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[ts][pixi] Add JSDoc.
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@ -47,18 +47,32 @@ import {
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import type { SpineTexture } from "./SpineTexture.js";
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import { SlotMesh } from "./SlotMesh.js";
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import { DarkSlotMesh } from "./DarkSlotMesh.js";
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import type { ISpineDebugRenderer } from "./SpineDebugRenderer.js";
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import type { ISpineDebugRenderer, SpineDebugRenderer } from "./SpineDebugRenderer.js";
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import { Assets } from "@pixi/assets";
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import type { IPointData } from "@pixi/core";
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import { Ticker, utils } from "@pixi/core";
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import { Ticker } from "@pixi/core";
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import type { IDestroyOptions, DisplayObject } from "@pixi/display";
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import { Container } from "@pixi/display";
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/**
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* Options to configure a {@link Spine} game object.
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*/
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export interface ISpineOptions {
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/** Set the {@link Spine.autoUpdate} value. If omitted, it is set to `true`. */
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autoUpdate?: boolean;
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/** The value passed to the skeleton reader. If omitted, 1 is passed. See {@link SkeletonBinary.scale} for details. */
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scale?: number;
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/**
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* A factory to override the default ones to render Spine meshes ({@link DarkSlotMesh} or {@link SlotMesh}).
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* If omitted, a factory returning a ({@link DarkSlotMesh} or {@link SlotMesh}) will be used depending on the presence of
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* a dark tint mesh in the skeleton.
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* */
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slotMeshFactory?: () => ISlotMesh;
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}
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/**
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* AnimationStateListener {@link https://en.esotericsoftware.com/spine-api-reference#AnimationStateListener events} exposed for Pixi.
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*/
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export interface SpineEvents {
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complete: [trackEntry: TrackEntry];
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dispose: [trackEntry: TrackEntry];
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@ -68,14 +82,23 @@ export interface SpineEvents {
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start: [trackEntry: TrackEntry];
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}
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/**
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* The class to instantiate a {@link Spine} game object in Pixi.
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* The static method {@link Spine.from} should be used to instantiate a Spine game object.
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*/
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export class Spine extends Container {
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/** The skeleton for this Spine game object. */
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public skeleton: Skeleton;
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/** The animation state for this Spine game object. */
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public state: AnimationState;
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private _debug?: ISpineDebugRenderer | undefined = undefined;
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public get debug (): ISpineDebugRenderer | undefined {
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return this._debug;
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}
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/** Pass a {@link SpineDebugRenderer} or create your own {@link ISpineDebugRenderer} to render bones, meshes, ...
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* @example spineGO.debug = new SpineDebugRenderer();
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*/
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public set debug (value: ISpineDebugRenderer | undefined) {
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if (this._debug) {
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this._debug.unregisterSpine(this);
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@ -86,13 +109,14 @@ export class Spine extends Container {
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this._debug = value;
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}
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protected slotMeshFactory: () => ISlotMesh = ((): ISlotMesh => new SlotMesh());
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protected slotMeshFactory: () => ISlotMesh = () => new SlotMesh();
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private autoUpdateWarned: boolean = false;
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private _autoUpdate: boolean = true;
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public get autoUpdate (): boolean {
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return this._autoUpdate;
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}
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/** When `true`, the Spine AnimationState and the Skeleton will be automatically updated using the {@link Ticker.shared} instance. */
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public set autoUpdate (value: boolean) {
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if (value) {
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Ticker.shared.add(this.internalUpdate, this);
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@ -115,7 +139,6 @@ export class Spine extends Container {
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private lightColor = new Color();
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private darkColor = new Color();
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constructor (skeletonData: SkeletonData, options?: ISpineOptions) {
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super();
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@ -134,13 +157,14 @@ export class Spine extends Container {
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} else {
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for (let i = 0; i < this.skeleton.slots.length; i++) {
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if (this.skeleton.slots[i].data.darkColor) {
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this.slotMeshFactory = options?.slotMeshFactory ?? ((): ISlotMesh => new DarkSlotMesh());
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this.slotMeshFactory = options?.slotMeshFactory ?? (() => new DarkSlotMesh());
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break;
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}
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}
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}
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}
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/** If {@link Spine.autoUpdate} is `false`, this method allows to update the AnimationState and the Skeleton with the given delta. */
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public update (deltaSeconds: number): void {
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if (this.autoUpdate && !this.autoUpdateWarned) {
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console.warn("You are calling update on a Spine instance that has autoUpdate set to true. This is probably not what you want.");
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@ -156,6 +180,7 @@ export class Spine extends Container {
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this.skeleton.update(delta);
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}
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/** Before rendering, apply the state change to the Spine AnimationState and update the skeleton transform, then call the {@link Container.updateTransform}. */
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public override updateTransform (): void {
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this.updateSpineTransform();
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this.debug?.renderDebug(this);
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@ -171,6 +196,7 @@ export class Spine extends Container {
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this.sortChildren();
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}
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/** Destroy Spine game object elements, then call the {@link Container.destroy} with the given options */
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public override destroy (options?: boolean | IDestroyOptions | undefined): void {
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for (const [, mesh] of this.meshesCache) {
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mesh?.destroy();
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@ -320,13 +346,19 @@ export class Spine extends Container {
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Spine.clipper.clipEnd();
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}
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/**
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* Set the position of the bone given in input through a {@link IPointData}.
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* @param bone: the bone name or the bone instance to set the position
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* @param outPos: the new position of the bone.
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* @throws {Error}: if the given bone is not found in the skeleton, an error is thrown
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*/
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public setBonePosition (bone: string | Bone, position: IPointData): void {
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const boneAux = bone;
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if (typeof bone === "string") {
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bone = this.skeleton.findBone(bone)!;
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}
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if (!bone) throw Error(`Cant set bone position, bone ${String(boneAux)} not found`);
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if (!bone) throw Error(`Cannot set bone position, bone ${String(boneAux)} not found`);
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Spine.vectorAux.set(position.x, position.y);
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if (bone.parent) {
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@ -340,6 +372,12 @@ export class Spine extends Container {
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}
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}
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/**
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* Return the position of the bone given in input into an {@link IPointData}.
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* @param bone: the bone name or the bone instance to get the position from
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* @param outPos: an optional {@link IPointData} to use to return the bone position, rathern than instantiating a new object.
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* @returns {IPointData | undefined}: the position of the bone, or undefined if no matching bone is found in the skeleton
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*/
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public getBonePosition (bone: string | Bone, outPos?: IPointData): IPointData | undefined {
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const boneAux = bone;
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if (typeof bone === "string") {
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@ -347,7 +385,7 @@ export class Spine extends Container {
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}
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if (!bone) {
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console.error(`Cant set bone position! Bone ${String(boneAux)} not found`);
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console.error(`Cannot get bone position! Bone ${String(boneAux)} not found`);
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return outPos;
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}
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@ -360,9 +398,26 @@ export class Spine extends Container {
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return outPos;
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}
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/** A cache containing skeleton data and atlases already loaded by {@link Spine.from}. */
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public static readonly skeletonCache: Record<string, SkeletonData> = Object.create(null);
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public static from (skeletonAssetName: string, atlasAssetName: string, options?: ISpineOptions & { scale?: number }): Spine {
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/**
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* Use this method to instantiate a Spine game object.
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* Before instantiating a Spine game object, the skeleton (`.skel` or `.json`) and the atlas text files must be loaded into the Assets. For example:
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* ```
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* PIXI.Assets.add("sackData", "./assets/sack-pro.skel");
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* PIXI.Assets.add("sackAtlas", "./assets/sack-pma.atlas");
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* await PIXI.Assets.load(["sackData", "sackAtlas"]);
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* ```
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* Once a Spine game object is created, its skeleton data is cached into {@link Spine.skeletonCache} using the key:
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* `${skeletonAssetName}-${atlasAssetName}-${options?.scale ?? 1}`
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*
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* @param skeletonAssetName - the asset name for the skeleton `.skel` or `.json` file previously loaded into the Assets
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* @param atlasAssetName - the asset name for the atlas file previously loaded into the Assets
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* @param options - Options to configure the Spine game object
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* @returns {Spine} The Spine game object instantiated
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*/
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public static from (skeletonAssetName: string, atlasAssetName: string, options?: ISpineOptions): Spine {
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const cacheKey = `${skeletonAssetName}-${atlasAssetName}-${options?.scale ?? 1}`;
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let skeletonData = Spine.skeletonCache[cacheKey];
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if (skeletonData) {
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@ -381,6 +436,9 @@ export class Spine extends Container {
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Skeleton.yDown = true;
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/**
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* Represents the mesh type used in a Spine objects. Available implementations are {@link DarkSlotMesh} and {@link SlotMesh}.
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*/
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export interface ISlotMesh extends DisplayObject {
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name: string;
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updateFromSpineData (
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