[ts] More sequence fixes, see #1956

Also fixed runtime exports script, must copy all dragon atlas pages.
This commit is contained in:
Mario Zechner 2021-10-13 21:42:11 +02:00
parent a0f1ed1b9b
commit b48e2c33b8
12 changed files with 128 additions and 33 deletions

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@ -197,7 +197,7 @@ cp -f ../goblins/export/goblins-pma.png "$ROOT/spine-ts/spine-webgl/example/asse
cp -f ../dragon/export/dragon-ess.json "$ROOT/spine-ts/spine-webgl/example/assets/"
cp -f ../dragon/export/dragon-ess.skel "$ROOT/spine-ts/spine-webgl/example/assets/"
cp -f ../dragon/export/dragon-pma.atlas "$ROOT/spine-ts/spine-webgl/example/assets/"
cp -f ../dragon/export/dragon-pma.png "$ROOT/spine-ts/spine-webgl/example/assets/"
cp -f ../dragon/export/dragon-pma*.png "$ROOT/spine-ts/spine-webgl/example/assets/"
cp -f ../raptor/export/raptor-pro.json "$ROOT/spine-ts/spine-webgl/example/assets/"
cp -f ../raptor/export/raptor-pro.skel "$ROOT/spine-ts/spine-webgl/example/assets/"

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@ -17,6 +17,13 @@
"name": "drag-and-drop",
"url": "http://localhost:8080/spine-webgl/example/drag-and-drop.html",
"webRoot": "${workspaceFolder}"
},
{
"type": "pwa-chrome",
"request": "launch",
"name": "barebones-dragon",
"url": "http://localhost:8080/spine-webgl/example/barebones-dragon.html",
"webRoot": "${workspaceFolder}"
}
]
}

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@ -2210,7 +2210,7 @@ export class SequenceTimeline extends Timeline implements SlotTimeline {
let index = modeAndIndex >> 4, count = this.attachment.sequence.regions.length;
let mode = SequenceModeValues[modeAndIndex & 0xf];
if (mode != SequenceMode.hold) {
index += (time - before) / delay + 0.00001;
index += (((time - before) / delay + 0.00001) | 0);
switch (mode) {
case SequenceMode.once:
index = Math.min(count - 1, index);

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@ -59,11 +59,11 @@ export class SkeletonBinary {
attachmentLoader: AttachmentLoader;
private linkedMeshes = new Array<LinkedMesh>();
constructor(attachmentLoader: AttachmentLoader) {
constructor (attachmentLoader: AttachmentLoader) {
this.attachmentLoader = attachmentLoader;
}
readSkeletonData(binary: Uint8Array): SkeletonData {
readSkeletonData (binary: Uint8Array): SkeletonData {
let scale = this.scale;
let skeletonData = new SkeletonData();
@ -249,7 +249,7 @@ export class SkeletonBinary {
return skeletonData;
}
private readSkin(input: BinaryInput, skeletonData: SkeletonData, defaultSkin: boolean, nonessential: boolean): Skin {
private readSkin (input: BinaryInput, skeletonData: SkeletonData, defaultSkin: boolean, nonessential: boolean): Skin {
let skin = null;
let slotCount = 0;
@ -284,7 +284,7 @@ export class SkeletonBinary {
return skin;
}
private readAttachment(input: BinaryInput, skeletonData: SkeletonData, skin: Skin, slotIndex: number, attachmentName: string, nonessential: boolean): Attachment {
private readAttachment (input: BinaryInput, skeletonData: SkeletonData, skin: Skin, slotIndex: number, attachmentName: string, nonessential: boolean): Attachment {
let scale = this.scale;
let name = input.readStringRef();
@ -449,7 +449,7 @@ export class SkeletonBinary {
return null;
}
private readSequence(input: BinaryInput) {
private readSequence (input: BinaryInput) {
if (!input.readBoolean()) return null;
let sequence = new Sequence(input.readInt(true));
sequence.start = input.readInt(true);
@ -458,7 +458,7 @@ export class SkeletonBinary {
return sequence;
}
private readVertices(input: BinaryInput, vertexCount: number): Vertices {
private readVertices (input: BinaryInput, vertexCount: number): Vertices {
let scale = this.scale;
let verticesLength = vertexCount << 1;
let vertices = new Vertices();
@ -483,7 +483,7 @@ export class SkeletonBinary {
return vertices;
}
private readFloatArray(input: BinaryInput, n: number, scale: number): number[] {
private readFloatArray (input: BinaryInput, n: number, scale: number): number[] {
let array = new Array<number>(n);
if (scale == 1) {
for (let i = 0; i < n; i++)
@ -495,7 +495,7 @@ export class SkeletonBinary {
return array;
}
private readShortArray(input: BinaryInput): number[] {
private readShortArray (input: BinaryInput): number[] {
let n = input.readInt(true);
let array = new Array<number>(n);
for (let i = 0; i < n; i++)
@ -503,7 +503,7 @@ export class SkeletonBinary {
return array;
}
private readAnimation(input: BinaryInput, name: string, skeletonData: SkeletonData): Animation {
private readAnimation (input: BinaryInput, name: string, skeletonData: SkeletonData): Animation {
input.readInt(true); // Number of timelines.
let timelines = new Array<Timeline>();
let scale = this.scale;
@ -996,30 +996,30 @@ export class SkeletonBinary {
}
export class BinaryInput {
constructor(data: Uint8Array, public strings = new Array<string>(), private index: number = 0, private buffer = new DataView(data.buffer)) {
constructor (data: Uint8Array, public strings = new Array<string>(), private index: number = 0, private buffer = new DataView(data.buffer)) {
}
readByte(): number {
readByte (): number {
return this.buffer.getInt8(this.index++);
}
readUnsignedByte(): number {
readUnsignedByte (): number {
return this.buffer.getUint8(this.index++);
}
readShort(): number {
readShort (): number {
let value = this.buffer.getInt16(this.index);
this.index += 2;
return value;
}
readInt32(): number {
readInt32 (): number {
let value = this.buffer.getInt32(this.index)
this.index += 4;
return value;
}
readInt(optimizePositive: boolean) {
readInt (optimizePositive: boolean) {
let b = this.readByte();
let result = b & 0x7F;
if ((b & 0x80) != 0) {
@ -1041,12 +1041,12 @@ export class BinaryInput {
return optimizePositive ? result : ((result >>> 1) ^ -(result & 1));
}
readStringRef(): string {
readStringRef (): string {
let index = this.readInt(true);
return index == 0 ? null : this.strings[index - 1];
}
readString(): string {
readString (): string {
let byteCount = this.readInt(true);
switch (byteCount) {
case 0:
@ -1077,13 +1077,13 @@ export class BinaryInput {
return chars;
}
readFloat(): number {
readFloat (): number {
let value = this.buffer.getFloat32(this.index);
this.index += 4;
return value;
}
readBoolean(): boolean {
readBoolean (): boolean {
return this.readByte() != 0;
}
}
@ -1094,7 +1094,7 @@ class LinkedMesh {
mesh: MeshAttachment;
inheritTimeline: boolean;
constructor(mesh: MeshAttachment, skin: string, slotIndex: number, parent: string, inheritDeform: boolean) {
constructor (mesh: MeshAttachment, skin: string, slotIndex: number, parent: string, inheritDeform: boolean) {
this.mesh = mesh;
this.skin = skin;
this.slotIndex = slotIndex;
@ -1104,12 +1104,12 @@ class LinkedMesh {
}
class Vertices {
constructor(public bones: Array<number> = null, public vertices: Array<number> | Float32Array = null) { }
constructor (public bones: Array<number> = null, public vertices: Array<number> | Float32Array = null) { }
}
enum AttachmentType { Region, BoundingBox, Mesh, LinkedMesh, Path, Point, Clipping }
function readTimeline1(input: BinaryInput, timeline: CurveTimeline1, scale: number): CurveTimeline1 {
function readTimeline1 (input: BinaryInput, timeline: CurveTimeline1, scale: number): CurveTimeline1 {
let time = input.readFloat(), value = input.readFloat() * scale;
for (let frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1; ; frame++) {
timeline.setFrame(frame, time, value);
@ -1128,7 +1128,7 @@ function readTimeline1(input: BinaryInput, timeline: CurveTimeline1, scale: numb
return timeline;
}
function readTimeline2(input: BinaryInput, timeline: CurveTimeline2, scale: number): CurveTimeline2 {
function readTimeline2 (input: BinaryInput, timeline: CurveTimeline2, scale: number): CurveTimeline2 {
let time = input.readFloat(), value1 = input.readFloat() * scale, value2 = input.readFloat() * scale;
for (let frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1; ; frame++) {
timeline.setFrame(frame, time, value1, value2);
@ -1149,7 +1149,7 @@ function readTimeline2(input: BinaryInput, timeline: CurveTimeline2, scale: numb
return timeline;
}
function setBezier(input: BinaryInput, timeline: CurveTimeline, bezier: number, frame: number, value: number,
function setBezier (input: BinaryInput, timeline: CurveTimeline, bezier: number, frame: number, value: number,
time1: number, time2: number, value1: number, value2: number, scale: number) {
timeline.setBezier(bezier, frame, value, time1, value1, input.readFloat(), input.readFloat() * scale, input.readFloat(), input.readFloat() * scale, time2, value2);
}

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@ -32,19 +32,25 @@ import { Color } from "../Utils"
import { Sequence } from "./Sequence"
export interface HasTextureRegion {
/** The name used to find the {@link #region()}. */
path: string;
/** The name used to find the {@link #getRegion()}. */
getPath (): string;
/** The region used to draw the attachment. After setting the region or if the region's properties are changed,
setPath (path: string): void;
getRegion (): TextureRegion;
/** Sets the region used to draw the attachment. After setting the region or if the region's properties are changed,
* {@link #updateRegion()} must be called. */
region: TextureRegion;
setRegion (region: TextureRegion): void;
/** Updates any values the attachment calculates using the {@link #getRegion()}. Must be called after setting the
* {@link #getRegion()} or if the region's properties are changed. */
updateRegion (): void;
/** The color to tint the attachment. */
color: Color;
getColor (): Color;
sequence: Sequence;
getSequence (): Sequence;
setSequence (sequence: Sequence): void;
}

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@ -145,7 +145,8 @@ export class RegionAttachment extends Attachment implements HasTextureRegion {
* @param offset The <code>worldVertices</code> index to begin writing values.
* @param stride The number of <code>worldVertices</code> entries between the value pairs written. */
computeWorldVertices (slot: Slot, worldVertices: NumberArrayLike, offset: number, stride: number) {
if (this.sequence != null) this.sequence.apply(slot, this);
if (this.sequence != null)
this.sequence.apply(slot, this);
let bone = slot.bone;
let vertexOffset = this.offset;

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@ -0,0 +1,81 @@
<html>
<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;
}
loadAssets(canvas) {
// Load the skeleton file.
canvas.assetManager.loadBinary("assets/dragon-ess.skel");
// Load the atlas and its pages.
canvas.assetManager.loadTextureAtlas("assets/dragon-pma.atlas");
}
initialize(canvas) {
let assetManager = canvas.assetManager;
// Create the texture atlas.
var atlas = assetManager.require("assets/dragon-pma.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 = 1;
var skeletonData = skeletonBinary.readSkeletonData(assetManager.require("assets/dragon-ess.skel"));
this.skeleton = new spine.Skeleton(skeletonData);
// Create an AnimationState, and set the "run" animation in looping mode.
var animationStateData = new spine.AnimationStateData(skeletonData);
this.animationState = new spine.AnimationState(animationStateData);
this.animationState.setAnimation(0, "flying", true);
}
update(canvas, delta) {
// 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();
}
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>