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Added clipping demo.
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spine-ts/webgl/demos/clipping.html
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24
spine-ts/webgl/demos/clipping.html
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<html>
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<meta charset="UTF-8">
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<title>Clipping - Spine Demo</title>
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<link rel="stylesheet" href="demos.css">
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<script src="../../build/spine-webgl.js"></script>
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<script src="https://code.jquery.com/jquery-3.1.0.min.js"></script>
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<script src="utils.js"></script>
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<script src="clipping.js"></script>
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<body>
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<center>
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<div class="aspect"><div><canvas id="clipping-canvas"></canvas></div></div>
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<div id="clipping-timeline" class="slider"></div>
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<input id="clipping-playbutton" type="button" value="Pause"></input><br>
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<input id="clipping-drawtriangles" type="checkbox"></input> Draw triangles<br>
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</center>
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<script>
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spineDemos.loadSliders();
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clippingDemo(spineDemos.setupRendering);
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</script>
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</body>
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</html>
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133
spine-ts/webgl/demos/clipping.js
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133
spine-ts/webgl/demos/clipping.js
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var clippingDemo = function(loadingComplete, bgColor) {
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var canvas, gl, renderer, assetManager;
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var skeleton, state, bounds;
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var timeKeeper, loadingScreen;
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var playButton, timeline, isPlaying = true, playTime = 0;
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var DEMO_NAME = "ClippingDemo";
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if (!bgColor) bgColor = new spine.Color(235 / 255, 239 / 255, 244 / 255, 1);
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function init () {
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canvas = document.getElementById("clipping-canvas");
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canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight;
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gl = canvas.getContext("webgl", { alpha: false }) || canvas.getContext("experimental-webgl", { alpha: false });
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if (!gl) {
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alert('WebGL is unavailable.');
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return;
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}
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renderer = new spine.webgl.SceneRenderer(canvas, gl);
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assetManager = spineDemos.assetManager;
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var textureLoader = function(img) { return new spine.webgl.GLTexture(gl, img); };
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assetManager.loadTexture(DEMO_NAME, textureLoader, "atlas1.png");
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assetManager.loadText(DEMO_NAME, "atlas1.atlas");
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assetManager.loadJson(DEMO_NAME, "demos.json");
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timeKeeper = new spine.TimeKeeper();
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loadingScreen = new spine.webgl.LoadingScreen(renderer);
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requestAnimationFrame(load);
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}
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function load () {
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timeKeeper.update();
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if (assetManager.isLoadingComplete(DEMO_NAME)) {
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var atlas = new spine.TextureAtlas(assetManager.get(DEMO_NAME, "atlas1.atlas"), function(path) {
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return assetManager.get(DEMO_NAME, path);
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});
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var atlasLoader = new spine.AtlasAttachmentLoader(atlas);
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var skeletonJson = new spine.SkeletonJson(atlasLoader);
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var skeletonData = skeletonJson.readSkeletonData(assetManager.get(DEMO_NAME, "demos.json")["spineboy"]);
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skeleton = new spine.Skeleton(skeletonData);
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state = new spine.AnimationState(new spine.AnimationStateData(skeleton.data));
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state.setAnimation(0, "portal", true);
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state.apply(skeleton);
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skeleton.updateWorldTransform();
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var offset = new spine.Vector2();
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bounds = new spine.Vector2();
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skeleton.getBounds(offset, bounds, []);
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renderer.camera.position.x = offset.x + bounds.x + 200;
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renderer.camera.position.y = offset.y + bounds.y / 2 + 100;
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renderer.skeletonDebugRenderer.drawMeshHull = false;
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renderer.skeletonDebugRenderer.drawMeshTriangles = false;
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setupUI();
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loadingComplete(canvas, render);
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} else {
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loadingScreen.draw();
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requestAnimationFrame(load);
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}
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}
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function setupUI() {
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playButton = $("#clipping-playbutton");
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var playButtonUpdate = function () {
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isPlaying = !isPlaying;
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if (isPlaying)
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playButton.addClass("pause").removeClass("play");
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else
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playButton.addClass("play").removeClass("pause");
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}
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playButton.click(playButtonUpdate);
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playButton.addClass("pause");
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timeline = $("#clipping-timeline").data("slider");
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timeline.changed = function (percent) {
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if (isPlaying) playButton.click();
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if (!isPlaying) {
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var animationDuration = state.getCurrent(0).animation.duration;
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var time = animationDuration * percent;
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state.update(time - playTime);
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state.apply(skeleton);
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skeleton.updateWorldTransform();
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playTime = time;
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}
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};
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renderer.skeletonDebugRenderer.drawClipping = false;
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renderer.skeletonDebugRenderer.drawBones = false;
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renderer.skeletonDebugRenderer.drawMeshHull = false;
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renderer.skeletonDebugRenderer.drawMeshTriangles = false;
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$("#clipping-drawtriangles").click(function() {
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renderer.skeletonDebugRenderer.drawMeshHull = this.checked;
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renderer.skeletonDebugRenderer.drawMeshTriangles = this.checked;
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renderer.skeletonDebugRenderer.drawClipping = this.checked;
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renderer.skeletonDebugRenderer.drawRegionAttachments = this.checked;
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})
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}
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function render () {
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timeKeeper.update();
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var delta = timeKeeper.delta;
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if (isPlaying) {
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var animationDuration = state.getCurrent(0).animation.duration;
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playTime += delta;
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while (playTime >= animationDuration)
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playTime -= animationDuration;
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timeline.set(playTime / animationDuration);
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state.update(delta);
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state.apply(skeleton);
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skeleton.updateWorldTransform();
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}
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renderer.camera.viewportWidth = bounds.x * 1.6;
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renderer.camera.viewportHeight = bounds.y * 1.6;
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renderer.resize(spine.webgl.ResizeMode.Fit);
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gl.clearColor(bgColor.r, bgColor.g, bgColor.b, bgColor.a);
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gl.clear(gl.COLOR_BUFFER_BIT);
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renderer.begin();
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renderer.drawSkeleton(skeleton, true);
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renderer.drawSkeletonDebug(skeleton, false, ["root"]);
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renderer.end();
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loadingScreen.draw(true);
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}
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init();
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};
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@ -4,7 +4,7 @@ var meshesDemo = function(loadingComplete, bgColor) {
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var timeKeeper, loadingScreen;
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var skeletons = {};
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var activeSkeleton = "Orange Girl";
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var playButton, timeLine, isPlaying = true;
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var playButton, timeline, isPlaying = true;
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var DEMO_NAME = "MeshesDemo";
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@ -57,8 +57,8 @@ var meshesDemo = function(loadingComplete, bgColor) {
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playButton.click(playButtonUpdate);
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playButton.addClass("pause");
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timeLine = $("#meshes-timeline").data("slider");
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timeLine.changed = function (percent) {
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timeline = $("#meshes-timeline").data("slider");
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timeline.changed = function (percent) {
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if (isPlaying) playButton.click();
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if (!isPlaying) {
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var active = skeletons[activeSkeleton];
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@ -82,7 +82,7 @@ var meshesDemo = function(loadingComplete, bgColor) {
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activeSkeleton = $("#meshes-skeleton option:selected").text();
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var active = skeletons[activeSkeleton];
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var animationDuration = active.state.getCurrent(0).animation.duration;
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timeLine.set(active.playTime / animationDuration);
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timeline.set(active.playTime / animationDuration);
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})
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renderer.skeletonDebugRenderer.drawBones = false;
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@ -150,10 +150,9 @@ var meshesDemo = function(loadingComplete, bgColor) {
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if (isPlaying) {
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var animationDuration = state.getCurrent(0).animation.duration;
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active.playTime += delta;
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while (active.playTime >= animationDuration) {
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while (active.playTime >= animationDuration)
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active.playTime -= animationDuration;
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}
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timeLine.set(active.playTime / animationDuration);
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timeline.set(active.playTime / animationDuration);
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state.update(delta);
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state.apply(skeleton);
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