This commit is contained in:
Davide Tantillo 2024-07-30 15:15:10 +02:00
parent 544fd4d8cd
commit 9d1109c9dc
4 changed files with 288 additions and 4 deletions

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@ -25,8 +25,8 @@
will-change: transform;
}
</style>
<!-- <script src="../dist/iife/spine-webgl.js"></script> -->
<script src="./spine-webgl.min.js"></script>
<script src="../dist/iife/spine-webgl.js"></script>
<!-- <script src="./spine-webgl.min.js"></script> -->
</head>
<body>
<canvas id="canvas" style="display: none;"></canvas>
@ -335,8 +335,8 @@
let originalX, originalY;
element.addEventListener('pointerdown', startDragging);
element.addEventListener('pointermove', drag);
element.addEventListener('pointerup', stopDragging);
document.addEventListener('pointermove', drag);
document.addEventListener('pointerup', stopDragging);
function startDragging(e) {
isDragging = true;

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@ -0,0 +1,84 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>OverlayCanvas Example</title>
<style>
body {
font-family: Arial, sans-serif;
margin: 0;
padding: 0;
}
.content {
margin: 0 auto;
}
.spine-div {
border: 1px solid black;
padding: 20px;
margin-bottom: 20px;
}
.spacer {
height: 250px;
}
#canvas {
will-change: transform;
}
</style>
<script src="../dist/iife/spine-webgl.js"></script>
<!-- <script src="./spine-webgl.min.js"></script> -->
</head>
<body>
<div class="content">
<h1>OverlayCanvas Example</h1>
<p>Scroll down to div.</p>
<div class="spacer"></div>
<div class="spine-div" div-spine>
<h2>Spine Box 1</h2>
</div>
<div class="spacer"></div>
<div id="spineboy2" class="spine-div" style="width: 50%; margin-left: 50%; touch-action:none" div-spine>
<h2>Spine Box 2 (drag me)</h2>
</div>
<div class="spacer"></div>
<div id="raptor" class="spine-div" style="width: 50%; margin-left: 50%; transition: transform 1s linear;" div-raptor>
<h2>Raptor Box</h2>
</div>
<div class="spacer"></div>
<div class="spine-div" style="width: 50%; margin-left: 20%;" div-celeste>
<h2>Celeste Box</h2>
</div>
<p>End of content.</p>
</div>
<script>
const divs = document.querySelectorAll(`[div-spine]`);
const overlay = new spine.SpineCanvasOverlay();
const p = overlay.addSkeleton({
atlasPath: "assets/spineboy-pma.atlas",
skeletonPath: "assets/spineboy-pro.skel",
scale: .5,
}, divs);
p.then(({ skeleton, state }) => {
state.setAnimation(0, "walk", true);
})
</script>
</body>
</html>

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@ -0,0 +1,199 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
* otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { SpineCanvas, SpineCanvasApp, AtlasAttachmentLoader, SkeletonBinary, SkeletonJson, Skeleton, AnimationState, AnimationStateData, Physics, Vector3, ResizeMode, Color } from "./index.js";
/** Manages the life-cycle and WebGL context of a {@link SpineCanvasApp}. The app loads
* assets and initializes itself, then updates and renders its state at the screen refresh rate. */
export class SpineCanvasOverlay {
private spineCanvas:SpineCanvas;
private canvas:HTMLCanvasElement;
private skeletonList = new Array<{ skeleton: Skeleton, state: AnimationState, htmlElements: Array<HTMLElement>}>();
private disposed = false;
/** Constructs a new spine canvas, rendering to the provided HTML canvas. */
constructor () {
this.canvas = document.createElement('canvas');
document.body.appendChild(this.canvas); // adds the canvas to the body element
this.canvas.style.position = "absolute";
this.canvas.style.top = "0";
this.canvas.style.left = "0";
this.canvas.style.display = "inline";
this.canvas.style.setProperty("pointer-events", "none");
this.updateCanvasSize();
const resizeObserver = new ResizeObserver(() => {
this.updateCanvasSize();
this.spineCanvas.renderer.resize(ResizeMode.Expand);
});
resizeObserver.observe(document.body);
const red = new Color(1, 0, 0, 1);
const spineCanvasApp: SpineCanvasApp = {
update: (canvas: SpineCanvas, delta: number) => {
this.skeletonList.forEach(({ skeleton, state, htmlElements }) => {
if (htmlElements.length === 0) return;
state.update(delta);
state.apply(skeleton);
skeleton.update(delta);
skeleton.updateWorldTransform(Physics.update);
});
},
render: (canvas: SpineCanvas) => {
let renderer = canvas.renderer;
renderer.begin();
// webgl canvas center
const vec3 = new Vector3(0, 0);
renderer.camera.worldToScreen(vec3, canvas.htmlCanvas.clientWidth, canvas.htmlCanvas.clientHeight);
const devicePixelRatio = window.devicePixelRatio;
this.skeletonList.forEach(({ skeleton, htmlElements }) => {
if (htmlElements.length === 0) return;
htmlElements.forEach((div) => {
const bounds = div.getBoundingClientRect();
const x = (bounds.x + window.scrollX - vec3.x) * devicePixelRatio;
const y = (bounds.y + window.scrollY - vec3.y) * devicePixelRatio;
renderer.drawSkeleton(skeleton, true, -1, -1, (vertices, size, vertexSize) => {
for (let i = 0; i < size; i+=vertexSize) {
vertices[i] = vertices[i] + x;
vertices[i+1] = vertices[i+1] - y;
}
});
// show skeleton center (root)
const root = skeleton.getRootBone()!;
const vec3Root = new Vector3(root.x, root.y);
renderer.camera.worldToScreen(vec3Root, canvas.htmlCanvas.clientWidth, canvas.htmlCanvas.clientHeight);
const rootX = (vec3Root.x - vec3.x) * devicePixelRatio;
const rootY = (vec3Root.y - vec3.y) * devicePixelRatio;
renderer.circle(true, x + rootX, -y + rootY, 20, red);
});
});
// Complete rendering.
renderer.end();
},
}
this.spineCanvas = new SpineCanvas(this.canvas, {
app: spineCanvasApp,
})
}
public async loadBinary(path: string) {
return new Promise((resolve, reject) => {
this.spineCanvas.assetManager.loadBinary(path, () => resolve(null));
});
}
public async loadJson(path: string) {
return new Promise((resolve, reject) => {
this.spineCanvas.assetManager.loadJson(path, () => resolve(null));
});
}
public async loadTextureAtlas(path: string) {
return new Promise((resolve, reject) => {
this.spineCanvas.assetManager.loadTextureAtlas(path, () => resolve(null));
});
}
public async addSkeleton(
skeletonOptions: { atlasPath: string, skeletonPath: string, scale: number },
elements: Array<HTMLElement> = [],
) {
const { atlasPath, skeletonPath, scale } = skeletonOptions;
const isBinary = skeletonPath.endsWith(".skel");
await Promise.all([
isBinary ? this.loadBinary(skeletonPath) : this.loadJson(skeletonPath),
this.loadTextureAtlas(atlasPath),
]);
const atlas = this.spineCanvas.assetManager.require(atlasPath);
const atlasLoader = new AtlasAttachmentLoader(atlas);
const skeletonLoader = isBinary ? new SkeletonBinary(atlasLoader) : new SkeletonJson(atlasLoader);
skeletonLoader.scale = scale;
const skeletonFile = this.spineCanvas.assetManager.require(skeletonPath);
const skeletonData = skeletonLoader.readSkeletonData(skeletonFile);
const skeleton = new Skeleton(skeletonData);
const animationStateData = new AnimationStateData(skeletonData);
const state = new AnimationState(animationStateData);
this.skeletonList.push({ skeleton, state, htmlElements: [...elements] });
return { skeleton, state }
}
private updateCanvasSize() {
const pageSize = this.getPageSize();
this.canvas.style.width = pageSize.width + "px";
this.canvas.style.height = pageSize.height + "px";
}
private getPageSize() {
const width = Math.max(
document.body.scrollWidth,
document.documentElement.scrollWidth,
document.body.offsetWidth,
document.documentElement.offsetWidth,
document.documentElement.clientWidth
);
const height = Math.max(
document.body.scrollHeight,
document.documentElement.scrollHeight,
document.body.offsetHeight,
document.documentElement.offsetHeight,
document.documentElement.clientHeight
);
return { width, height };
}
/** Disposes the app, so the update() and render() functions are no longer called. Calls the dispose() callback.*/
dispose () {
this.disposed = true;
}
}

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@ -13,6 +13,7 @@ export * from "./ShapeRenderer.js";
export * from "./SkeletonDebugRenderer.js";
export * from "./SkeletonRenderer.js";
export * from "./SpineCanvas.js";
export * from "./SpineCanvasOverlay.js";
export * from "./Vector3.js";
export * from "./WebGL.js";
export * from "@esotericsoftware/spine-core";