[ts][phaser-v3][phaser-v4] Aligned bounds and skeleton when gameobject origin is moved. Add AABBRectangleBoundsProvider.

This commit is contained in:
Davide Tantillo 2025-04-23 12:23:48 +02:00
parent 29bfbd568d
commit 62b5fc9e86
7 changed files with 351 additions and 20 deletions

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@ -72,6 +72,9 @@
<li>
<a href="/spine-phaser-v4/example/bounds-test.html">Bounds test</a> - (<a href="/spine-phaser-v3/example/bounds-test.html">v3</a>)
</li>
<li>
<a href="/spine-phaser-v4/example/move-origin.html">Move origin</a> - (<a href="/spine-phaser-v3/example/move-origin.html">v3</a>)
</li>
<li>
<a href="/spine-phaser-v4/example/visibility-test.html">Visibility test</a> - (<a href="/spine-phaser-v3/example/visibility-test.html">v3</a>)
</li>

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@ -0,0 +1,147 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta http-equiv="X-UA-Compatible" content="IE=edge" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<script src="//cdn.jsdelivr.net/npm/phaser@3.60.0/dist/phaser.js"></script>
<script src="../dist/iife/spine-phaser-v3.js"></script>
<link rel="stylesheet" href="../../index.css" />
<title>Spine Phaser Example</title>
</head>
<body class="p-4 flex flex-col items-center">
<h1>Move origin</h1>
<h2>Demonstrate moving origin of Spine Gameobject, behaves like a sprite</h2>
</body>
<script>
let cursors;
let spineboy;
const levelWidth = 800;
const levelHeight = 600;
class BasicExample extends Phaser.Scene {
preload() {
this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
this.load.image("block", "block.png");
}
create() {
const graphics = this.add.graphics();
const width = levelWidth / 5;
const height = levelHeight / 4;
let cells = [];
for (let i = 0; i < levelWidth / width; i++) {
for (let j = 0; j < levelHeight / height; j++) {
const x = i * width;
const y = j * height;
cells.push({ x, y });
graphics.lineStyle(1, 0x00ff00, .5);
graphics.strokeRect(x, y, width, height);
graphics.beginPath();
graphics.moveTo(x, y);
graphics.lineTo(x + width, y + height);
graphics.moveTo(x + width, y);
graphics.lineTo(x, y + height);
graphics.closePath();
graphics.strokePath();
}
}
let animations = undefined;
let prevWidth = 0;
let prevHeight = 0;
cells.forEach(({ x, y }, i) => {
let gameobject;
let animation;
if (i % 2 === 1) {
gameobject = this.add.image(x, y, "block");
gameobject.displayWidth = prevWidth;
gameobject.displayHeight = prevHeight;
} else {
animation = animations ? animations[i % animations.length].name : "aim";
gameobject = this.add.spine(x, y, "spineboy-data", "spineboy-atlas", new spine.SkinsAndAnimationBoundsProvider(animation, undefined, undefined, true));
if (!animations) animations = gameobject.skeleton.data.animations;
gameobject.animationState.setAnimation(0, animation, true);
let ratio = gameobject.width / gameobject.height;
if (ratio > 1) {
gameobject.displayHeight = height / ratio;
gameobject.displayWidth = width;
} else {
gameobject.displayWidth = ratio * height;
gameobject.displayHeight = height;
}
prevWidth = gameobject.displayWidth;
prevHeight = gameobject.displayHeight;
}
// moving origin at the center of the cell, we're still able to align spineboy and keep gameobject bounds align with the drawn skeleton
const origin = 1 / (cells.length / 2 - 1) * Math.floor(i / 2)
gameobject.setOrigin(origin)
gameobject.x += width / 2 - gameobject.displayWidth * (0.5 - origin);
gameobject.y += height / 2 - gameobject.displayHeight * (0.5 - origin);
const graphics = this.add.graphics();
const rect = new Phaser.Geom.Rectangle(
gameobject.x - gameobject.displayOriginX * gameobject.scaleX,
gameobject.y - gameobject.displayOriginY * gameobject.scaleY,
gameobject.width * gameobject.scaleX,
gameobject.height * gameobject.scaleY,
);
const defaultGraphicsElements = () => {
graphics.clear();
graphics.lineStyle(7, 0x0000ff, .75);
graphics.strokeRectShape(rect);
graphics.fillStyle(0xffff00, 10);
graphics.fillCircle(gameobject.x, gameobject.y, 10);
graphics.fillStyle(0xff5500, 1);
graphics.fillCircle(gameobject.x - gameobject.displayOriginX * gameobject.scaleX, gameobject.y - gameobject.displayOriginY * gameobject.scaleY, 5);
graphics.lineStyle(3, 0xffffff, 1);
graphics.lineBetween(gameobject.x, gameobject.y, gameobject.x + gameobject.displayOriginX * gameobject.scaleX, gameobject.y + gameobject.displayOriginY * gameobject.scaleY);
}
defaultGraphicsElements();
// interactions bounds are aligned with gameobject bounds
gameobject.setInteractive();
this.input.enableDebug(gameobject, 0xff00ff);
gameobject.on("pointerover", () => {
defaultGraphicsElements();
graphics.fillStyle(0x00ff00, .25);
graphics.fillRectShape(rect);
graphics.fillStyle(0xff5500, 1);
});
gameobject.on("pointerout", () => defaultGraphicsElements());
})
}
}
new Phaser.Game({
type: Phaser.AUTO,
width: levelWidth,
height: levelHeight,
type: Phaser.WEBGL,
scene: [BasicExample],
plugins: {
scene: [
{
key: "spine.SpinePlugin",
plugin: spine.SpinePlugin,
mapping: "spine",
},
],
},
});
</script>
</html>

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@ -68,6 +68,19 @@ export interface SpineGameObjectBoundsProvider {
};
}
/** A bounds provider that provides a fixed size given by the user. */
export class AABBRectangleBoundsProvider implements SpineGameObjectBoundsProvider {
constructor (
private x: number,
private y: number,
private width: number,
private height: number,
) { }
calculateBounds () {
return { x: this.x, y: this.y, width: this.width, height: this.height };
}
}
/** A bounds provider that calculates the bounding box from the setup pose. */
export class SetupPoseBoundsProvider implements SpineGameObjectBoundsProvider {
/**
@ -215,6 +228,8 @@ export class SpineGameObject extends DepthMixin(
beforeUpdateWorldTransforms: (object: SpineGameObject) => void = () => { };
afterUpdateWorldTransforms: (object: SpineGameObject) => void = () => { };
private premultipliedAlpha = false;
private offsetX = 0;
private offsetY = 0;
constructor (
scene: Phaser.Scene,
@ -239,13 +254,11 @@ export class SpineGameObject extends DepthMixin(
updateSize () {
if (!this.skeleton) return;
let bounds = this.boundsProvider.calculateBounds(this);
// For some reason the TS compiler and the ComputedSize mixin don't work well together and we have
// to cast to any.
let self = this as any;
self.width = bounds.width;
self.height = bounds.height;
this.displayOriginX = -bounds.x;
this.displayOriginY = -bounds.y;
this.width = bounds.width;
this.height = bounds.height;
this.setDisplayOrigin(-bounds.x, -bounds.y);
this.offsetX = -bounds.x;
this.offsetY = -bounds.y;
}
/** Converts a point from the skeleton coordinate system to the Phaser world coordinate system. */
@ -355,17 +368,21 @@ export class SpineGameObject extends DepthMixin(
d = transform.d,
tx = transform.tx,
ty = transform.ty;
let offsetX = (src.offsetX - src.displayOriginX) * src.scaleX;
let offsetY = (src.offsetY - src.displayOriginY) * src.scaleY;
sceneRenderer.drawSkeleton(
this.skeleton,
this.premultipliedAlpha,
src.skeleton,
src.premultipliedAlpha,
-1,
-1,
(vertices, numVertices, stride) => {
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;
}
}
);

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@ -0,0 +1,147 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta http-equiv="X-UA-Compatible" content="IE=edge" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<script src="//cdn.jsdelivr.net/npm/phaser@4.0.0-rc.1/dist/phaser.js"></script>
<script src="../dist/iife/spine-phaser-v4.js"></script>
<link rel="stylesheet" href="../../index.css" />
<title>Spine Phaser Example</title>
</head>
<body class="p-4 flex flex-col items-center">
<h1>Move origin</h1>
<h2>Demonstrate moving origin of Spine Gameobject, behaves like a sprite</h2>
</body>
<script>
let cursors;
let spineboy;
const levelWidth = 800;
const levelHeight = 600;
class BasicExample extends Phaser.Scene {
preload() {
this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
this.load.image("block", "block.png");
}
create() {
const graphics = this.add.graphics();
const width = levelWidth / 5;
const height = levelHeight / 4;
let cells = [];
for (let i = 0; i < levelWidth / width; i++) {
for (let j = 0; j < levelHeight / height; j++) {
const x = i * width;
const y = j * height;
cells.push({ x, y });
graphics.lineStyle(1, 0x00ff00, .5);
graphics.strokeRect(x, y, width, height);
graphics.beginPath();
graphics.moveTo(x, y);
graphics.lineTo(x + width, y + height);
graphics.moveTo(x + width, y);
graphics.lineTo(x, y + height);
graphics.closePath();
graphics.strokePath();
}
}
let animations = undefined;
let prevWidth = 0;
let prevHeight = 0;
cells.forEach(({ x, y }, i) => {
let gameobject;
let animation;
if (i % 2 === 1) {
gameobject = this.add.image(x, y, "block");
gameobject.displayWidth = prevWidth;
gameobject.displayHeight = prevHeight;
} else {
animation = animations ? animations[i % animations.length].name : "aim";
gameobject = this.add.spine(x, y, "spineboy-data", "spineboy-atlas", new spine.SkinsAndAnimationBoundsProvider(animation, undefined, undefined, true));
if (!animations) animations = gameobject.skeleton.data.animations;
gameobject.animationState.setAnimation(0, animation, true);
let ratio = gameobject.width / gameobject.height;
if (ratio > 1) {
gameobject.displayHeight = height / ratio;
gameobject.displayWidth = width;
} else {
gameobject.displayWidth = ratio * height;
gameobject.displayHeight = height;
}
prevWidth = gameobject.displayWidth;
prevHeight = gameobject.displayHeight;
}
// moving origin at the center of the cell, we're still able to align spineboy and keep gameobject bounds align with the drawn skeleton
const origin = 1 / (cells.length / 2 - 1) * Math.floor(i / 2)
gameobject.setOrigin(origin)
gameobject.x += width / 2 - gameobject.displayWidth * (0.5 - origin);
gameobject.y += height / 2 - gameobject.displayHeight * (0.5 - origin);
const graphics = this.add.graphics();
const rect = new Phaser.Geom.Rectangle(
gameobject.x - gameobject.displayOriginX * gameobject.scaleX,
gameobject.y - gameobject.displayOriginY * gameobject.scaleY,
gameobject.width * gameobject.scaleX,
gameobject.height * gameobject.scaleY,
);
const defaultGraphicsElements = () => {
graphics.clear();
graphics.lineStyle(7, 0x0000ff, .75);
graphics.strokeRectShape(rect);
graphics.fillStyle(0xffff00, 10);
graphics.fillCircle(gameobject.x, gameobject.y, 10);
graphics.fillStyle(0xff5500, 1);
graphics.fillCircle(gameobject.x - gameobject.displayOriginX * gameobject.scaleX, gameobject.y - gameobject.displayOriginY * gameobject.scaleY, 5);
graphics.lineStyle(3, 0xffffff, 1);
graphics.lineBetween(gameobject.x, gameobject.y, gameobject.x + gameobject.displayOriginX * gameobject.scaleX, gameobject.y + gameobject.displayOriginY * gameobject.scaleY);
}
defaultGraphicsElements();
// interactions bounds are aligned with gameobject bounds
gameobject.setInteractive();
this.input.enableDebug(gameobject, 0xff00ff);
gameobject.on("pointerover", () => {
defaultGraphicsElements();
graphics.fillStyle(0x00ff00, .25);
graphics.fillRectShape(rect);
graphics.fillStyle(0xff5500, 1);
});
gameobject.on("pointerout", () => defaultGraphicsElements());
})
}
}
new Phaser.Game({
type: Phaser.AUTO,
width: levelWidth,
height: levelHeight,
type: Phaser.WEBGL,
scene: [BasicExample],
plugins: {
scene: [
{
key: "spine.SpinePlugin",
plugin: spine.SpinePlugin,
mapping: "spine",
},
],
},
});
</script>
</html>

View File

@ -68,6 +68,19 @@ export interface SpineGameObjectBoundsProvider {
};
}
/** A bounds provider that provides a fixed size given by the user. */
export class AABBRectangleBoundsProvider implements SpineGameObjectBoundsProvider {
constructor (
private x: number,
private y: number,
private width: number,
private height: number,
) { }
calculateBounds () {
return { x: this.x, y: this.y, width: this.width, height: this.height };
}
}
/** A bounds provider that calculates the bounding box from the setup pose. */
export class SetupPoseBoundsProvider implements SpineGameObjectBoundsProvider {
/**
@ -215,6 +228,8 @@ export class SpineGameObject extends DepthMixin(
beforeUpdateWorldTransforms: (object: SpineGameObject) => void = () => { };
afterUpdateWorldTransforms: (object: SpineGameObject) => void = () => { };
private premultipliedAlpha = false;
private offsetX = 0;
private offsetY = 0;
constructor (
scene: Phaser.Scene,
@ -239,13 +254,11 @@ export class SpineGameObject extends DepthMixin(
updateSize () {
if (!this.skeleton) return;
let bounds = this.boundsProvider.calculateBounds(this);
// For some reason the TS compiler and the ComputedSize mixin don't work well together and we have
// to cast to any.
let self = this as any;
self.width = bounds.width;
self.height = bounds.height;
this.displayOriginX = -bounds.x;
this.displayOriginY = -bounds.y;
this.width = bounds.width;
this.height = bounds.height;
this.setDisplayOrigin(-bounds.x, -bounds.y);
this.offsetX = -bounds.x;
this.offsetY = -bounds.y;
}
/** Converts a point from the skeleton coordinate system to the Phaser world coordinate system. */
@ -374,6 +387,10 @@ export class SpineGameObject extends DepthMixin(
d = transform.d,
tx = transform.tx,
ty = transform.ty;
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;
}
}
);