[ts] 4.3 porting WIP - Temporary example.

This commit is contained in:
Davide Tantillo 2025-06-25 18:38:44 +02:00
parent 174426e8f4
commit 702f23efcc
4 changed files with 184 additions and 0 deletions

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skeleton-scale.png
size:565,275
filter:Linear,Linear
pma:true
eye-indifferent
bounds:404,16,93,89
goggles
bounds:302,107,261,166
head
bounds:2,2,271,298
rotate:90
mouth-smile
bounds:499,12,93,59
rotate:90
square
bounds:302,5,100,100

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<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<script src="https://cdn.jsdelivr.net/npm/lil-gui@0.20.0/dist/lil-gui.umd.min.js"></script>
<link href="https://cdn.jsdelivr.net/npm/lil-gui@0.20.0/dist/lil-gui.min.css" rel="stylesheet">
</head>
<script src="../dist/iife/spine-webgl.js"></script>
<style>
* {
margin: 0;
padding: 0;
}
</style>
<body>
<canvas id="canvas" style="position: absolute; width: 100%; height: 100%;"></canvas>
<script>
class App {
constructor() {
this.skeleton = null;
this.animationState = null;
}
autoUpdate = true;
loadAssets(canvas) {
// Load the skeleton file.
canvas.assetManager.loadBinary("/assets/skeleton-scale.skel");
// Load the atlas and its pages.
canvas.assetManager.loadTextureAtlas("/assets/skeleton-scale.atlas");
}
initialize(canvas) {
let assetManager = canvas.assetManager;
// Create the texture atlas.
var atlas = assetManager.require("/assets/skeleton-scale.atlas");
// Create a AtlasAttachmentLoader that resolves region, mesh, boundingbox and path attachments
var atlasLoader = new spine.AtlasAttachmentLoader(atlas);
// Create a SkeletonBinary instance for parsing the .skel file.
var skeletonBinary = new spine.SkeletonBinary(atlasLoader);
// Set the scale to apply during parsing, parse the file, and create a new skeleton.
skeletonBinary.scale = .5;
var skeletonData = skeletonBinary.readSkeletonData(assetManager.require("/assets/skeleton-scale.skel"));
this.skeleton = new spine.Skeleton(skeletonData);
const skeleton = this.skeleton;
// Create an AnimationState, and set the "run" animation in looping mode.
var animationStateData = new spine.AnimationStateData(skeletonData);
this.animationState = new spine.AnimationState(animationStateData);
const tracks = this.skeleton.data.animations.map((animation, index) => {
const track = this.animationState.setAnimation(index, animation.name, true);
track.alpha = 0;
return track;
})
const myObject = {
sx: 1,
sy: 1,
autoUpdate: this.autoUpdate,
track_time: 0,
track_scale: 1,
};
const gui = new lil.GUI({});
gui.add(myObject, 'autoUpdate').name('autoUpdate').onChange(value => {
this.autoUpdate = value;
this.fakeUpdate();
});
gui.add(myObject, 'sx').min(-3).max(3).step(0.1).name('sx').onChange(value => {
skeleton.scaleX = value;
this.fakeUpdate();
});
gui.add(myObject, 'sy').min(-3).max(3).step(0.1).name('sy').onChange(value => {
skeleton.scaleY = value;
this.fakeUpdate();
});
for (const constraint of skeleton.constraints) {
const name = constraint.data.name.split("-")[2];
const folder = gui.addFolder(constraint.data.name);
folder.open(false);
for (const mixType of Object.keys(constraint.data.setup)) {
const guiName = `${name}_${mixType}`;
myObject[guiName] = false;
folder.add(myObject, guiName).name(guiName).onChange(value => {
constraint.applied[mixType] = value ? 1 : 0;
this.fakeUpdate();
});
}
}
const folder = gui.addFolder("animations");
for (const track of tracks) {
myObject[track.animation.name] = false;
folder.add(myObject, track.animation.name).name(track.animation.name).onChange(value => {
track.alpha = value ? 1 : 0;
this.fakeUpdate();
});
}
folder.add(myObject, 'track_time').min(0).max(60).step(1).name('track_time').onChange(value => {
for (const track of tracks) {
track.trackTime = value / 30;
}
this.fakeUpdate();
});
folder.add(myObject, 'track_scale').min(0).max(2).step(0.1).name('track_scale').onChange(value => {
for (const track of tracks) {
track.timeScale = value;
}
this.fakeUpdate();
});
}
fakeUpdate() {
this.animationState.update(0);
this.animationState.apply(this.skeleton);
this.skeleton.updateWorldTransform(spine.Physics.update);
}
update(canvas, delta) {
if (!this.autoUpdate) return;
// Update the animation state using the delta time.
this.animationState.update(delta);
// Apply the animation state to the skeleton.
this.animationState.apply(this.skeleton);
// Let the skeleton update the transforms of its bones.
this.skeleton.updateWorldTransform(spine.Physics.update);
}
render(canvas) {
let renderer = canvas.renderer;
// Resize the viewport to the full canvas.
renderer.resize(spine.ResizeMode.Expand);
// Clear the canvas with a light gray color.
canvas.clear(0.2, 0.2, 0.2, 1);
// Begin rendering.
renderer.begin();
// Draw the skeleton
renderer.drawSkeleton(this.skeleton, true);
// Complete rendering.
renderer.end();
}
}
new spine.SpineCanvas(document.getElementById("canvas"), {
app: new App()
})
</script>
</body>
</html>`