsList.map(element => ({ element } as OverlayHTMLOptions));
} else {
list = htmlOptionsList as Array<OverlayHTMLOptions>;
}
const mapList = list.map(({ element, mode: givenMode, showBounds = false, offsetX = 0, offsetY = 0, xAxis = 0, yAxis = 0 }, i) => {
const mapList = list.map(({ element, mode: givenMode, showBounds = false, offsetX = 0, offsetY = 0, xAxis = 0, yAxis = 0, draggable = false, }, i) => {
const mode = givenMode ?? 'inside';
if (mode == 'inside' && i > 0) {
console.warn("inside option works with multiple html elements only if the elements have the same dimension"
@ -260,24 +156,39 @@ export class SpineCanvasOverlay {
+ "You can call addSkeleton several time (skeleton data can be reuse, if given).");
}
return {
element,
element: element as HTMLElement,
mode,
showBounds,
offsetX,
offsetY,
xAxis,
yAxis,
draggable,
dragX: 0,
dragY: 0,
worldOffsetX: 0,
worldOffsetY: 0,
dragging: false,
}
});
this.skeletonList.push({ skeleton, state, bounds, htmlOptionsList: mapList });
this.skeletonList.push({ skeleton, state, update, bounds, htmlOptionsList: mapList });
return { skeleton, state }
return { skeleton, state };
}
public recalculateBounds(skeleton: Skeleton, state: AnimationState) {
const track = state.getCurrent(0);
// calculate bounds of the current animation on track 0, then set it
public recalculateBounds(skeleton: Skeleton) {
const element = this.skeletonList.find(element => element.skeleton === skeleton);
if (!element) return;
const track = element.state.getCurrent(0);
const animation = track?.animation as (Animation | undefined);
const bounds = this.calculateAnimationViewport(skeleton, animation);
this.setBounds(skeleton, bounds);
}
// set the given bounds on the current skeleton
// bounds is used to center the skeleton in inside mode and as a input area for click events
public setBounds(skeleton: Skeleton, bounds: Rectangle) {
bounds.x /= skeleton.scaleX;
bounds.y /= skeleton.scaleY;
bounds.width /= skeleton.scaleX;
@ -288,6 +199,276 @@ export class SpineCanvasOverlay {
}
}
/*
* Load assets utilities
*/
public async loadBinary(path: string) {
return new Promise((resolve, reject) => {
this.spineCanvas.assetManager.loadBinary(path,
(_, binary) => resolve(binary),
(_, message) => reject(message),
);
});
}
public async loadJson(path: string) {
return new Promise((resolve, reject) => {
this.spineCanvas.assetManager.loadJson(path,
(_, object) => resolve(object),
(_, message) => reject(message),
);
});
}
public async loadTextureAtlas(path: string) {
return new Promise((resolve, reject) => {
this.spineCanvas.assetManager.loadTextureAtlas(path,
(_, atlas) => resolve(atlas),
(_, message) => reject(message),
);
});
}
/*
* Init utilities
*/
private setupSpineCanvasApp(): SpineCanvasApp {
const red = new Color(1, 0, 0, 1);
const green = new Color(0, 1, 0, 1);
const blue = new Color(0, 0, 1, 1);
return {
update: (canvas: SpineCanvas, delta: number) => {
this.skeletonList.forEach(({ skeleton, state, update, htmlOptionsList }) => {
if (htmlOptionsList.length === 0) return;
if (update) update(canvas, delta, skeleton, state)
else {
state.update(delta);
state.apply(skeleton);
skeleton.update(delta);
skeleton.updateWorldTransform(Physics.update);
}
});
// (document.body.querySelector("#fps")! as HTMLElement).innerText = canvas.time.framesPerSecond.toFixed(2) + " fps";
},
render: (canvas: SpineCanvas) => {
let renderer = canvas.renderer;
renderer.begin();
// console.log(canvas.gl.getParameter(canvas.gl.MAX_RENDERBUFFER_SIZE));
const devicePixelRatio = window.devicePixelRatio;
const tempVector = new Vector3();
this.skeletonList.forEach(({ skeleton, htmlOptionsList, bounds }) => {
if (htmlOptionsList.length === 0) return;
let { x: ax, y: ay, width: aw, height: ah } = bounds;
htmlOptionsList.forEach((list) => {
const { element, mode, showBounds, offsetX, offsetY, xAxis, yAxis, dragX, dragY } = list;
const divBounds = element.getBoundingClientRect();
// console.log(divBounds.x, divBounds.y, divBounds.width, divBounds.height)
let x = 0, y = 0;
if (mode === 'inside') {
// scale ratio
const scaleWidth = divBounds.width * devicePixelRatio / aw;
const scaleHeight = divBounds.height * devicePixelRatio / ah;
// attempt to use width ratio
let ratio = scaleWidth;
let scaledW = aw * ratio;
let scaledH = ah * ratio;
// if scaled height is bigger than div height, use height ratio instead
if (scaledH > divBounds.height * devicePixelRatio) ratio = scaleHeight;
// get the center of the bounds
const boundsX = (ax + aw / 2) * ratio;
const boundsY = (ay + ah / 2) * ratio;
// get the center of the div in world coordinate
const divX = divBounds.x + divBounds.width / 2 + window.scrollX;
const divY = divBounds.y - 1 + divBounds.height / 2 + window.scrollY;
this.screenToWorld(tempVector, divX, divY);
// get vertices offset: calculate the distance between div center and bounds center
x = tempVector.x - boundsX;
y = tempVector.y - boundsY;
// scale the skeleton
skeleton.scaleX = ratio;
skeleton.scaleY = ratio;
} else {
// TODO: window.devicePixelRatio to manage browser zoom
// get the center of the div in world coordinate
const divX = divBounds.x + divBounds.width * xAxis + window.scrollX;
const divY = divBounds.y + divBounds.height * yAxis + window.scrollY;
this.screenToWorld(tempVector, divX, divY);
// console.log(tempVector.x, tempVector.y)
// console.log(window.devicePixelRatio)
// get vertices offset
x = tempVector.x;
y = tempVector.y;
}
list.worldOffsetX = x + offsetX + dragX;
list.worldOffsetY = y + offsetY + dragY;
console.log(list.worldOffsetY)
// console.log("----")
renderer.drawSkeleton(skeleton, true, -1, -1, (vertices, size, vertexSize) => {
for (let i = 0; i < size; i+=vertexSize) {
vertices[i] = vertices[i] + list.worldOffsetX;
vertices[i+1] = vertices[i+1] + list.worldOffsetY;
}
});
// drawing debug stuff
if (showBounds) {
// show bounds and its center
renderer.rect(false,
ax * skeleton.scaleX + list.worldOffsetX,
ay * skeleton.scaleY + list.worldOffsetY,
aw * skeleton.scaleX,
ah * skeleton.scaleY,
blue);
const bbCenterX = (ax + aw / 2) * skeleton.scaleX + list.worldOffsetX;
const bbCenterY = (ay + ah / 2) * skeleton.scaleY + list.worldOffsetY;
renderer.circle(true, bbCenterX, bbCenterY, 10, blue);
// show skeleton root
const root = skeleton.getRootBone()!;
renderer.circle(true, root.x + list.worldOffsetX, root.y + list.worldOffsetY, 10, red);
// show shifted origin
const originX = list.worldOffsetX - dragX - offsetX;
const originY = list.worldOffsetY - dragY - offsetY;
renderer.circle(true, originX, originY, 10, green);
// show line from origin to bounds center
renderer.line(originX, originY, bbCenterX, bbCenterY, green);
}
});
});
renderer.end();
},
}
}
private setupDragUtility() {
// TODO: we should use document - body might have some margin that offset the click events - Meanwhile I take event pageX/Y
const tempVectorInput = new Vector3();
let prevX = 0;
let prevY = 0;
this.input.addListener({
down: (x, y, ev) => {
const originalEvent = ev instanceof MouseEvent ? ev : ev!.changedTouches[0];
tempVectorInput.set(originalEvent.pageX, originalEvent.pageY, 0);
this.spineCanvas.renderer.camera.screenToWorld(tempVectorInput, this.canvas.clientWidth, this.canvas.clientHeight);
this.skeletonList.forEach(({ htmlOptionsList, bounds, skeleton }) => {
htmlOptionsList.forEach((element) => {
if (!element.draggable) return;
const { worldOffsetX, worldOffsetY } = element;
const newBounds: Rectangle = {
x: bounds.x * skeleton.scaleX + worldOffsetX,
y: bounds.y * skeleton.scaleY + worldOffsetY,
width: bounds.width * skeleton.scaleX,
height: bounds.height * skeleton.scaleY,
};
if (this.inside(tempVectorInput, newBounds)) {
element.dragging = true;
ev?.preventDefault();
}
});
});
prevX = tempVectorInput.x;
prevY = tempVectorInput.y;
},
dragged: (x, y, ev) => {
const originalEvent = ev instanceof MouseEvent ? ev : ev!.changedTouches[0];
tempVectorInput.set(originalEvent.pageX, originalEvent.pageY, 0);
this.spineCanvas.renderer.camera.screenToWorld(tempVectorInput, this.canvas.clientWidth, this.canvas.clientHeight);
let dragX = tempVectorInput.x - prevX;
let dragY = tempVectorInput.y - prevY;
this.skeletonList.forEach(({ htmlOptionsList, bounds, skeleton }) => {
htmlOptionsList.forEach((element) => {
const { dragging } = element;
if (dragging) {
skeleton.physicsTranslate(dragX, dragY);
element.dragX += dragX;
element.dragY += dragY;
ev?.preventDefault();
ev?.stopPropagation()
}
});
});
prevX = tempVectorInput.x;
prevY = tempVectorInput.y;
},
up: () => {
this.skeletonList.forEach(({ htmlOptionsList }) => {
htmlOptionsList.forEach((element) => {
element.dragging = false;
});
});
}
})
}
/*
* Resize utilities
*/
private updateCanvasSize() {
const pageSize = this.getPageSize();
this.canvas.style.width = pageSize.width + "px";
this.canvas.style.height = pageSize.height + "px";
}
private getPageSize() {
const width = Math.max(
document.body.scrollWidth,
document.documentElement.scrollWidth,
document.body.offsetWidth,
document.documentElement.offsetWidth,
document.documentElement.clientWidth
);
const height = Math.max(
document.body.scrollHeight,
document.documentElement.scrollHeight,
document.body.offsetHeight,
document.documentElement.offsetHeight,
document.documentElement.clientHeight
);
return { width, height };
}
/*
* Other utilities
*/
private calculateAnimationViewport (skeleton: Skeleton, animation?: Animation): Rectangle {
skeleton.setToSetupPose();
@ -328,34 +509,26 @@ export class SpineCanvasOverlay {
}
}
private updateCanvasSize() {
const pageSize = this.getPageSize();
this.canvas.style.width = pageSize.width + "px";
this.canvas.style.height = pageSize.height + "px";
private screenToWorld(vec: Vector3, x: number, y: number) {
vec.set(x, y, 0);
this.spineCanvas.renderer.camera.screenToWorld(vec, this.canvas.clientWidth, this.canvas.clientHeight);
// console.log(this.canvas.clientWidth, this.canvas.clientHeight);
}
private getPageSize() {
const width = Math.max(
document.body.scrollWidth,
document.documentElement.scrollWidth,
document.body.offsetWidth,
document.documentElement.offsetWidth,
document.documentElement.clientWidth
private inside(point: { x: number; y: number }, rectangle: Rectangle): boolean {
return (
point.x >= rectangle.x &&
point.x <= rectangle.x + rectangle.width &&
point.y >= rectangle.y &&
point.y <= rectangle.y + rectangle.height
);
const height = Math.max(
document.body.scrollHeight,
document.documentElement.scrollHeight,
document.body.offsetHeight,
document.documentElement.offsetHeight,
document.documentElement.clientHeight
);
return { width, height };
}
// TODO
dispose () {
this.spineCanvas.dispose();
this.canvas.remove();
this.disposed = true;
this.resizeObserver.disconnect();
}
}