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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 15:24:55 +08:00
[phaser] Clean-up and inline documentation.
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@ -9,10 +9,13 @@ class BaseSpineGameObject extends Phaser.GameObjects.GameObject {
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}
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}
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/** A bounds provider calculates the bounding box for a skeleton, which is then assigned as the size of the SpineGameObject. */
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export interface SpineGameObjectBoundsProvider {
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// Returns the bounding box for the skeleton, in skeleton space.
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calculateBounds (gameObject: SpineGameObject): { x: number, y: number, width: number, height: number };
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}
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/** A bounds provider that calculates the bounding box from the setup pose. */
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export class SetupPoseBoundsProvider implements SpineGameObjectBoundsProvider {
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calculateBounds (gameObject: SpineGameObject) {
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if (!gameObject.skeleton) return { x: 0, y: 0, width: 0, height: 0 };
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@ -26,9 +29,14 @@ export class SetupPoseBoundsProvider implements SpineGameObjectBoundsProvider {
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}
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}
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/** A bounds provider that calculates the bounding box by taking the maximumg bounding box for a combination of skins and specific animation. */
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export class SkinsAndAnimationBoundsProvider implements SpineGameObjectBoundsProvider {
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/**
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* @param animation The animation to use for calculating the bounds. If null, the setup pose is used.
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* @param skins The skins to use for calculating the bounds. If empty, the default skin is used.
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* @param timeStep The time step to use for calculating the bounds. A smaller time step means more precision, but slower calculation.
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*/
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constructor (private animation: string, private skins: string[] = [], private timeStep: number = 0.05) {
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}
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calculateBounds (gameObject: SpineGameObject): { x: number; y: number; width: number; height: number; } {
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@ -75,13 +83,34 @@ export class SkinsAndAnimationBoundsProvider implements SpineGameObjectBoundsPro
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}
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}
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/**
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* A SpineGameObject is a Phaser {@link GameObject} that can be added to a Phaser Scene and render a Spine skeleton.
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*
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* The Spine GameObject is a thin wrapper around a Spine {@link Skeleton}, {@link AnimationState} and {@link AnimationStateData}. It is responsible for:
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* - updating the animation state
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* - applying the animation state to the skeleton's bones, slots, attachments, and draw order.
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* - updating the skeleton's bone world transforms
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* - rendering the skeleton
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*
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* See the {@link SpinePlugin} class for more information on how to create a `SpineGameObject`.
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*
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* The skeleton, animation state, and animation state data can be accessed via the repsective fields. They can be manually updated via {@link updatePose}.
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*
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* To modify the bone hierarchy before the world transforms are computed, a callback can be set via the {@link beforeUpdateWorldTransforms} field.
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*
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* To modify the bone hierarchy after the world transforms are computed, a callback can be set via the {@link afterUpdateWorldTransforms} field.
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*
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* The class also features methods to convert between the skeleton coordinate system and the Phaser coordinate system.
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*
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* See {@link skeletonToPhaserWorldCoordinates}, {@link phaserWorldCoordinatesToSkeleton}, and {@link phaserWorldCoordinatesToBoneLocal.}
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*/
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export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(ScrollFactorMixin(TransformMixin(VisibleMixin(AlphaMixin(BaseSpineGameObject))))))) {
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blendMode = -1;
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skeleton: Skeleton;
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animationStateData: AnimationStateData;
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animationState: AnimationState;
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beforeUpdateWorldTransforms: (object: SpineGameObject) => void = () => {};
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afterUpdateWorldTransforms: (object: SpineGameObject) => void = () => {};
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beforeUpdateWorldTransforms: (object: SpineGameObject) => void = () => { };
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afterUpdateWorldTransforms: (object: SpineGameObject) => void = () => { };
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private premultipliedAlpha = false;
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private _displayOriginX = 0;
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private _displayOriginY = 0;
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@ -97,7 +126,7 @@ export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(Scro
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this.animationStateData = new AnimationStateData(this.skeleton.data);
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this.animationState = new AnimationState(this.animationStateData);
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this.skeleton.updateWorldTransform();
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this.updateSize();
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this.updateSize();
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}
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public get displayOriginX () {
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@ -145,6 +174,7 @@ export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(Scro
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this.displayOriginY = -bounds.y;
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}
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/** Converts a point from the skeleton coordinate system to the Phaser world coordinate system. */
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skeletonToPhaserWorldCoordinates (point: { x: number, y: number }) {
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let transform = this.getWorldTransformMatrix();
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let a = transform.a, b = transform.b, c = transform.c, d = transform.d, tx = transform.tx, ty = transform.ty;
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@ -154,6 +184,7 @@ export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(Scro
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point.y = x * b + y * d + ty;
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}
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/** Converts a point from the Phaser world coordinate system to the skeleton coordinate system. */
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phaserWorldCoordinatesToSkeleton (point: { x: number, y: number }) {
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let transform = this.getWorldTransformMatrix();
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transform = transform.invert();
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@ -164,6 +195,7 @@ export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(Scro
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point.y = x * b + y * d + ty;
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}
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/** Converts a point from the Phaser world coordinate system to the bone's local coordinate system. */
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phaserWorldCoordinatesToBone (point: { x: number, y: number }, bone: Bone) {
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this.phaserWorldCoordinatesToSkeleton(point);
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if (bone.parent) {
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@ -173,7 +205,11 @@ export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(Scro
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}
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}
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updatePose(delta: number) {
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/**
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* Updates the {@link AnimationState}, applies it to the {@link Skeleton}, then updates the world transforms of all bones.
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* @param delta The time delta in milliseconds
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*/
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updatePose (delta: number) {
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this.animationState.update(delta / 1000);
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this.animationState.apply(this.skeleton);
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this.beforeUpdateWorldTransforms(this);
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@ -27,54 +27,69 @@
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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import phaser from "phaser";
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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";
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import { AtlasAttachmentLoader, Bone, GLTexture, SceneRenderer, Skeleton, SkeletonBinary, SkeletonData, SkeletonJson, TextureAtlas } from "@esotericsoftware/spine-webgl"
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import Phaser from "phaser";
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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";
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import { AtlasAttachmentLoader, GLTexture, SceneRenderer, Skeleton, SkeletonBinary, SkeletonData, SkeletonJson, TextureAtlas } from "@esotericsoftware/spine-webgl"
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import { SpineGameObject, SpineGameObjectBoundsProvider } from "./SpineGameObject";
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import { CanvasTexture, SkeletonRenderer } from "@esotericsoftware/spine-canvas";
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/**
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* Configuration object used when creating {@link SpineGameObject} instances via a scene's
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* {@link GameObjectCreator} (`Scene.make`).
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*/
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export interface SpineGameObjectConfig extends Phaser.Types.GameObjects.GameObjectConfig {
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/** The x-position of the object, optional, default: 0 */
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x?: number,
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/** The y-position of the object, optional, default: 0 */
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y?: number,
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/** The skeleton data key */
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dataKey: string,
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/** The atlas key */
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atlasKey: string
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/** The bounds provider, optional, default: `SetupPoseBoundsProvider` */
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boundsProvider?: SpineGameObjectBoundsProvider
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}
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/**
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* {@link ScenePlugin} implementation adding Spine Runtime capabilities to a scene.
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*
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* The scene's {@link LoaderPlugin} (`Scene.load`) gets these additional functions:
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* * `spineBinary(key: string, url: string, xhrSettings?: XHRSettingsObject)`: loads a skeleton binary `.skel` file from the `url`.
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* * `spineJson(key: string, url: string, xhrSettings?: XHRSettingsObject)`: loads a skeleton binary `.skel` file from the `url`.
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* * `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.
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*
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* The scene's {@link GameObjectFactory} (`Scene.add`) gets these additional functions:
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* * `spine(x: number, y: number, dataKey: string, atlasKey: string, boundsProvider: SpineGameObjectBoundsProvider = SetupPoseBoundsProvider())`:
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* 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.
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*
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* The scene's {@link GameObjectCreator} (`Scene.make`) gets these additional functions:
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* * `spine(config: SpineGameObjectConfig)`: creates a new {@link SpineGameObject} from the given configuration object.
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*
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* The plugin has additional public methods to work with Spine Runtime core API objects:
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* * `getAtlas(atlasKey: string)`: returns the {@link TextureAtlas} instance for the given atlas key.
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* * `getSkeletonData(skeletonDataKey: string)`: returns the {@link SkeletonData} instance for the given skeleton data key.
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* * `createSkeleton(skeletonDataKey: string, atlasKey: string, premultipliedAlpha: boolean = true)`: creates a new {@link Skeleton} instance from the given skeleton data and atlas key.
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* * `isPremultipliedAlpha(atlasKey: string)`: returns `true` if the atlas with the given key has premultiplied alpha.
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*/
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export class SpinePlugin extends Phaser.Plugins.ScenePlugin {
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game: Phaser.Game;
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isWebGL: boolean;
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gl: WebGLRenderingContext | null;
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textureManager: Phaser.Textures.TextureManager;
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phaserRenderer: Phaser.Renderer.Canvas.CanvasRenderer | Phaser.Renderer.WebGL.WebGLRenderer | null;
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private isWebGL: boolean;
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private gl: WebGLRenderingContext | null;
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webGLRenderer: SceneRenderer | null;
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canvasRenderer: SkeletonRenderer | null;
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skeletonDataCache: Phaser.Cache.BaseCache;
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atlasCache: Phaser.Cache.BaseCache;
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private skeletonDataCache: Phaser.Cache.BaseCache;
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private atlasCache: Phaser.Cache.BaseCache;
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constructor (scene: Phaser.Scene, pluginManager: Phaser.Plugins.PluginManager, pluginKey: string) {
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super(scene, pluginManager, pluginKey);
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var game = this.game = pluginManager.game;
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this.game = pluginManager.game;
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this.isWebGL = this.game.config.renderType === 2;
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this.gl = this.isWebGL ? (this.game.renderer as Phaser.Renderer.WebGL.WebGLRenderer).gl : null;
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this.textureManager = this.game.textures;
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this.phaserRenderer = this.game.renderer;
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this.webGLRenderer = null;
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this.canvasRenderer = null;
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this.skeletonDataCache = this.game.cache.addCustom(SPINE_SKELETON_DATA_CACHE_KEY);
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this.atlasCache = this.game.cache.addCustom(SPINE_ATLAS_CACHE_KEY);
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if (!this.phaserRenderer) {
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this.phaserRenderer = {
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width: game.scale.width,
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height: game.scale.height,
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preRender: () => { },
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postRender: () => { },
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render: () => { },
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destroy: () => { }
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} as unknown as Phaser.Renderer.Canvas.CanvasRenderer;
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}
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let skeletonJsonFileCallback = function (this: any, key: string,
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url: string,
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xhrSettings: Phaser.Types.Loader.XHRSettingsObject) {
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@ -84,7 +99,6 @@ export class SpinePlugin extends Phaser.Plugins.ScenePlugin {
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};
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pluginManager.registerFileType("spineJson", skeletonJsonFileCallback, scene);
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let skeletonBinaryFileCallback = function (this: any, key: string,
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url: string,
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xhrSettings: Phaser.Types.Loader.XHRSettingsObject) {
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@ -129,7 +143,7 @@ export class SpinePlugin extends Phaser.Plugins.ScenePlugin {
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Skeleton.yDown = true;
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if (this.isWebGL) {
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if (!this.webGLRenderer) {
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this.webGLRenderer = new SceneRenderer((this.phaserRenderer! as Phaser.Renderer.WebGL.WebGLRenderer).canvas, this.gl!, true);
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this.webGLRenderer = new SceneRenderer((this.game.renderer! as Phaser.Renderer.WebGL.WebGLRenderer).canvas, this.gl!, true);
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}
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this.onResize();
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this.game.scale.on(Phaser.Scale.Events.RESIZE, this.onResize, this);
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@ -146,7 +160,7 @@ export class SpinePlugin extends Phaser.Plugins.ScenePlugin {
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}
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onResize () {
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var phaserRenderer = this.phaserRenderer;
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var phaserRenderer = this.game.renderer;
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var sceneRenderer = this.webGLRenderer;
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if (phaserRenderer && sceneRenderer) {
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@ -177,17 +191,8 @@ export class SpinePlugin extends Phaser.Plugins.ScenePlugin {
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if (this.webGLRenderer) this.webGLRenderer.dispose();
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}
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isAtlasPremultiplied (atlasKey: string) {
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let atlasFile = this.game.cache.text.get(atlasKey);
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if (!atlasFile) return false;
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return atlasFile.premultipliedAlpha;
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}
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createSkeleton (dataKey: string, atlasKey: string) {
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return new Skeleton(this.getSkeletonData(dataKey, atlasKey));
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}
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getAtlas(atlasKey: string) {
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/** Returns the TextureAtlas instance for the given key */
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getAtlas (atlasKey: string) {
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let atlas: TextureAtlas;
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if (this.atlasCache.exists(atlasKey)) {
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atlas = this.atlasCache.get(atlasKey);
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@ -198,11 +203,11 @@ export class SpinePlugin extends Phaser.Plugins.ScenePlugin {
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let gl = this.gl!;
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gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
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for (let atlasPage of atlas.pages) {
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atlasPage.setTexture(new GLTexture(gl, this.textureManager.get(atlasKey + "!" + atlasPage.name).getSourceImage() as HTMLImageElement | ImageBitmap, false));
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atlasPage.setTexture(new GLTexture(gl, this.game.textures.get(atlasKey + "!" + atlasPage.name).getSourceImage() as HTMLImageElement | ImageBitmap, false));
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}
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} else {
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for (let atlasPage of atlas.pages) {
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atlasPage.setTexture(new CanvasTexture(this.textureManager.get(atlasKey + "!" + atlasPage.name).getSourceImage() as HTMLImageElement | ImageBitmap));
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atlasPage.setTexture(new CanvasTexture(this.game.textures.get(atlasKey + "!" + atlasPage.name).getSourceImage() as HTMLImageElement | ImageBitmap));
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}
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}
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this.atlasCache.add(atlasKey, atlas);
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@ -210,10 +215,18 @@ export class SpinePlugin extends Phaser.Plugins.ScenePlugin {
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return atlas;
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}
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getSkeletonData(dataKey: string, atlasKey: string) {
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/** Returns whether the TextureAtlas uses premultiplied alpha */
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isAtlasPremultiplied (atlasKey: string) {
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let atlasFile = this.game.cache.text.get(atlasKey);
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if (!atlasFile) return false;
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return atlasFile.premultipliedAlpha;
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}
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/** Returns the SkeletonData instance for the given data and atlas key */
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getSkeletonData (dataKey: string, atlasKey: string) {
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const atlas = this.getAtlas(atlasKey)
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const combinedKey = dataKey + atlasKey;
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let skeletonData: SkeletonData;
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let skeletonData: SkeletonData;
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if (this.skeletonDataCache.exists(combinedKey)) {
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skeletonData = this.skeletonDataCache.get(combinedKey);
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} else {
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@ -230,14 +243,19 @@ export class SpinePlugin extends Phaser.Plugins.ScenePlugin {
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}
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return skeletonData;
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}
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/** Creates a new Skeleton instance from the data and atlas. */
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createSkeleton (dataKey: string, atlasKey: string) {
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return new Skeleton(this.getSkeletonData(dataKey, atlasKey));
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}
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}
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export enum SpineSkeletonDataFileType {
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enum SpineSkeletonDataFileType {
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json,
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binary
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}
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export class SpineSkeletonDataFile extends Phaser.Loader.MultiFile {
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class SpineSkeletonDataFile extends Phaser.Loader.MultiFile {
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constructor (loader: Phaser.Loader.LoaderPlugin, key: string, url: string, public fileType: SpineSkeletonDataFileType, xhrSettings: Phaser.Types.Loader.XHRSettingsObject) {
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let file = null;
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let isJson = fileType == SpineSkeletonDataFileType.json;
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@ -268,7 +286,7 @@ export class SpineSkeletonDataFile extends Phaser.Loader.MultiFile {
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}
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}
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export class SpineAtlasFile extends Phaser.Loader.MultiFile {
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class SpineAtlasFile extends Phaser.Loader.MultiFile {
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constructor (loader: Phaser.Loader.LoaderPlugin, key: string, url: string, public premultipliedAlpha: boolean = true, xhrSettings: Phaser.Types.Loader.XHRSettingsObject) {
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super(loader, SPINE_ATLAS_FILE_TYPE, key, [
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new Phaser.Loader.FileTypes.TextFile(loader, {
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@ -1,6 +1,5 @@
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export const SPINE_SKELETON_FILE_CACHE_KEY = "esotericsoftware.spine.skeletonFile.cache";
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export const SPINE_ATLAS_CACHE_KEY = "esotericsoftware.spine.atlas.cache";
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export const SPINE_ATLAS_TEXTURE_CACHE_KEY = "esotericsoftware.spine.atlas.texture.cache";
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export const SPINE_LOADER_TYPE = "spine";
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export const SPINE_SKELETON_DATA_FILE_TYPE = "spineSkeletonData";
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export const SPINE_ATLAS_FILE_TYPE = "spineAtlasData";
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