[canvaskit] Add IK following example.

This commit is contained in:
Mario Zechner 2024-07-08 17:15:05 +02:00
parent 32f43fbf5d
commit 8c6e82581d
3 changed files with 102 additions and 1 deletions

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@ -25,6 +25,7 @@
<li><a href="/spine-canvaskit/example">Example</a></li>
<li><a href="/spine-canvaskit/example/animation-state-events.html">Animation State Events</a></li>
<li><a href="/spine-canvaskit/example/mix-and-match.html">Skins Mix &amp; Match</a></li>
<li><a href="/spine-canvaskit/example/ik-following.html">IK Following</a></li>
</ul>
<li>Pixi</li>
<ul>

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@ -0,0 +1,100 @@
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<link rel="stylesheet" href="../../index.css">
<script src="https://unpkg.com/canvaskit-wasm@latest/bin/canvaskit.js"></script>
<script src="../dist/iife/spine-canvaskit.js"></script>
<style>
* {
margin: 0;
padding: 0;
}
</style>
</head>
<body class="p-4 flex flex-col items-center">
<h1>IK Following</h1>
<p class="mb-4">Click/touch to set the aim</p>
<canvas id=foo width=600 height=400 style="margin: 0 auto;"></canvas>
</body>
<script type="module">
async function readFile(path) {
const response = await fetch(path);
if (!response.ok) throw new Error("Could not load file " + path);
return await response.arrayBuffer();
}
const ck = await CanvasKitInit();
const surface = ck.MakeCanvasSurface('foo');
const atlas = await spine.loadTextureAtlas(ck, "assets/spineboy.atlas", readFile);
const skeletonData = await spine.loadSkeletonData("assets/spineboy-pro.skel", atlas, readFile);
const drawable = new spine.SkeletonDrawable(skeletonData);
drawable.skeleton.scaleX = drawable.skeleton.scaleY = 0.5;
drawable.skeleton.x = 100;
drawable.skeleton.y = 380;
// Set the walk animation on track 0 and the aim animation on track 1
drawable.animationState.setAnimation(0, "walk", true);
drawable.animationState.setAnimation(1, "aim", true);
// Set up touch and mouse listeners on the canvas element
// and set the touch/mouse coordinate on the aim bone
const canvasElement = document.querySelector("#foo");
let mouseDown = false;
canvasElement.addEventListener("touchmove", (ev) => setCrosshairPosition(ev.changedTouches[0].clientX, ev.changedTouches[0].clientY));
canvasElement.addEventListener("mousedown", (ev) => {
mouseDown = true;
setCrosshairPosition(ev.clientX, ev.clientY);
});
canvasElement.addEventListener("mouseup", () => mouseDown = false)
canvasElement.addEventListener("mousemove", (ev) => {
if (mouseDown) setCrosshairPosition(ev.clientX, ev.clientY);
})
// Get the crosshair bone. We will adjust its position based on the
// touch/mouse coordinates
const crosshair = drawable.skeleton.findBone("crosshair");
// Sets the crosshair bone position based on the touch/mouse position
const setCrosshairPosition = (touchX, touchY) => {
const clientRect = canvasElement.getBoundingClientRect();
let x = touchX - clientRect.left;
let y = touchY - clientRect.top;
console.log(`${x}, ${y}`);
// Transform the touch/mouse position to the crosshair
// bone's parent bone coordinate system
const parent = crosshair.parent;
const parentPosition = new spine.Vector2(x, y);
parent.worldToLocal(parentPosition)
// Set the position on the bone (relative to its parent bone)
crosshair.x = parentPosition.x;
crosshair.y = parentPosition.y;
}
const renderer = new spine.SkeletonRenderer(ck);
let lastTime = performance.now();
function drawFrame(canvas) {
canvas.clear(ck.Color(52, 52, 54, 1));
const now = performance.now();
const deltaTime = (now - lastTime) / 1000;
lastTime = now;
drawable.update(deltaTime);
renderer.render(canvas, drawable);
surface.requestAnimationFrame(drawFrame);
}
surface.requestAnimationFrame(drawFrame);
</script>
</html>

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@ -56,7 +56,7 @@
// Set the skin and the skeleton to the setup pose
drawable.skeleton.setSkin(skin);
drawable.skeleton.setToSetupPose();
drawable.skeleton.setSlotsToSetupPose();
const renderer = new spine.SkeletonRenderer(ck);
let lastTime = performance.now();