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[haxe] Add SkeletonSprite.getAnimationBounds() to get the animation bound. Add AnimationBoundExample.
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spine-haxe/example/src/AnimationBoundExample.hx
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103
spine-haxe/example/src/AnimationBoundExample.hx
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software or
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* otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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import Scene.SceneManager;
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import openfl.utils.Assets;
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import spine.SkeletonData;
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import spine.Physics;
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import spine.animation.AnimationStateData;
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import spine.atlas.TextureAtlas;
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import spine.starling.SkeletonSprite;
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import spine.starling.StarlingTextureLoader;
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import starling.core.Starling;
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import starling.events.TouchEvent;
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import starling.events.TouchPhase;
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import starling.display.Quad;
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class AnimationBoundExample extends Scene {
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var loadBinary = false;
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var skeletonSpriteClipping: SkeletonSprite;
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var skeletonSpriteNoClipping: SkeletonSprite;
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public function load():Void {
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background.color = 0x333333;
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var scale = .2;
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var atlas = new TextureAtlas(Assets.getText("assets/spineboy.atlas"), new StarlingTextureLoader("assets/spineboy.atlas"));
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var skeletondata = SkeletonData.from(Assets.getText("assets/spineboy-pro.json"), atlas);
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var animationStateDataClipping = new AnimationStateData(skeletondata);
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animationStateDataClipping.defaultMix = 0.25;
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skeletonSpriteClipping = new SkeletonSprite(skeletondata, animationStateDataClipping);
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skeletonSpriteClipping.skeleton.updateWorldTransform(Physics.update);
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skeletonSpriteClipping.scale = scale;
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skeletonSpriteClipping.x = Starling.current.stage.stageWidth / 3 * 2;
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skeletonSpriteClipping.y = Starling.current.stage.stageHeight / 2;
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var animationClipping = skeletonSpriteClipping.state.setAnimationByName(0, "portal", true).animation;
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var animationBoundClipping = skeletonSpriteClipping.getAnimationBounds(animationClipping, true);
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var quad:Quad = new Quad(animationBoundClipping.width * scale, animationBoundClipping.height * scale, 0xc70000);
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quad.x = skeletonSpriteClipping.x + animationBoundClipping.x * scale;
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quad.y = skeletonSpriteClipping.y + animationBoundClipping.y * scale;
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var animationStateDataNoClipping = new AnimationStateData(skeletondata);
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animationStateDataNoClipping.defaultMix = 0.25;
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skeletonSpriteNoClipping = new SkeletonSprite(skeletondata, animationStateDataNoClipping);
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skeletonSpriteNoClipping.skeleton.updateWorldTransform(Physics.update);
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skeletonSpriteNoClipping.scale = scale;
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skeletonSpriteNoClipping.x = Starling.current.stage.stageWidth / 3;
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skeletonSpriteNoClipping.y = Starling.current.stage.stageHeight / 2;
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var animationNoClipping = skeletonSpriteNoClipping.state.setAnimationByName(0, "portal", true).animation;
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var animationBoundNoClipping = skeletonSpriteNoClipping.getAnimationBounds(animationNoClipping, false);
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var quadNoClipping:Quad = new Quad(animationBoundNoClipping.width * scale, animationBoundNoClipping.height * scale, 0xc70000);
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quadNoClipping.x = skeletonSpriteNoClipping.x + animationBoundNoClipping.x * scale;
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quadNoClipping.y = skeletonSpriteNoClipping.y + animationBoundNoClipping.y * scale;
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addChild(quad);
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addChild(quadNoClipping);
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addChild(skeletonSpriteClipping);
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addChild(skeletonSpriteNoClipping);
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addText("Animation bound without clipping", 75, 350);
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addText("Animation bound with clipping", 370, 350);
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addText("Red area is the animation bound", 240, 400);
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juggler.add(skeletonSpriteClipping);
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juggler.add(skeletonSpriteNoClipping);
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addEventListener(TouchEvent.TOUCH, onTouch);
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}
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public function onTouch(e:TouchEvent) {
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var touch = e.getTouch(this);
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if (touch != null && touch.phase == TouchPhase.ENDED) {
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SceneManager.getInstance().switchScene(new BasicExample());
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}
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}
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}
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@ -72,7 +72,7 @@ class CloudPotExample extends Scene {
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public function onTouch(e:TouchEvent) {
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var touch = e.getTouch(this);
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if (touch != null && touch.phase == TouchPhase.ENDED) {
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SceneManager.getInstance().switchScene(new BasicExample());
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SceneManager.getInstance().switchScene(new AnimationBoundExample());
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}
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}
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}
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@ -29,6 +29,7 @@
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package spine.starling;
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import spine.animation.Animation;
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import starling.animation.IAnimatable;
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import openfl.geom.Matrix;
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import openfl.geom.Point;
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@ -40,6 +41,8 @@ import spine.SkeletonData;
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import spine.Slot;
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import spine.animation.AnimationState;
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import spine.animation.AnimationStateData;
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import spine.animation.MixBlend;
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import spine.animation.MixDirection;
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import spine.attachments.Attachment;
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import spine.attachments.ClippingAttachment;
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import spine.attachments.MeshAttachment;
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@ -314,6 +317,33 @@ class SkeletonSprite extends DisplayObject implements IAnimatable {
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return resultRect;
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}
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public function getAnimationBounds(animation:Animation, clip:Bool = true): Rectangle {
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var clipper = clip ? SkeletonSprite.clipper : null;
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_skeleton.setToSetupPose();
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var steps = 100, time = 0.;
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var stepTime = animation.duration != 0 ? animation.duration / steps : 0;
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var minX = 100000000., maxX = -100000000., minY = 100000000., maxY = -100000000.;
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var bound:lime.math.Rectangle;
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for (i in 0...steps) {
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animation.apply(_skeleton, time , time, false, [], 1, MixBlend.setup, MixDirection.mixIn);
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_skeleton.updateWorldTransform(Physics.update);
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bound = _skeleton.getBounds(clipper);
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if (!Math.isNaN(bound.x) && !Math.isNaN(bound.y) && !Math.isNaN(bound.width) && !Math.isNaN(bound.height)) {
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minX = Math.min(bound.x, minX);
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minY = Math.min(bound.y, minY);
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maxX = Math.max(bound.right, maxX);
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maxY = Math.max(bound.bottom, maxY);
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} else
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trace("ERROR");
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time += stepTime;
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}
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return new Rectangle(minX, minY, maxX - minX, maxY - minY);
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}
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public var skeleton(get, never):Skeleton;
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private function get_skeleton():Skeleton {
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