Zoom fix - WIP horizontal scroll bug see comment at line 495

This commit is contained in:
Davide Tantillo 2024-08-20 09:22:42 +02:00
parent 7f5b934a64
commit 394b97b105
5 changed files with 1390 additions and 133 deletions

View File

@ -96,8 +96,7 @@
</head>
<body>
<span id="fps" style="position: fixed; top: 0; left: 0">FPS</span>
<!-- <img src="assets/spineboy-pma.png" alt=""> -->
<!--
/////////////////////
// start section 1 //
@ -109,9 +108,7 @@
<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 class="split-right" id="section1-element-x">
</div>
</div>
@ -427,7 +424,7 @@ overlay.addSkeleton(
-->
<div class="navigation">
<!-- <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>
@ -436,7 +433,7 @@ overlay.addSkeleton(
<button class="nav-btn" onclick="scrollToSection('section6')">6</button>
<button class="nav-btn" onclick="scrollToSection('section7')">7</button>
<button class="nav-btn" onclick="scrollToSection('section8')">8</button>
</div>
</div> -->
<script>
function scrollToSection(id) {
@ -464,6 +461,7 @@ overlay.addSkeleton(
// {
// atlasPath: "assets/spineboy-pma.atlas",
// skeletonPath: "assets/spineboy-pro.skel",
// // scale: 1,
// // animation: 'walk',
// },
// {
@ -476,20 +474,20 @@ overlay.addSkeleton(
// );
/////////////////////
// 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 1 //
// /////////////////////
// overlay.addSkeleton(
// {
// atlasPath: "assets/spineboy-pma.atlas",
// skeletonPath: "assets/spineboy-pro.skel",
// animation: 'walk',
// },
// document.querySelectorAll(`#section1-element`),
// );
// /////////////////////
// // end section 1 //
// /////////////////////
@ -504,10 +502,11 @@ overlay.addSkeleton(
scale: .25,
},
{
element: document.getElementById(`section2-element`),
element: document.getElementById(`section1-element-x`),
mode: 'origin',
xAxis: .25,
yAxis: .75,
xAxis: 0,
yAxis: 0,
debug: true,
},
);
/////////////////////
@ -515,114 +514,114 @@ overlay.addSkeleton(
/////////////////////
/////////////////////
// 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 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`)
);
// /////////////////////
// // 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);
// let isRoaring = false;
// setInterval(() => {
// const newAnimation = isRoaring ? "walk" : "roar";
// state.setAnimation(0, newAnimation, true);
// overlay.recalculateBounds(skeleton);
// isRoaring = !isRoaring;
// }, 4000);
/////////////////////
// end section 4 //
/////////////////////
// /////////////////////
// // end section 4 //
// /////////////////////
/////////////////////
// start section 5 //
/////////////////////
/////////////////////
// end section 5 //
/////////////////////
// /////////////////////
// // 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 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/owl-pma.atlas",
skeletonPath: "assets/owl-pro.skel",
animation: 'idle',
},
{
element: document.getElementById(`section7-element`),
debug: true,
}
);
//////////////////////
// end section 7 //
//////////////////////
// /////////////////////
// // start section 7 //
// /////////////////////
// overlay.addSkeleton(
// {
// atlasPath: "assets/owl-pma.atlas",
// skeletonPath: "assets/owl-pro.skel",
// animation: 'idle',
// },
// {
// element: document.getElementById(`section7-element`),
// debug: true,
// }
// );
// //////////////////////
// // end section 7 //
// //////////////////////
/////////////////////
// start section 8 //
/////////////////////
overlay.addSkeleton(
{
atlasPath: "assets/celestial-circus-pma.atlas",
skeletonPath: "assets/celestial-circus-pro.skel",
animation: 'wings-and-feet',
},
{
element: document.getElementById(`section8-element`),
draggable: true,
debug: true,
}
);
//////////////////////
// end section 8 //
//////////////////////
// /////////////////////
// // start section 8 //
// /////////////////////
// overlay.addSkeleton(
// {
// atlasPath: "assets/celestial-circus-pma.atlas",
// skeletonPath: "assets/celestial-circus-pro.skel",
// animation: 'wings-and-feet',
// },
// {
// element: document.getElementById(`section8-element`),
// draggable: true,
// debug: true,
// }
// );
// //////////////////////
// // end section 8 //
// //////////////////////
})();

View File

@ -182,7 +182,7 @@ export class Input {
this.mouseX = this.touch0.x;
this.mouseX = this.touch0.x;
this.buttonDown = true;
this.listeners.map((listener) => { if (listener.down) listener.down(this.touch0!.x, this.touch0!.y) });
this.listeners.map((listener) => { if (listener.down) listener.down(this.touch0!.x, this.touch0!.y, ev) });
}
}

View File

@ -0,0 +1,627 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
* otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
* 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, Input } from "./index.js";
interface Rectangle {
x: number,
y: number,
width: number,
height: number,
}
interface OverlaySkeletonOptions {
atlasPath: string,
skeletonPath: string,
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,
debug?: boolean,
offsetX?: number,
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}. */
export class SpineCanvasOverlay {
private spineCanvas:SpineCanvas;
private canvas:HTMLCanvasElement;
private input:Input;
private skeletonList = new Array<{
skeleton: Skeleton,
state: AnimationState,
bounds: Rectangle,
htmlOptionsList: Array<OverlayHTMLElement>,
update?: UpdateSpineFunction,
}>();
private resizeObserver:ResizeObserver;
private disposed = false;
private currentTranslateX = 0;
private currentTranslateY = 0;
private additionalPixelsBottom = 200;
private offsetHeight = 50;
private offsetHeightDraw: number;
/** Constructs a new spine canvas, rendering to the provided HTML canvas. */
constructor () {
this.canvas = document.createElement('canvas');
document.body.appendChild(this.canvas);
this.canvas.style.position = "absolute";
this.canvas.style.top = "0";
this.canvas.style.left = "0";
this.canvas.style.setProperty("pointer-events", "none");
this.offsetHeightDraw = this.offsetHeight;
this.canvas.style.transform =`translate(${this.currentTranslateX}px,${this.currentTranslateY}px)`;
// this.canvas.style.display = "inline";
// this.canvas.style.overflow = "hidden"; // useless
// this.canvas.style.setProperty("will-change", "transform"); // performance seems to be even worse with this uncommented
this.updateCanvasSize();
this.resizeObserver = new ResizeObserver(() => {
this.updateCanvasSize();
this.spineCanvas.renderer.resize(ResizeMode.Expand);
});
this.resizeObserver.observe(document.body);
window.addEventListener('scroll', this.scrollHandler);
this.spineCanvas = new SpineCanvas(this.canvas, { app: this.setupSpineCanvasApp() });
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> | OverlayHTMLOptions | Array<HTMLElement> | HTMLElement | NodeList = [],
) {
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),
this.loadTextureAtlas(atlasPath),
]);
const atlas = this.spineCanvas.assetManager.require(atlasPath);
const atlasLoader = new AtlasAttachmentLoader(atlas);
const skeletonLoader = isBinary ? new SkeletonBinary(atlasLoader) : new SkeletonJson(atlasLoader);
skeletonLoader.scale = scale;
const skeletonFile = this.spineCanvas.assetManager.require(skeletonPath);
const skeletonData = skeletonDataInput ?? skeletonLoader.readSkeletonData(skeletonFile);
const skeleton = new Skeleton(skeletonData);
const animationStateData = new AnimationStateData(skeletonData);
const state = new AnimationState(animationStateData);
let animationData;
if (animation) {
state.setAnimation(0, animation, true);
animationData = animation ? skeleton.data.findAnimation(animation)! : undefined;
}
const bounds = this.calculateAnimationViewport(skeleton, animationData);
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 } as OverlayHTMLOptions));
} else {
list = htmlOptionsList as Array<OverlayHTMLOptions>;
}
const mapList = list.map(({ element, mode: givenMode, debug = 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"
+ "This is because the skeleton is scaled to stay into the div."
+ "You can call addSkeleton several time (skeleton data can be reuse, if given).");
}
return {
element: element as HTMLElement,
mode,
debug,
offsetX,
offsetY,
xAxis,
yAxis,
draggable,
dragX: 0,
dragY: 0,
worldOffsetX: 0,
worldOffsetY: 0,
dragging: false,
}
});
this.skeletonList.push({ skeleton, state, update, bounds, htmlOptionsList: mapList });
return { skeleton, state };
}
// 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;
bounds.height /= skeleton.scaleY;
const element = this.skeletonList.find(element => element.skeleton === skeleton);
if (element) {
element.bounds = bounds;
}
}
/*
* 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) => {
// canvas.clear(1, 0, 0, .1);
let renderer = canvas.renderer;
renderer.begin();
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, debug, offsetX, offsetY, xAxis, yAxis, dragX, dragY } = list;
const divBounds = element.getBoundingClientRect();
// divBounds.y += this.offsetHeightDraw;
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;
const divX = divBounds.x + divBounds.width / 2;
const divY = divBounds.y - 1 + divBounds.height / 2;
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;
const divX = divBounds.x + divBounds.width * xAxis;
const divY = divBounds.y + divBounds.height * yAxis;
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;
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 (debug) {
// if (true) {
// 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 - window.scrollX, originalEvent.pageY - window.scrollY, 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 - window.scrollX, originalEvent.pageY - window.scrollY, 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/scroll utilities
*/
private updateCanvasSize() {
// const pageSize = this.getPageSize();
// this.canvas.style.width = pageSize.width + "px";
// this.canvas.style.height = pageSize.height + "px";
// const displayWidth = window.innerWidth;
// const displayHeight = window.innerHeight;
const displayWidth = document.documentElement.clientWidth;
const displayHeight = document.documentElement.clientHeight;
this.canvas.style.width = displayWidth + "px";
this.canvas.style.height = displayHeight + "px";
// this.canvas.style.height = displayHeight + this.additionalPixelsBottom + "px";
}
// private scrollHandler = () => {
// const { width, height } = this.getPageSize()
// // const viewportHeightWithScrollbar = window.innerHeight;
// // const viewportHeightNoScrollbar = document.documentElement.clientHeight;
// // const scrollbarHeight = viewportHeightWithScrollbar - viewportHeightNoScrollbar;
// // const bottomY = viewportHeightNoScrollbar + window.scrollY;
// // const viewportWidthWithScrollbar = window.innerWidth;
// // const viewportWidthNoScrollbar = document.documentElement.clientWidth;
// // const scrollbarWidth = viewportWidthWithScrollbar - viewportWidthNoScrollbar;
// // const bottomX = viewportWidthNoScrollbar + window.scrollY;
// // if (bottomX + scrollbarWidth <= width) {
// // this.currentTranslateX = window.scrollX;
// // }
// // if (bottomY + scrollbarHeight <= height) {
// // this.currentTranslateY = window.scrollY;
// // }
// const viewportHeightNoScrollbar = document.documentElement.clientHeight;
// const bottomY = viewportHeightNoScrollbar + window.scrollY;
// const viewportWidthNoScrollbar = document.documentElement.clientWidth;
// const bottomX = viewportWidthNoScrollbar + window.scrollX;
// if (bottomX <= width) {
// this.currentTranslateX = window.scrollX;
// }
// if (window.scrollY <= this.offsetHeight) {
// console.log(window.scrollY);
// console.log("aaa")
// this.currentTranslateY = 0;
// this.offsetHeightDraw = this.offsetHeight;
// } else if (bottomY + this.additionalPixelsBottom - this.offsetHeight <= height) {
// console.log("bbb")
// this.currentTranslateY = window.scrollY - this.offsetHeight;
// this.offsetHeightDraw = this.offsetHeight;
// } else {
// console.log("ccc")
// this.currentTranslateY = window.scrollY - this.additionalPixelsBottom;
// this.offsetHeightDraw = this.additionalPixelsBottom;
// }
// // translate should be faster
// this.canvas.style.transform =`translate(${this.currentTranslateX}px,${this.currentTranslateY}px)`;
// console.log(`translate(${this.currentTranslateX}px,${this.currentTranslateY}px)`)
// // this.canvas.style.top = `${this.currentTranslateY}px`;
// // this.canvas.style.left = `${this.currentTranslateX}px`;
// }
private scrollHandler = () => {
const { width, height } = this.getPageSize()
const viewportHeightNoScrollbar = document.documentElement.clientHeight;
const bottomY = viewportHeightNoScrollbar + window.scrollY;
const viewportWidthNoScrollbar = document.documentElement.clientWidth;
const bottomX = viewportWidthNoScrollbar + window.scrollY;
if (bottomX <= width) {
this.currentTranslateX = window.scrollX;
}
if (bottomY <= height) {
this.currentTranslateY = window.scrollY;
}
this.canvas.style.transform =`translate(${this.currentTranslateX}px,${this.currentTranslateY}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();
let offset = new Vector2(), size = new Vector2();
const tempArray = new Array<number>(2);
if (!animation) {
skeleton.updateWorldTransform(Physics.update);
skeleton.getBounds(offset, size, tempArray, this.spineCanvas.renderer.skeletonRenderer.getSkeletonClipping());
return {
x: offset.x,
y: offset.y,
width: size.x,
height: size.y,
}
}
let steps = 100, stepTime = animation.duration ? animation.duration / steps : 0, time = 0;
let minX = 100000000, maxX = -100000000, minY = 100000000, maxY = -100000000;
for (let i = 0; i < steps; i++, time += stepTime) {
animation.apply(skeleton, time, time, false, [], 1, MixBlend.setup, MixDirection.mixIn);
skeleton.updateWorldTransform(Physics.update);
skeleton.getBounds(offset, size, tempArray, this.spineCanvas.renderer.skeletonRenderer.getSkeletonClipping());
if (!isNaN(offset.x) && !isNaN(offset.y) && !isNaN(size.x) && !isNaN(size.y)) {
minX = Math.min(offset.x, minX);
maxX = Math.max(offset.x + size.x, maxX);
minY = Math.min(offset.y, minY);
maxY = Math.max(offset.y + size.y, maxY);
} else
console.error("Animation bounds are invalid: " + animation.name);
}
return {
x: minX,
y: minY,
width: maxX - minX,
height: maxY - minY,
}
}
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);
}
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
);
}
// TODO
dispose () {
this.spineCanvas.dispose();
this.canvas.remove();
this.disposed = true;
this.resizeObserver.disconnect();
}
}

View File

@ -0,0 +1,580 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
* otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
* 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, Input } from "./index.js";
interface Rectangle {
x: number,
y: number,
width: number,
height: number,
}
interface OverlaySkeletonOptions {
atlasPath: string,
skeletonPath: string,
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,
debug?: boolean,
offsetX?: number,
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}. */
export class SpineCanvasOverlay {
private spineCanvas:SpineCanvas;
private canvas:HTMLCanvasElement;
private input:Input;
private skeletonList = new Array<{
skeleton: Skeleton,
state: AnimationState,
bounds: Rectangle,
htmlOptionsList: Array<OverlayHTMLElement>,
update?: UpdateSpineFunction,
}>();
private resizeObserver:ResizeObserver;
private disposed = false;
private currentTranslateX = 0;
private currentTranslateY = 0;
/** Constructs a new spine canvas, rendering to the provided HTML canvas. */
constructor () {
this.canvas = document.createElement('canvas');
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.setProperty("will-change", "transform");
this.updateCanvasSize();
this.resizeObserver = new ResizeObserver(() => {
this.updateCanvasSize();
this.spineCanvas.renderer.resize(ResizeMode.Expand);
});
this.resizeObserver.observe(document.body);
window.addEventListener('scroll', () => {
const { width, height } = this.getPageSize()
// const viewportHeightWithScrollbar = window.innerHeight;
// const viewportHeightNoScrollbar = document.documentElement.clientHeight;
// const scrollbarHeight = viewportHeightWithScrollbar - viewportHeightNoScrollbar;
// const bottomY = viewportHeightNoScrollbar + window.scrollY;
// const viewportWidthWithScrollbar = window.innerWidth;
// const viewportWidthNoScrollbar = document.documentElement.clientWidth;
// const scrollbarWidth = viewportWidthWithScrollbar - viewportWidthNoScrollbar;
// const bottomX = viewportWidthNoScrollbar + window.scrollY;
// if (bottomX + scrollbarWidth <= width) {
// this.currentTranslateX = window.scrollX;
// }
// if (bottomY + scrollbarHeight <= height) {
// this.currentTranslateY = window.scrollY;
// }
const viewportHeightNoScrollbar = document.documentElement.clientHeight;
const bottomY = viewportHeightNoScrollbar + window.scrollY;
const viewportWidthNoScrollbar = document.documentElement.clientWidth;
const bottomX = viewportWidthNoScrollbar + window.scrollY;
if (bottomX <= width) {
this.currentTranslateX = window.scrollX;
}
if (bottomY <= height) {
this.currentTranslateY = window.scrollY;
}
this.canvas.style.transform =`translate(${this.currentTranslateX}px,${this.currentTranslateY}px)`;
});
this.spineCanvas = new SpineCanvas(this.canvas, { app: this.setupSpineCanvasApp() });
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> | OverlayHTMLOptions | Array<HTMLElement> | HTMLElement | NodeList = [],
) {
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),
this.loadTextureAtlas(atlasPath),
]);
const atlas = this.spineCanvas.assetManager.require(atlasPath);
const atlasLoader = new AtlasAttachmentLoader(atlas);
const skeletonLoader = isBinary ? new SkeletonBinary(atlasLoader) : new SkeletonJson(atlasLoader);
skeletonLoader.scale = scale;
const skeletonFile = this.spineCanvas.assetManager.require(skeletonPath);
const skeletonData = skeletonDataInput ?? skeletonLoader.readSkeletonData(skeletonFile);
const skeleton = new Skeleton(skeletonData);
const animationStateData = new AnimationStateData(skeletonData);
const state = new AnimationState(animationStateData);
let animationData;
if (animation) {
state.setAnimation(0, animation, true);
animationData = animation ? skeleton.data.findAnimation(animation)! : undefined;
}
const bounds = this.calculateAnimationViewport(skeleton, animationData);
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 } as OverlayHTMLOptions));
} else {
list = htmlOptionsList as Array<OverlayHTMLOptions>;
}
const mapList = list.map(({ element, mode: givenMode, debug = 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"
+ "This is because the skeleton is scaled to stay into the div."
+ "You can call addSkeleton several time (skeleton data can be reuse, if given).");
}
return {
element: element as HTMLElement,
mode,
debug,
offsetX,
offsetY,
xAxis,
yAxis,
draggable,
dragX: 0,
dragY: 0,
worldOffsetX: 0,
worldOffsetY: 0,
dragging: false,
}
});
this.skeletonList.push({ skeleton, state, update, bounds, htmlOptionsList: mapList });
return { skeleton, state };
}
// 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;
bounds.height /= skeleton.scaleY;
const element = this.skeletonList.find(element => element.skeleton === skeleton);
if (element) {
element.bounds = bounds;
}
}
/*
* 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();
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, debug, offsetX, offsetY, xAxis, yAxis, dragX, dragY } = list;
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;
// 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;
const divX = divBounds.x + divBounds.width / 2;
const divY = divBounds.y - 1 + divBounds.height / 2;
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;
const divX = divBounds.x + divBounds.width * xAxis;
const divY = divBounds.y + divBounds.height * yAxis;
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;
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 (debug) {
// if (true) {
// 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 - window.scrollX, originalEvent.pageY - window.scrollY, 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 - window.scrollX, originalEvent.pageY - window.scrollY, 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";
// const displayWidth = window.innerWidth;
// const displayHeight = window.innerHeight;
const displayWidth = document.documentElement.clientWidth;
const displayHeight = document.documentElement.clientHeight;
this.canvas.style.width = displayWidth + "px";
this.canvas.style.height = displayHeight + "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();
let offset = new Vector2(), size = new Vector2();
const tempArray = new Array<number>(2);
if (!animation) {
skeleton.updateWorldTransform(Physics.update);
skeleton.getBounds(offset, size, tempArray, this.spineCanvas.renderer.skeletonRenderer.getSkeletonClipping());
return {
x: offset.x,
y: offset.y,
width: size.x,
height: size.y,
}
}
let steps = 100, stepTime = animation.duration ? animation.duration / steps : 0, time = 0;
let minX = 100000000, maxX = -100000000, minY = 100000000, maxY = -100000000;
for (let i = 0; i < steps; i++, time += stepTime) {
animation.apply(skeleton, time, time, false, [], 1, MixBlend.setup, MixDirection.mixIn);
skeleton.updateWorldTransform(Physics.update);
skeleton.getBounds(offset, size, tempArray, this.spineCanvas.renderer.skeletonRenderer.getSkeletonClipping());
if (!isNaN(offset.x) && !isNaN(offset.y) && !isNaN(size.x) && !isNaN(size.y)) {
minX = Math.min(offset.x, minX);
maxX = Math.max(offset.x + size.x, maxX);
minY = Math.min(offset.y, minY);
maxY = Math.max(offset.y + size.y, maxY);
} else
console.error("Animation bounds are invalid: " + animation.name);
}
return {
x: minX,
y: minY,
width: maxX - minX,
height: maxY - minY,
}
}
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);
}
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
);
}
// TODO
dispose () {
this.spineCanvas.dispose();
this.canvas.remove();
this.disposed = true;
this.resizeObserver.disconnect();
}
}

View File

@ -58,7 +58,7 @@ interface OverlayHTMLOptions {
draggable?: boolean,
}
type OverlayHTMLElement = Required<OverlayHTMLOptions> & { element: HTMLElement, worldOffsetX: number, worldOffsetY: number, dragging: boolean, dragX: number, dragY: number };
type OverlayHTMLElement = Required<OverlayHTMLOptions> & { element: HTMLElement, scaleDpi: number, worldOffsetX: number, worldOffsetY: number, dragging: boolean, dragX: number, dragY: number };
type OverlayElementMode = 'inside' | 'origin';
@ -102,17 +102,23 @@ export class SpineCanvasOverlay {
// this.canvas.style.display = "inline";
// this.canvas.style.overflow = "hidden"; // useless
// this.canvas.style.setProperty("will-change", "transform"); // performance seems to be even worse with this uncommented
this.updateCanvasSize();
this.scrollHandler();
// resize and zoom
// TODO: should I use the resize event?
this.resizeObserver = new ResizeObserver(() => {
this.updateCanvasSize();
this.zoomHandler();
this.spineCanvas.renderer.resize(ResizeMode.Expand);
});
this.resizeObserver.observe(document.body);
this.updateCanvasSize();
this.zoomHandler();
// scroll
window.addEventListener('scroll', this.scrollHandler);
this.scrollHandler();
// zoom
this.spineCanvas = new SpineCanvas(this.canvas, { app: this.setupSpineCanvasApp() });
@ -163,6 +169,7 @@ export class SpineCanvasOverlay {
list = htmlOptionsList as Array<OverlayHTMLOptions>;
}
const halfDpi = window.devicePixelRatio / 2;
const mapList = list.map(({ element, mode: givenMode, debug = false, offsetX = 0, offsetY = 0, xAxis = 0, yAxis = 0, draggable = false, }, i) => {
const mode = givenMode ?? 'inside';
if (mode == 'inside' && i > 0) {
@ -183,11 +190,17 @@ export class SpineCanvasOverlay {
dragY: 0,
worldOffsetX: 0,
worldOffsetY: 0,
// change this name to something like initialScaleDpi
scaleDpi: halfDpi,
// scaleDpi: 1,
dragging: false,
}
});
this.skeletonList.push({ skeleton, state, update, bounds, htmlOptionsList: mapList });
skeleton.scaleX = halfDpi;
skeleton.scaleY = halfDpi;
this.skeletonList.push({ skeleton, state, update, bounds, htmlOptionsList: mapList });
return { skeleton, state };
}
@ -270,7 +283,7 @@ export class SpineCanvasOverlay {
},
render: (canvas: SpineCanvas) => {
// canvas.clear(1, 0, 0, .1);
// canvas.clear(1, 0 , 0, .1);
let renderer = canvas.renderer;
renderer.begin();
@ -323,13 +336,15 @@ export class SpineCanvasOverlay {
// 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;
const divX = divBounds.x + divBounds.width * xAxis;
const divY = divBounds.y + divBounds.height * yAxis;
this.screenToWorld(tempVector, divX, divY);
// console.log(tempVector.x, tempVector.y)
// console.log(window.devicePixelRatio)
// console.log(element.getBoundingClientRect().y, this.canvas.clientWidth)
// skeleton.scaleX /= window.devicePixelRatio;
// skeleton.scaleY /= window.devicePixelRatio;
// get vertices offset
x = tempVector.x;
@ -457,6 +472,10 @@ export class SpineCanvasOverlay {
private updateCanvasSize() {
const displayWidth = document.documentElement.clientWidth;
const displayHeight = document.documentElement.clientHeight;
// this.canvas.style.left = displayWidth * .1 + "px";
// this.canvas.style.width = displayWidth * .8 + "px";
// this.canvas.style.left = displayWidth + "px";
console.log(displayWidth)
this.canvas.style.width = displayWidth + "px";
this.canvas.style.height = displayHeight + this.additionalPixelsBottom + "px";
}
@ -465,13 +484,27 @@ export class SpineCanvasOverlay {
const { width, height } = this.getPageSize();
const scrollPositionX = window.scrollX;
const floatingDivWidth = this.canvas.offsetWidth;
const maxTranslationX = width - floatingDivWidth;
const translationX = Math.min(scrollPositionX, maxTranslationX);
const canvasWidth = this.canvas.offsetWidth;
const maxTranslationX = width - canvasWidth;
// const translationX = Math.min(scrollPositionX, maxTranslationX);
const translationX = scrollPositionX;
console.log(width, canvasWidth, maxTranslationX, translationX)
// const translationX = Math.max(0, Math.min(scrollPositionX, maxTranslationX));
// when the phone zooms in, it happen that it is possible to scroll horizontally
// this means that scrollPositionX will have a value > 0
// however, at the beginning the webpage is fit horizontally. It means that | maxTranslationX = width - canvasWidth | will be always 0
// it means that | translationX = Math.min(scrollPositionX, maxTranslationX) | will be always 0
// however, if I simply set translationX = scrollPositionX, the canvas is translated on the right increasing the page size
// the solution is probably to shrink the canvas on scroll
// CHECK THEN WHAT HAPPENS WHEN HORIZONTAL SCROLLBAR IS AVAILABLE ON BROWSER
const scrollPositionY = window.scrollY;
const floatingDivHeight = this.canvas.offsetHeight;
const maxTranslation = height - floatingDivHeight + this.offsetHeight;
const canvasHeight = this.canvas.offsetHeight;
const maxTranslation = height - canvasHeight + this.offsetHeight;
const translationY = Math.min(scrollPositionY, maxTranslation) - this.offsetHeight;
const delta = scrollPositionY - maxTranslation
@ -482,9 +515,27 @@ export class SpineCanvasOverlay {
// translate should be faster
this.canvas.style.transform =`translate(${translationX}px,${translationY}px)`;
// console.log(translationX, translationY)
// TODO: some browser plugins prevent transform translate - we can think to enable a mode that move by top/left
// this.canvas.style.top = `${this.currentTranslateY}px`;
// this.canvas.style.left = `${this.currentTranslateX}px`;
}
private zoomHandler = () => {
this.skeletonList.forEach(({ skeleton, htmlOptionsList }) => {
htmlOptionsList.forEach((options) => {
const { mode, scaleDpi } = options;
// inside mode scale automatically to fit the skeleton within its parent
if (mode !== 'origin') return;
const halfDpi = window.devicePixelRatio / 2;
const ratio = (skeleton.scaleX / scaleDpi) * halfDpi;
skeleton.scaleX = ratio;
skeleton.scaleY = ratio;
options.scaleDpi = halfDpi;
})
})
}
private getPageSize() {