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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 23:34:53 +08:00
[ts] 4.3 porting WIP.
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@ -1,16 +0,0 @@
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skeleton-scale.png
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size:565,275
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filter:Linear,Linear
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pma:true
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eye-indifferent
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bounds:404,16,93,89
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goggles
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bounds:302,107,261,166
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head
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bounds:2,2,271,298
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rotate:90
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mouth-smile
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bounds:499,12,93,59
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rotate:90
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square
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bounds:302,5,100,100
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Before Width: | Height: | Size: 109 KiB |
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@ -177,25 +177,25 @@ export abstract class ToProperty {
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export class FromRotate extends FromProperty {
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value (skeleton: Skeleton, source: BonePose, local: boolean, offsets: Array<number>): number {
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if (local) return source.rotation + offsets[TransformConstraintData.ROTATION];
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const sx = skeleton.scaleX, sy = skeleton.scaleY, a = source.a / sx, c = source.c / sy;
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let value = Math.atan2(c, a) * MathUtils.radDeg
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+ ((a * source.d / sy - source.b * c / sx) > 0 ? offsets[TransformConstraintData.ROTATION] : -offsets[TransformConstraintData.ROTATION]);
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const sx = skeleton.scaleX, sy = skeleton.scaleY;
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let value = Math.atan2(source.c / sy, source.a / sx) * MathUtils.radDeg
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+ ((source.a * source.d - source.b * source.c) * sx * sy > 0 ? offsets[TransformConstraintData.ROTATION] : -offsets[TransformConstraintData.ROTATION]);
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if (value < 0) value += 360;
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return value;
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}
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}
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export class ToRotate extends ToProperty {
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mix (pose: TransformConstraintPose): number {
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return pose.mixRotate;
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}
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apply (skeleton: Skeleton, pose: TransformConstraintPose, bone: BonePose, value: number, local: boolean, additive: boolean): void {
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if (local) {
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if (!additive) value -= bone.rotation;
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bone.rotation += value * pose.mixRotate;
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} else {
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const sx = skeleton.scaleX, sy = skeleton.scaleY;
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const a = bone.a / sx, b = bone.b / sx, c = bone.c / sy, d = bone.d / sy;
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if (local)
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bone.rotation += (additive ? value : value - bone.rotation) * pose.mixRotate;
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else {
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const sx = skeleton.scaleX, sy = skeleton.scaleY, ix = 1 / sx, iy = 1 / sy;
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const a = bone.a * ix, b = bone.b * ix, c = bone.c * iy, d = bone.d * iy;
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value *= MathUtils.degRad;
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if (!additive) value -= Math.atan2(c, a);
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if (value > MathUtils.PI)
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@ -226,10 +226,9 @@ export class ToX extends ToProperty {
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}
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apply (skeleton: Skeleton, pose: TransformConstraintPose, bone: BonePose, value: number, local: boolean, additive: boolean): void {
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if (local) {
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if (!additive) value -= bone.x;
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bone.x += value * pose.mixX;
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} else {
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if (local)
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bone.x += (additive ? value : value - bone.x) * pose.mixX;
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else {
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if (!additive) value -= bone.worldX / skeleton.scaleX;
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bone.worldX += value * pose.mixX * skeleton.scaleX;
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}
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@ -250,10 +249,9 @@ export class ToY extends ToProperty {
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}
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apply (skeleton: Skeleton, pose: TransformConstraintPose, bone: BonePose, value: number, local: boolean, additive: boolean): void {
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if (local) {
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if (!additive) value -= bone.y;
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bone.y += value * pose.mixY;
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} else {
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if (local)
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bone.y += (additive ? value : value - bone.y) * pose.mixY;
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else {
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if (!additive) value -= bone.worldY / skeleton.scaleY;
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bone.worldY += value * pose.mixY * skeleton.scaleY;
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}
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@ -276,20 +274,20 @@ export class ToScaleX extends ToProperty {
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apply (skeleton: Skeleton, pose: TransformConstraintPose, bone: BonePose, value: number, local: boolean, additive: boolean): void {
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if (local) {
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if (additive)
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bone.scaleX *= 1 + ((value - 1) * pose.mixScaleX);
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bone.scaleX *= 1 + (value - 1) * pose.mixScaleX;
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else if (bone.scaleX != 0) //
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bone.scaleX = 1 + (value / bone.scaleX - 1) * pose.mixScaleX;
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} else {
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let s: number;
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if (additive)
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s = 1 + (value - 1) * pose.mixScaleX;
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else {
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const a = bone.a / skeleton.scaleX, c = bone.c / skeleton.scaleY;
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s = Math.sqrt(a * a + c * c);
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if (s != 0) s = 1 + (value / s - 1) * pose.mixScaleX;
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}
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bone.scaleX += (value - bone.scaleX) * pose.mixScaleX;
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} else if (additive) {
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const s = 1 + (value - 1) * pose.mixScaleX;
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bone.a *= s;
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bone.c *= s;
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} else {
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let a = bone.a / skeleton.scaleX, c = bone.c / skeleton.scaleY, s = Math.sqrt(a * a + c * c);
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if (s != 0) {
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s = 1 + (value - s) * pose.mixScaleX / s;
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bone.a *= s;
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bone.c *= s;
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}
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}
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}
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}
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@ -310,20 +308,20 @@ export class ToScaleY extends ToProperty {
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apply (skeleton: Skeleton, pose: TransformConstraintPose, bone: BonePose, value: number, local: boolean, additive: boolean): void {
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if (local) {
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if (additive)
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bone.scaleY *= 1 + ((value - 1) * pose.mixScaleY);
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bone.scaleY *= 1 + (value - 1) * pose.mixScaleY;
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else if (bone.scaleY != 0) //
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bone.scaleY = 1 + (value / bone.scaleY - 1) * pose.mixScaleY;
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} else {
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let s: number;
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if (additive)
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s = 1 + (value - 1) * pose.mixScaleY;
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else {
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const b = bone.b / skeleton.scaleX, d = bone.d / skeleton.scaleY;
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s = Math.sqrt(b * b + d * d);
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if (s != 0) s = 1 + (value / s - 1) * pose.mixScaleY;
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}
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bone.scaleY += (value - bone.scaleY) * pose.mixScaleY;
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} else if (additive) {
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const s = 1 + (value - 1) * pose.mixScaleY;
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bone.b *= s;
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bone.d *= s;
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} else {
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let b = bone.b / skeleton.scaleX, d = bone.d / skeleton.scaleY, s = Math.sqrt(b * b + d * d);
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if (s != 0) {
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s = 1 + (value - s) * pose.mixScaleY / s;
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bone.b *= s;
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bone.d *= s;
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}
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}
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}
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}
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@ -331,9 +329,8 @@ export class ToScaleY extends ToProperty {
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export class FromShearY extends FromProperty {
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value (skeleton: Skeleton, source: BonePose, local: boolean, offsets: Array<number>): number {
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if (local) return source.shearY + offsets[TransformConstraintData.SHEARY];
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const sx = 1 / skeleton.scaleX, sy = 1 / skeleton.scaleY;
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return (Math.atan2(source.d * sy, source.b * sx) - Math.atan2(source.c * sy, source.a * sx))
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* MathUtils.radDeg - 90 + offsets[TransformConstraintData.SHEARY];
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const ix = 1 / skeleton.scaleX, iy = 1 / skeleton.scaleY;
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return (Math.atan2(source.d * iy, source.b * ix) - Math.atan2(source.c * iy, source.a * ix)) * MathUtils.radDeg - 90 + offsets[TransformConstraintData.SHEARY];
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}
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}
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@ -1,168 +0,0 @@
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<script src="https://cdn.jsdelivr.net/npm/lil-gui@0.20.0/dist/lil-gui.umd.min.js"></script>
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<link href="https://cdn.jsdelivr.net/npm/lil-gui@0.20.0/dist/lil-gui.min.css" rel="stylesheet">
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</head>
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<script src="../dist/iife/spine-webgl.js"></script>
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<style>
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* {
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margin: 0;
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padding: 0;
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}
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</style>
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<body>
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<canvas id="canvas" style="position: absolute; width: 100%; height: 100%;"></canvas>
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<script>
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class App {
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constructor() {
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this.skeleton = null;
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this.animationState = null;
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}
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autoUpdate = true;
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loadAssets(canvas) {
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// Load the skeleton file.
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canvas.assetManager.loadBinary("/assets/skeleton-scale.skel");
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// Load the atlas and its pages.
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canvas.assetManager.loadTextureAtlas("/assets/skeleton-scale.atlas");
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}
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initialize(canvas) {
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let assetManager = canvas.assetManager;
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// Create the texture atlas.
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var atlas = assetManager.require("/assets/skeleton-scale.atlas");
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// Create a AtlasAttachmentLoader that resolves region, mesh, boundingbox and path attachments
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var atlasLoader = new spine.AtlasAttachmentLoader(atlas);
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// Create a SkeletonBinary instance for parsing the .skel file.
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var skeletonBinary = new spine.SkeletonBinary(atlasLoader);
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// Set the scale to apply during parsing, parse the file, and create a new skeleton.
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skeletonBinary.scale = .5;
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var skeletonData = skeletonBinary.readSkeletonData(assetManager.require("/assets/skeleton-scale.skel"));
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this.skeleton = new spine.Skeleton(skeletonData);
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const skeleton = this.skeleton;
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// Create an AnimationState, and set the "run" animation in looping mode.
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var animationStateData = new spine.AnimationStateData(skeletonData);
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this.animationState = new spine.AnimationState(animationStateData);
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const tracks = this.skeleton.data.animations.map((animation, index) => {
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const track = this.animationState.setAnimation(index, animation.name, true);
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track.alpha = 0;
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return track;
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})
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const myObject = {
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sx: 1,
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sy: 1,
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autoUpdate: this.autoUpdate,
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track_time: 0,
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track_scale: 1,
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};
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const gui = new lil.GUI({});
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gui.add(myObject, 'autoUpdate').name('autoUpdate').onChange(value => {
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this.autoUpdate = value;
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this.fakeUpdate();
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});
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gui.add(myObject, 'sx').min(-3).max(3).step(0.1).name('sx').onChange(value => {
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skeleton.scaleX = value;
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this.fakeUpdate();
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});
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gui.add(myObject, 'sy').min(-3).max(3).step(0.1).name('sy').onChange(value => {
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skeleton.scaleY = value;
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this.fakeUpdate();
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});
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for (const constraint of skeleton.constraints) {
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const name = constraint.data.name.split("-")[2];
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const folder = gui.addFolder(constraint.data.name);
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folder.open(false);
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for (const mixType of Object.keys(constraint.data.setup)) {
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const guiName = `${name}_${mixType}`;
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myObject[guiName] = false;
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folder.add(myObject, guiName).name(guiName).onChange(value => {
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constraint.applied[mixType] = value ? 1 : 0;
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this.fakeUpdate();
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});
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}
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}
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const folder = gui.addFolder("animations");
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for (const track of tracks) {
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myObject[track.animation.name] = false;
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folder.add(myObject, track.animation.name).name(track.animation.name).onChange(value => {
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track.alpha = value ? 1 : 0;
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this.fakeUpdate();
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});
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}
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folder.add(myObject, 'track_time').min(0).max(60).step(1).name('track_time').onChange(value => {
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for (const track of tracks) {
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track.trackTime = value / 30;
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}
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this.fakeUpdate();
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});
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folder.add(myObject, 'track_scale').min(0).max(2).step(0.1).name('track_scale').onChange(value => {
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for (const track of tracks) {
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track.timeScale = value;
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}
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this.fakeUpdate();
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});
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}
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fakeUpdate() {
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this.animationState.update(0);
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this.animationState.apply(this.skeleton);
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this.skeleton.updateWorldTransform(spine.Physics.update);
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}
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update(canvas, delta) {
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if (!this.autoUpdate) return;
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// Update the animation state using the delta time.
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this.animationState.update(delta);
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// Apply the animation state to the skeleton.
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this.animationState.apply(this.skeleton);
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// Let the skeleton update the transforms of its bones.
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this.skeleton.updateWorldTransform(spine.Physics.update);
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}
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render(canvas) {
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let renderer = canvas.renderer;
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// Resize the viewport to the full canvas.
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renderer.resize(spine.ResizeMode.Expand);
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// Clear the canvas with a light gray color.
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canvas.clear(0.2, 0.2, 0.2, 1);
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// Begin rendering.
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renderer.begin();
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// Draw the skeleton
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renderer.drawSkeleton(this.skeleton, true);
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// Complete rendering.
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renderer.end();
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}
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}
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new spine.SpineCanvas(document.getElementById("canvas"), {
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app: new App()
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})
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</script>
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</body>
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</html>`
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