[phaser] Clean-up and inline documentation.

This commit is contained in:
Mario Zechner 2023-04-28 13:32:17 +02:00
parent b4969465a0
commit 42626d7ff7
3 changed files with 103 additions and 50 deletions

View File

@ -9,10 +9,13 @@ class BaseSpineGameObject extends Phaser.GameObjects.GameObject {
}
}
/** A bounds provider calculates the bounding box for a skeleton, which is then assigned as the size of the SpineGameObject. */
export interface SpineGameObjectBoundsProvider {
// Returns the bounding box for the skeleton, in skeleton space.
calculateBounds (gameObject: SpineGameObject): { x: number, y: number, width: number, height: number };
}
/** A bounds provider that calculates the bounding box from the setup pose. */
export class SetupPoseBoundsProvider implements SpineGameObjectBoundsProvider {
calculateBounds (gameObject: SpineGameObject) {
if (!gameObject.skeleton) return { x: 0, y: 0, width: 0, height: 0 };
@ -26,9 +29,14 @@ export class SetupPoseBoundsProvider implements SpineGameObjectBoundsProvider {
}
}
/** A bounds provider that calculates the bounding box by taking the maximumg bounding box for a combination of skins and specific animation. */
export class SkinsAndAnimationBoundsProvider implements SpineGameObjectBoundsProvider {
/**
* @param animation The animation to use for calculating the bounds. If null, the setup pose is used.
* @param skins The skins to use for calculating the bounds. If empty, the default skin is used.
* @param timeStep The time step to use for calculating the bounds. A smaller time step means more precision, but slower calculation.
*/
constructor (private animation: string, private skins: string[] = [], private timeStep: number = 0.05) {
}
calculateBounds (gameObject: SpineGameObject): { x: number; y: number; width: number; height: number; } {
@ -75,13 +83,34 @@ export class SkinsAndAnimationBoundsProvider implements SpineGameObjectBoundsPro
}
}
/**
* A SpineGameObject is a Phaser {@link GameObject} that can be added to a Phaser Scene and render a Spine skeleton.
*
* The Spine GameObject is a thin wrapper around a Spine {@link Skeleton}, {@link AnimationState} and {@link AnimationStateData}. It is responsible for:
* - updating the animation state
* - applying the animation state to the skeleton's bones, slots, attachments, and draw order.
* - updating the skeleton's bone world transforms
* - rendering the skeleton
*
* See the {@link SpinePlugin} class for more information on how to create a `SpineGameObject`.
*
* The skeleton, animation state, and animation state data can be accessed via the repsective fields. They can be manually updated via {@link updatePose}.
*
* To modify the bone hierarchy before the world transforms are computed, a callback can be set via the {@link beforeUpdateWorldTransforms} field.
*
* To modify the bone hierarchy after the world transforms are computed, a callback can be set via the {@link afterUpdateWorldTransforms} field.
*
* The class also features methods to convert between the skeleton coordinate system and the Phaser coordinate system.
*
* See {@link skeletonToPhaserWorldCoordinates}, {@link phaserWorldCoordinatesToSkeleton}, and {@link phaserWorldCoordinatesToBoneLocal.}
*/
export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(ScrollFactorMixin(TransformMixin(VisibleMixin(AlphaMixin(BaseSpineGameObject))))))) {
blendMode = -1;
skeleton: Skeleton;
animationStateData: AnimationStateData;
animationState: AnimationState;
beforeUpdateWorldTransforms: (object: SpineGameObject) => void = () => {};
afterUpdateWorldTransforms: (object: SpineGameObject) => void = () => {};
beforeUpdateWorldTransforms: (object: SpineGameObject) => void = () => { };
afterUpdateWorldTransforms: (object: SpineGameObject) => void = () => { };
private premultipliedAlpha = false;
private _displayOriginX = 0;
private _displayOriginY = 0;
@ -97,7 +126,7 @@ export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(Scro
this.animationStateData = new AnimationStateData(this.skeleton.data);
this.animationState = new AnimationState(this.animationStateData);
this.skeleton.updateWorldTransform();
this.updateSize();
this.updateSize();
}
public get displayOriginX () {
@ -145,6 +174,7 @@ export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(Scro
this.displayOriginY = -bounds.y;
}
/** Converts a point from the skeleton coordinate system to the Phaser world coordinate system. */
skeletonToPhaserWorldCoordinates (point: { x: number, y: number }) {
let transform = this.getWorldTransformMatrix();
let a = transform.a, b = transform.b, c = transform.c, d = transform.d, tx = transform.tx, ty = transform.ty;
@ -154,6 +184,7 @@ export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(Scro
point.y = x * b + y * d + ty;
}
/** Converts a point from the Phaser world coordinate system to the skeleton coordinate system. */
phaserWorldCoordinatesToSkeleton (point: { x: number, y: number }) {
let transform = this.getWorldTransformMatrix();
transform = transform.invert();
@ -164,6 +195,7 @@ export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(Scro
point.y = x * b + y * d + ty;
}
/** Converts a point from the Phaser world coordinate system to the bone's local coordinate system. */
phaserWorldCoordinatesToBone (point: { x: number, y: number }, bone: Bone) {
this.phaserWorldCoordinatesToSkeleton(point);
if (bone.parent) {
@ -173,7 +205,11 @@ export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(Scro
}
}
updatePose(delta: number) {
/**
* Updates the {@link AnimationState}, applies it to the {@link Skeleton}, then updates the world transforms of all bones.
* @param delta The time delta in milliseconds
*/
updatePose (delta: number) {
this.animationState.update(delta / 1000);
this.animationState.apply(this.skeleton);
this.beforeUpdateWorldTransforms(this);

View File

@ -27,54 +27,69 @@
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import phaser from "phaser";
import { SPINE_ATLAS_CACHE_KEY, SPINE_CONTAINER_TYPE, SPINE_GAME_OBJECT_TYPE, SPINE_ATLAS_TEXTURE_CACHE_KEY, SPINE_SKELETON_DATA_FILE_TYPE, SPINE_ATLAS_FILE_TYPE, SPINE_SKELETON_FILE_CACHE_KEY as SPINE_SKELETON_DATA_CACHE_KEY } from "./keys";
import { AtlasAttachmentLoader, Bone, GLTexture, SceneRenderer, Skeleton, SkeletonBinary, SkeletonData, SkeletonJson, TextureAtlas } from "@esotericsoftware/spine-webgl"
import Phaser from "phaser";
import { SPINE_ATLAS_CACHE_KEY, SPINE_CONTAINER_TYPE, SPINE_GAME_OBJECT_TYPE, SPINE_SKELETON_DATA_FILE_TYPE, SPINE_ATLAS_FILE_TYPE, SPINE_SKELETON_FILE_CACHE_KEY as SPINE_SKELETON_DATA_CACHE_KEY } from "./keys";
import { AtlasAttachmentLoader, GLTexture, SceneRenderer, Skeleton, SkeletonBinary, SkeletonData, SkeletonJson, TextureAtlas } from "@esotericsoftware/spine-webgl"
import { SpineGameObject, SpineGameObjectBoundsProvider } from "./SpineGameObject";
import { CanvasTexture, SkeletonRenderer } from "@esotericsoftware/spine-canvas";
/**
* Configuration object used when creating {@link SpineGameObject} instances via a scene's
* {@link GameObjectCreator} (`Scene.make`).
*/
export interface SpineGameObjectConfig extends Phaser.Types.GameObjects.GameObjectConfig {
/** The x-position of the object, optional, default: 0 */
x?: number,
/** The y-position of the object, optional, default: 0 */
y?: number,
/** The skeleton data key */
dataKey: string,
/** The atlas key */
atlasKey: string
/** The bounds provider, optional, default: `SetupPoseBoundsProvider` */
boundsProvider?: SpineGameObjectBoundsProvider
}
/**
* {@link ScenePlugin} implementation adding Spine Runtime capabilities to a scene.
*
* The scene's {@link LoaderPlugin} (`Scene.load`) gets these additional functions:
* * `spineBinary(key: string, url: string, xhrSettings?: XHRSettingsObject)`: loads a skeleton binary `.skel` file from the `url`.
* * `spineJson(key: string, url: string, xhrSettings?: XHRSettingsObject)`: loads a skeleton binary `.skel` file from the `url`.
* * `spineAtlas(key: string, url: string, premultipliedAlpha: boolean = true, xhrSettings?: XHRSettingsObject)`: loads a texture atlas `.atlas` file from the `url` as well as its correponding texture atlas page images.
*
* The scene's {@link GameObjectFactory} (`Scene.add`) gets these additional functions:
* * `spine(x: number, y: number, dataKey: string, atlasKey: string, boundsProvider: SpineGameObjectBoundsProvider = SetupPoseBoundsProvider())`:
* creates a new {@link SpineGameObject} from the data and atlas at position `(x, y)`, using the {@link BoundsProvider} to calculate its bounding box. The object is automatically added to the scene.
*
* The scene's {@link GameObjectCreator} (`Scene.make`) gets these additional functions:
* * `spine(config: SpineGameObjectConfig)`: creates a new {@link SpineGameObject} from the given configuration object.
*
* The plugin has additional public methods to work with Spine Runtime core API objects:
* * `getAtlas(atlasKey: string)`: returns the {@link TextureAtlas} instance for the given atlas key.
* * `getSkeletonData(skeletonDataKey: string)`: returns the {@link SkeletonData} instance for the given skeleton data key.
* * `createSkeleton(skeletonDataKey: string, atlasKey: string, premultipliedAlpha: boolean = true)`: creates a new {@link Skeleton} instance from the given skeleton data and atlas key.
* * `isPremultipliedAlpha(atlasKey: string)`: returns `true` if the atlas with the given key has premultiplied alpha.
*/
export class SpinePlugin extends Phaser.Plugins.ScenePlugin {
game: Phaser.Game;
isWebGL: boolean;
gl: WebGLRenderingContext | null;
textureManager: Phaser.Textures.TextureManager;
phaserRenderer: Phaser.Renderer.Canvas.CanvasRenderer | Phaser.Renderer.WebGL.WebGLRenderer | null;
private isWebGL: boolean;
private gl: WebGLRenderingContext | null;
webGLRenderer: SceneRenderer | null;
canvasRenderer: SkeletonRenderer | null;
skeletonDataCache: Phaser.Cache.BaseCache;
atlasCache: Phaser.Cache.BaseCache;
private skeletonDataCache: Phaser.Cache.BaseCache;
private atlasCache: Phaser.Cache.BaseCache;
constructor (scene: Phaser.Scene, pluginManager: Phaser.Plugins.PluginManager, pluginKey: string) {
super(scene, pluginManager, pluginKey);
var game = this.game = pluginManager.game;
this.game = pluginManager.game;
this.isWebGL = this.game.config.renderType === 2;
this.gl = this.isWebGL ? (this.game.renderer as Phaser.Renderer.WebGL.WebGLRenderer).gl : null;
this.textureManager = this.game.textures;
this.phaserRenderer = this.game.renderer;
this.webGLRenderer = null;
this.canvasRenderer = null;
this.skeletonDataCache = this.game.cache.addCustom(SPINE_SKELETON_DATA_CACHE_KEY);
this.atlasCache = this.game.cache.addCustom(SPINE_ATLAS_CACHE_KEY);
if (!this.phaserRenderer) {
this.phaserRenderer = {
width: game.scale.width,
height: game.scale.height,
preRender: () => { },
postRender: () => { },
render: () => { },
destroy: () => { }
} as unknown as Phaser.Renderer.Canvas.CanvasRenderer;
}
let skeletonJsonFileCallback = function (this: any, key: string,
url: string,
xhrSettings: Phaser.Types.Loader.XHRSettingsObject) {
@ -84,7 +99,6 @@ export class SpinePlugin extends Phaser.Plugins.ScenePlugin {
};
pluginManager.registerFileType("spineJson", skeletonJsonFileCallback, scene);
let skeletonBinaryFileCallback = function (this: any, key: string,
url: string,
xhrSettings: Phaser.Types.Loader.XHRSettingsObject) {
@ -129,7 +143,7 @@ export class SpinePlugin extends Phaser.Plugins.ScenePlugin {
Skeleton.yDown = true;
if (this.isWebGL) {
if (!this.webGLRenderer) {
this.webGLRenderer = new SceneRenderer((this.phaserRenderer! as Phaser.Renderer.WebGL.WebGLRenderer).canvas, this.gl!, true);
this.webGLRenderer = new SceneRenderer((this.game.renderer! as Phaser.Renderer.WebGL.WebGLRenderer).canvas, this.gl!, true);
}
this.onResize();
this.game.scale.on(Phaser.Scale.Events.RESIZE, this.onResize, this);
@ -146,7 +160,7 @@ export class SpinePlugin extends Phaser.Plugins.ScenePlugin {
}
onResize () {
var phaserRenderer = this.phaserRenderer;
var phaserRenderer = this.game.renderer;
var sceneRenderer = this.webGLRenderer;
if (phaserRenderer && sceneRenderer) {
@ -177,17 +191,8 @@ export class SpinePlugin extends Phaser.Plugins.ScenePlugin {
if (this.webGLRenderer) this.webGLRenderer.dispose();
}
isAtlasPremultiplied (atlasKey: string) {
let atlasFile = this.game.cache.text.get(atlasKey);
if (!atlasFile) return false;
return atlasFile.premultipliedAlpha;
}
createSkeleton (dataKey: string, atlasKey: string) {
return new Skeleton(this.getSkeletonData(dataKey, atlasKey));
}
getAtlas(atlasKey: string) {
/** Returns the TextureAtlas instance for the given key */
getAtlas (atlasKey: string) {
let atlas: TextureAtlas;
if (this.atlasCache.exists(atlasKey)) {
atlas = this.atlasCache.get(atlasKey);
@ -198,11 +203,11 @@ export class SpinePlugin extends Phaser.Plugins.ScenePlugin {
let gl = this.gl!;
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
for (let atlasPage of atlas.pages) {
atlasPage.setTexture(new GLTexture(gl, this.textureManager.get(atlasKey + "!" + atlasPage.name).getSourceImage() as HTMLImageElement | ImageBitmap, false));
atlasPage.setTexture(new GLTexture(gl, this.game.textures.get(atlasKey + "!" + atlasPage.name).getSourceImage() as HTMLImageElement | ImageBitmap, false));
}
} else {
for (let atlasPage of atlas.pages) {
atlasPage.setTexture(new CanvasTexture(this.textureManager.get(atlasKey + "!" + atlasPage.name).getSourceImage() as HTMLImageElement | ImageBitmap));
atlasPage.setTexture(new CanvasTexture(this.game.textures.get(atlasKey + "!" + atlasPage.name).getSourceImage() as HTMLImageElement | ImageBitmap));
}
}
this.atlasCache.add(atlasKey, atlas);
@ -210,10 +215,18 @@ export class SpinePlugin extends Phaser.Plugins.ScenePlugin {
return atlas;
}
getSkeletonData(dataKey: string, atlasKey: string) {
/** Returns whether the TextureAtlas uses premultiplied alpha */
isAtlasPremultiplied (atlasKey: string) {
let atlasFile = this.game.cache.text.get(atlasKey);
if (!atlasFile) return false;
return atlasFile.premultipliedAlpha;
}
/** Returns the SkeletonData instance for the given data and atlas key */
getSkeletonData (dataKey: string, atlasKey: string) {
const atlas = this.getAtlas(atlasKey)
const combinedKey = dataKey + atlasKey;
let skeletonData: SkeletonData;
let skeletonData: SkeletonData;
if (this.skeletonDataCache.exists(combinedKey)) {
skeletonData = this.skeletonDataCache.get(combinedKey);
} else {
@ -230,14 +243,19 @@ export class SpinePlugin extends Phaser.Plugins.ScenePlugin {
}
return skeletonData;
}
/** Creates a new Skeleton instance from the data and atlas. */
createSkeleton (dataKey: string, atlasKey: string) {
return new Skeleton(this.getSkeletonData(dataKey, atlasKey));
}
}
export enum SpineSkeletonDataFileType {
enum SpineSkeletonDataFileType {
json,
binary
}
export class SpineSkeletonDataFile extends Phaser.Loader.MultiFile {
class SpineSkeletonDataFile extends Phaser.Loader.MultiFile {
constructor (loader: Phaser.Loader.LoaderPlugin, key: string, url: string, public fileType: SpineSkeletonDataFileType, xhrSettings: Phaser.Types.Loader.XHRSettingsObject) {
let file = null;
let isJson = fileType == SpineSkeletonDataFileType.json;
@ -268,7 +286,7 @@ export class SpineSkeletonDataFile extends Phaser.Loader.MultiFile {
}
}
export class SpineAtlasFile extends Phaser.Loader.MultiFile {
class SpineAtlasFile extends Phaser.Loader.MultiFile {
constructor (loader: Phaser.Loader.LoaderPlugin, key: string, url: string, public premultipliedAlpha: boolean = true, xhrSettings: Phaser.Types.Loader.XHRSettingsObject) {
super(loader, SPINE_ATLAS_FILE_TYPE, key, [
new Phaser.Loader.FileTypes.TextFile(loader, {

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