mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
[ts][phaser-v3][phaser-v4] Aligned bounds and skeleton when gameobject origin is moved. Add AABBRectangleBoundsProvider.
This commit is contained in:
parent
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@ -72,6 +72,9 @@
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<li>
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<a href="/spine-phaser-v4/example/bounds-test.html">Bounds test</a> - (<a href="/spine-phaser-v3/example/bounds-test.html">v3</a>)
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</li>
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<li>
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<a href="/spine-phaser-v4/example/move-origin.html">Move origin</a> - (<a href="/spine-phaser-v3/example/move-origin.html">v3</a>)
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</li>
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<li>
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<a href="/spine-phaser-v4/example/visibility-test.html">Visibility test</a> - (<a href="/spine-phaser-v3/example/visibility-test.html">v3</a>)
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</li>
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BIN
spine-ts/spine-phaser-v3/example/block.png
Normal file
BIN
spine-ts/spine-phaser-v3/example/block.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 19 KiB |
147
spine-ts/spine-phaser-v3/example/move-origin.html
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147
spine-ts/spine-phaser-v3/example/move-origin.html
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@ -0,0 +1,147 @@
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<meta http-equiv="X-UA-Compatible" content="IE=edge" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<script src="//cdn.jsdelivr.net/npm/phaser@3.60.0/dist/phaser.js"></script>
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<script src="../dist/iife/spine-phaser-v3.js"></script>
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<link rel="stylesheet" href="../../index.css" />
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<title>Spine Phaser Example</title>
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</head>
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<body class="p-4 flex flex-col items-center">
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<h1>Move origin</h1>
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<h2>Demonstrate moving origin of Spine Gameobject, behaves like a sprite</h2>
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</body>
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<script>
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let cursors;
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let spineboy;
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const levelWidth = 800;
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const levelHeight = 600;
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class BasicExample extends Phaser.Scene {
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preload() {
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this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
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this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
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this.load.image("block", "block.png");
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}
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create() {
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const graphics = this.add.graphics();
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const width = levelWidth / 5;
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const height = levelHeight / 4;
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let cells = [];
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for (let i = 0; i < levelWidth / width; i++) {
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for (let j = 0; j < levelHeight / height; j++) {
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const x = i * width;
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const y = j * height;
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cells.push({ x, y });
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graphics.lineStyle(1, 0x00ff00, .5);
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graphics.strokeRect(x, y, width, height);
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graphics.beginPath();
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graphics.moveTo(x, y);
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graphics.lineTo(x + width, y + height);
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graphics.moveTo(x + width, y);
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graphics.lineTo(x, y + height);
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graphics.closePath();
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graphics.strokePath();
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}
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}
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let animations = undefined;
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let prevWidth = 0;
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let prevHeight = 0;
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cells.forEach(({ x, y }, i) => {
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let gameobject;
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let animation;
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if (i % 2 === 1) {
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gameobject = this.add.image(x, y, "block");
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gameobject.displayWidth = prevWidth;
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gameobject.displayHeight = prevHeight;
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} else {
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animation = animations ? animations[i % animations.length].name : "aim";
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gameobject = this.add.spine(x, y, "spineboy-data", "spineboy-atlas", new spine.SkinsAndAnimationBoundsProvider(animation, undefined, undefined, true));
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if (!animations) animations = gameobject.skeleton.data.animations;
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gameobject.animationState.setAnimation(0, animation, true);
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let ratio = gameobject.width / gameobject.height;
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if (ratio > 1) {
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gameobject.displayHeight = height / ratio;
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gameobject.displayWidth = width;
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} else {
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gameobject.displayWidth = ratio * height;
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gameobject.displayHeight = height;
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}
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prevWidth = gameobject.displayWidth;
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prevHeight = gameobject.displayHeight;
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}
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// moving origin at the center of the cell, we're still able to align spineboy and keep gameobject bounds align with the drawn skeleton
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const origin = 1 / (cells.length / 2 - 1) * Math.floor(i / 2)
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gameobject.setOrigin(origin)
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gameobject.x += width / 2 - gameobject.displayWidth * (0.5 - origin);
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gameobject.y += height / 2 - gameobject.displayHeight * (0.5 - origin);
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const graphics = this.add.graphics();
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const rect = new Phaser.Geom.Rectangle(
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gameobject.x - gameobject.displayOriginX * gameobject.scaleX,
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gameobject.y - gameobject.displayOriginY * gameobject.scaleY,
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gameobject.width * gameobject.scaleX,
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gameobject.height * gameobject.scaleY,
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);
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const defaultGraphicsElements = () => {
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graphics.clear();
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graphics.lineStyle(7, 0x0000ff, .75);
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graphics.strokeRectShape(rect);
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graphics.fillStyle(0xffff00, 10);
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graphics.fillCircle(gameobject.x, gameobject.y, 10);
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graphics.fillStyle(0xff5500, 1);
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graphics.fillCircle(gameobject.x - gameobject.displayOriginX * gameobject.scaleX, gameobject.y - gameobject.displayOriginY * gameobject.scaleY, 5);
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graphics.lineStyle(3, 0xffffff, 1);
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graphics.lineBetween(gameobject.x, gameobject.y, gameobject.x + gameobject.displayOriginX * gameobject.scaleX, gameobject.y + gameobject.displayOriginY * gameobject.scaleY);
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}
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defaultGraphicsElements();
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// interactions bounds are aligned with gameobject bounds
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gameobject.setInteractive();
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this.input.enableDebug(gameobject, 0xff00ff);
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gameobject.on("pointerover", () => {
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defaultGraphicsElements();
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graphics.fillStyle(0x00ff00, .25);
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graphics.fillRectShape(rect);
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graphics.fillStyle(0xff5500, 1);
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});
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gameobject.on("pointerout", () => defaultGraphicsElements());
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})
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}
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}
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new Phaser.Game({
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type: Phaser.AUTO,
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width: levelWidth,
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height: levelHeight,
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type: Phaser.WEBGL,
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scene: [BasicExample],
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plugins: {
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scene: [
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{
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key: "spine.SpinePlugin",
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plugin: spine.SpinePlugin,
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mapping: "spine",
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},
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],
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},
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});
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</script>
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</html>
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@ -68,6 +68,19 @@ export interface SpineGameObjectBoundsProvider {
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};
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}
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/** A bounds provider that provides a fixed size given by the user. */
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export class AABBRectangleBoundsProvider implements SpineGameObjectBoundsProvider {
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constructor (
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private x: number,
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private y: number,
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private width: number,
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private height: number,
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) { }
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calculateBounds () {
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return { x: this.x, y: this.y, width: this.width, height: this.height };
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}
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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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/**
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@ -215,6 +228,8 @@ export class SpineGameObject extends DepthMixin(
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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 offsetX = 0;
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private offsetY = 0;
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constructor (
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scene: Phaser.Scene,
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@ -239,13 +254,11 @@ export class SpineGameObject extends DepthMixin(
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updateSize () {
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if (!this.skeleton) return;
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let bounds = this.boundsProvider.calculateBounds(this);
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// For some reason the TS compiler and the ComputedSize mixin don't work well together and we have
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// to cast to any.
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let self = this as any;
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self.width = bounds.width;
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self.height = bounds.height;
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this.displayOriginX = -bounds.x;
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this.displayOriginY = -bounds.y;
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this.width = bounds.width;
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this.height = bounds.height;
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this.setDisplayOrigin(-bounds.x, -bounds.y);
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this.offsetX = -bounds.x;
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this.offsetY = -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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@ -355,17 +368,21 @@ export class SpineGameObject extends DepthMixin(
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d = transform.d,
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tx = transform.tx,
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ty = transform.ty;
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let offsetX = (src.offsetX - src.displayOriginX) * src.scaleX;
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let offsetY = (src.offsetY - src.displayOriginY) * src.scaleY;
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sceneRenderer.drawSkeleton(
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this.skeleton,
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this.premultipliedAlpha,
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src.skeleton,
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src.premultipliedAlpha,
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-1,
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-1,
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(vertices, numVertices, stride) => {
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for (let i = 0; i < numVertices; i += stride) {
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let vx = vertices[i];
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let vy = vertices[i + 1];
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vertices[i] = vx * a + vy * c + tx;
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vertices[i + 1] = vx * b + vy * d + ty;
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vertices[i] = vx * a + vy * c + tx + offsetX;
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vertices[i + 1] = vx * b + vy * d + ty + offsetY;
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}
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}
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);
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BIN
spine-ts/spine-phaser-v4/example/block.png
Normal file
BIN
spine-ts/spine-phaser-v4/example/block.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 19 KiB |
147
spine-ts/spine-phaser-v4/example/move-origin.html
Normal file
147
spine-ts/spine-phaser-v4/example/move-origin.html
Normal file
@ -0,0 +1,147 @@
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<meta http-equiv="X-UA-Compatible" content="IE=edge" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<script src="//cdn.jsdelivr.net/npm/phaser@4.0.0-rc.1/dist/phaser.js"></script>
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<script src="../dist/iife/spine-phaser-v4.js"></script>
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<link rel="stylesheet" href="../../index.css" />
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<title>Spine Phaser Example</title>
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</head>
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<body class="p-4 flex flex-col items-center">
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<h1>Move origin</h1>
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<h2>Demonstrate moving origin of Spine Gameobject, behaves like a sprite</h2>
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</body>
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<script>
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let cursors;
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let spineboy;
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const levelWidth = 800;
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const levelHeight = 600;
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class BasicExample extends Phaser.Scene {
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preload() {
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this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
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this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
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this.load.image("block", "block.png");
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}
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create() {
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const graphics = this.add.graphics();
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const width = levelWidth / 5;
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const height = levelHeight / 4;
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let cells = [];
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for (let i = 0; i < levelWidth / width; i++) {
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for (let j = 0; j < levelHeight / height; j++) {
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const x = i * width;
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const y = j * height;
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cells.push({ x, y });
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graphics.lineStyle(1, 0x00ff00, .5);
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graphics.strokeRect(x, y, width, height);
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graphics.beginPath();
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graphics.moveTo(x, y);
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graphics.lineTo(x + width, y + height);
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graphics.moveTo(x + width, y);
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graphics.lineTo(x, y + height);
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graphics.closePath();
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graphics.strokePath();
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}
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}
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let animations = undefined;
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let prevWidth = 0;
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let prevHeight = 0;
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cells.forEach(({ x, y }, i) => {
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let gameobject;
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let animation;
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if (i % 2 === 1) {
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gameobject = this.add.image(x, y, "block");
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gameobject.displayWidth = prevWidth;
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gameobject.displayHeight = prevHeight;
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} else {
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animation = animations ? animations[i % animations.length].name : "aim";
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gameobject = this.add.spine(x, y, "spineboy-data", "spineboy-atlas", new spine.SkinsAndAnimationBoundsProvider(animation, undefined, undefined, true));
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if (!animations) animations = gameobject.skeleton.data.animations;
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gameobject.animationState.setAnimation(0, animation, true);
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let ratio = gameobject.width / gameobject.height;
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if (ratio > 1) {
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gameobject.displayHeight = height / ratio;
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gameobject.displayWidth = width;
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} else {
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gameobject.displayWidth = ratio * height;
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gameobject.displayHeight = height;
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}
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prevWidth = gameobject.displayWidth;
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prevHeight = gameobject.displayHeight;
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}
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// moving origin at the center of the cell, we're still able to align spineboy and keep gameobject bounds align with the drawn skeleton
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const origin = 1 / (cells.length / 2 - 1) * Math.floor(i / 2)
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gameobject.setOrigin(origin)
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gameobject.x += width / 2 - gameobject.displayWidth * (0.5 - origin);
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gameobject.y += height / 2 - gameobject.displayHeight * (0.5 - origin);
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const graphics = this.add.graphics();
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const rect = new Phaser.Geom.Rectangle(
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gameobject.x - gameobject.displayOriginX * gameobject.scaleX,
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gameobject.y - gameobject.displayOriginY * gameobject.scaleY,
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gameobject.width * gameobject.scaleX,
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gameobject.height * gameobject.scaleY,
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);
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const defaultGraphicsElements = () => {
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graphics.clear();
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graphics.lineStyle(7, 0x0000ff, .75);
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graphics.strokeRectShape(rect);
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graphics.fillStyle(0xffff00, 10);
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graphics.fillCircle(gameobject.x, gameobject.y, 10);
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graphics.fillStyle(0xff5500, 1);
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graphics.fillCircle(gameobject.x - gameobject.displayOriginX * gameobject.scaleX, gameobject.y - gameobject.displayOriginY * gameobject.scaleY, 5);
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graphics.lineStyle(3, 0xffffff, 1);
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graphics.lineBetween(gameobject.x, gameobject.y, gameobject.x + gameobject.displayOriginX * gameobject.scaleX, gameobject.y + gameobject.displayOriginY * gameobject.scaleY);
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}
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defaultGraphicsElements();
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// interactions bounds are aligned with gameobject bounds
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gameobject.setInteractive();
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this.input.enableDebug(gameobject, 0xff00ff);
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gameobject.on("pointerover", () => {
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defaultGraphicsElements();
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graphics.fillStyle(0x00ff00, .25);
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graphics.fillRectShape(rect);
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graphics.fillStyle(0xff5500, 1);
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});
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gameobject.on("pointerout", () => defaultGraphicsElements());
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})
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}
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}
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new Phaser.Game({
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type: Phaser.AUTO,
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width: levelWidth,
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height: levelHeight,
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type: Phaser.WEBGL,
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scene: [BasicExample],
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plugins: {
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scene: [
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{
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key: "spine.SpinePlugin",
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plugin: spine.SpinePlugin,
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mapping: "spine",
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},
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],
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},
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});
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</script>
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</html>
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@ -68,6 +68,19 @@ export interface SpineGameObjectBoundsProvider {
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};
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}
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/** A bounds provider that provides a fixed size given by the user. */
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export class AABBRectangleBoundsProvider implements SpineGameObjectBoundsProvider {
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constructor (
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private x: number,
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private y: number,
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private width: number,
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private height: number,
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) { }
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calculateBounds () {
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return { x: this.x, y: this.y, width: this.width, height: this.height };
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}
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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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/**
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@ -215,6 +228,8 @@ export class SpineGameObject extends DepthMixin(
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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 offsetX = 0;
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private offsetY = 0;
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constructor (
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scene: Phaser.Scene,
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@ -239,13 +254,11 @@ export class SpineGameObject extends DepthMixin(
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updateSize () {
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if (!this.skeleton) return;
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let bounds = this.boundsProvider.calculateBounds(this);
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// For some reason the TS compiler and the ComputedSize mixin don't work well together and we have
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// to cast to any.
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let self = this as any;
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self.width = bounds.width;
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self.height = bounds.height;
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this.displayOriginX = -bounds.x;
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this.displayOriginY = -bounds.y;
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this.width = bounds.width;
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this.height = bounds.height;
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this.setDisplayOrigin(-bounds.x, -bounds.y);
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this.offsetX = -bounds.x;
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this.offsetY = -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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@ -374,6 +387,10 @@ export class SpineGameObject extends DepthMixin(
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d = transform.d,
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tx = transform.tx,
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ty = transform.ty;
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let offsetX = (src.offsetX - src.displayOriginX) * src.scaleX;
|
||||
let offsetY = (src.offsetY - src.displayOriginY) * src.scaleY;
|
||||
|
||||
sceneRenderer.drawSkeleton(
|
||||
src.skeleton,
|
||||
src.premultipliedAlpha,
|
||||
@ -383,8 +400,8 @@ export class SpineGameObject extends DepthMixin(
|
||||
for (let i = 0; i < numVertices; i += stride) {
|
||||
let vx = vertices[i];
|
||||
let vy = vertices[i + 1];
|
||||
vertices[i] = vx * a + vy * c + tx;
|
||||
vertices[i + 1] = vx * b + vy * d + ty;
|
||||
vertices[i] = vx * a + vy * c + tx + offsetX;
|
||||
vertices[i + 1] = vx * b + vy * d + ty + offsetY;
|
||||
}
|
||||
}
|
||||
);
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user