[phaser] Closes #2348, SpineGameObject.willRender() didn't reset state correctly in case an object is inside a container.

This commit is contained in:
Mario Zechner 2023-09-04 10:23:38 +02:00
parent c56c9b5cef
commit e404d0bede
3 changed files with 311 additions and 193 deletions

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@ -29,90 +29,138 @@
import { SPINE_GAME_OBJECT_TYPE } from "./keys";
import { SpinePlugin } from "./SpinePlugin";
import { ComputedSizeMixin, DepthMixin, FlipMixin, ScrollFactorMixin, TransformMixin, VisibleMixin, AlphaMixin, OriginMixin } from "./mixins";
import { AnimationState, AnimationStateData, Bone, MathUtils, Skeleton, Skin, Vector2 } from "@esotericsoftware/spine-core";
import {
ComputedSizeMixin,
DepthMixin,
FlipMixin,
ScrollFactorMixin,
TransformMixin,
VisibleMixin,
AlphaMixin,
OriginMixin,
} from "./mixins";
import {
AnimationState,
AnimationStateData,
Bone,
MathUtils,
Skeleton,
Skin,
Vector2,
} from "@esotericsoftware/spine-core";
class BaseSpineGameObject extends Phaser.GameObjects.GameObject {
constructor (scene: Phaser.Scene, type: string) {
super(scene, type);
}
constructor(scene: Phaser.Scene, type: string) {
super(scene, type);
}
}
/** A bounds provider calculates the bounding box for a skeleton, which is then assigned as the size of the SpineGameObject. */
export interface SpineGameObjectBoundsProvider {
// Returns the bounding box for the skeleton, in skeleton space.
calculateBounds (gameObject: SpineGameObject): { x: number, y: number, width: number, height: number };
// Returns the bounding box for the skeleton, in skeleton space.
calculateBounds(gameObject: SpineGameObject): {
x: number;
y: number;
width: number;
height: number;
};
}
/** A bounds provider that calculates the bounding box from the setup pose. */
export class SetupPoseBoundsProvider implements SpineGameObjectBoundsProvider {
calculateBounds (gameObject: SpineGameObject) {
if (!gameObject.skeleton) return { x: 0, y: 0, width: 0, height: 0 };
// Make a copy of animation state and skeleton as this might be called while
// the skeleton in the GameObject has already been heavily modified. We can not
// reconstruct that state.
const skeleton = new Skeleton(gameObject.skeleton.data);
skeleton.setToSetupPose();
skeleton.updateWorldTransform();
const bounds = skeleton.getBoundsRect();
return bounds.width == Number.NEGATIVE_INFINITY ? { x: 0, y: 0, width: 0, height: 0 } : bounds;
}
calculateBounds(gameObject: SpineGameObject) {
if (!gameObject.skeleton) return { x: 0, y: 0, width: 0, height: 0 };
// Make a copy of animation state and skeleton as this might be called while
// the skeleton in the GameObject has already been heavily modified. We can not
// reconstruct that state.
const skeleton = new Skeleton(gameObject.skeleton.data);
skeleton.setToSetupPose();
skeleton.updateWorldTransform();
const bounds = skeleton.getBoundsRect();
return bounds.width == Number.NEGATIVE_INFINITY
? { x: 0, y: 0, width: 0, height: 0 }
: bounds;
}
}
/** A bounds provider that calculates the bounding box by taking the maximumg bounding box for a combination of skins and specific animation. */
export class SkinsAndAnimationBoundsProvider implements SpineGameObjectBoundsProvider {
/**
* @param animation The animation to use for calculating the bounds. If null, the setup pose is used.
* @param skins The skins to use for calculating the bounds. If empty, the default skin is used.
* @param timeStep The time step to use for calculating the bounds. A smaller time step means more precision, but slower calculation.
*/
constructor (private animation: string | null, private skins: string[] = [], private timeStep: number = 0.05) {
}
export class SkinsAndAnimationBoundsProvider
implements SpineGameObjectBoundsProvider
{
/**
* @param animation The animation to use for calculating the bounds. If null, the setup pose is used.
* @param skins The skins to use for calculating the bounds. If empty, the default skin is used.
* @param timeStep The time step to use for calculating the bounds. A smaller time step means more precision, but slower calculation.
*/
constructor(
private animation: string | null,
private skins: string[] = [],
private timeStep: number = 0.05
) {}
calculateBounds (gameObject: SpineGameObject): { x: number; y: number; width: number; height: number; } {
if (!gameObject.skeleton || !gameObject.animationState) return { x: 0, y: 0, width: 0, height: 0 };
// Make a copy of animation state and skeleton as this might be called while
// the skeleton in the GameObject has already been heavily modified. We can not
// reconstruct that state.
const animationState = new AnimationState(gameObject.animationState.data);
const skeleton = new Skeleton(gameObject.skeleton.data);
const data = skeleton.data;
if (this.skins.length > 0) {
let customSkin = new Skin("custom-skin");
for (const skinName of this.skins) {
const skin = data.findSkin(skinName);
if (skin == null) continue;
customSkin.addSkin(skin);
}
skeleton.setSkin(customSkin);
}
skeleton.setToSetupPose();
calculateBounds(gameObject: SpineGameObject): {
x: number;
y: number;
width: number;
height: number;
} {
if (!gameObject.skeleton || !gameObject.animationState)
return { x: 0, y: 0, width: 0, height: 0 };
// Make a copy of animation state and skeleton as this might be called while
// the skeleton in the GameObject has already been heavily modified. We can not
// reconstruct that state.
const animationState = new AnimationState(gameObject.animationState.data);
const skeleton = new Skeleton(gameObject.skeleton.data);
const data = skeleton.data;
if (this.skins.length > 0) {
let customSkin = new Skin("custom-skin");
for (const skinName of this.skins) {
const skin = data.findSkin(skinName);
if (skin == null) continue;
customSkin.addSkin(skin);
}
skeleton.setSkin(customSkin);
}
skeleton.setToSetupPose();
const animation = this.animation != null ? data.findAnimation(this.animation!) : null;
if (animation == null) {
skeleton.updateWorldTransform();
const bounds = skeleton.getBoundsRect();
return bounds.width == Number.NEGATIVE_INFINITY ? { x: 0, y: 0, width: 0, height: 0 } : bounds;
} else {
let minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY;
animationState.clearTracks();
animationState.setAnimationWith(0, animation, false);
const steps = Math.max(animation.duration / this.timeStep, 1.0);
for (let i = 0; i < steps; i++) {
animationState.update(i > 0 ? this.timeStep : 0);
animationState.apply(skeleton);
skeleton.updateWorldTransform();
const animation =
this.animation != null ? data.findAnimation(this.animation!) : null;
if (animation == null) {
skeleton.updateWorldTransform();
const bounds = skeleton.getBoundsRect();
return bounds.width == Number.NEGATIVE_INFINITY
? { x: 0, y: 0, width: 0, height: 0 }
: bounds;
} else {
let minX = Number.POSITIVE_INFINITY,
minY = Number.POSITIVE_INFINITY,
maxX = Number.NEGATIVE_INFINITY,
maxY = Number.NEGATIVE_INFINITY;
animationState.clearTracks();
animationState.setAnimationWith(0, animation, false);
const steps = Math.max(animation.duration / this.timeStep, 1.0);
for (let i = 0; i < steps; i++) {
animationState.update(i > 0 ? this.timeStep : 0);
animationState.apply(skeleton);
skeleton.updateWorldTransform();
const bounds = skeleton.getBoundsRect();
minX = Math.min(minX, bounds.x);
minY = Math.min(minY, bounds.y);
maxX = Math.max(maxX, minX + bounds.width);
maxY = Math.max(maxY, minY + bounds.height);
}
const bounds = { x: minX, y: minY, width: maxX - minX, height: maxY - minY };
return bounds.width == Number.NEGATIVE_INFINITY ? { x: 0, y: 0, width: 0, height: 0 } : bounds;
}
}
const bounds = skeleton.getBoundsRect();
minX = Math.min(minX, bounds.x);
minY = Math.min(minY, bounds.y);
maxX = Math.max(maxX, minX + bounds.width);
maxY = Math.max(maxY, minY + bounds.height);
}
const bounds = {
x: minX,
y: minY,
width: maxX - minX,
height: maxY - minY,
};
return bounds.width == Number.NEGATIVE_INFINITY
? { x: 0, y: 0, width: 0, height: 0 }
: bounds;
}
}
}
/**
@ -136,147 +184,215 @@ export class SkinsAndAnimationBoundsProvider implements SpineGameObjectBoundsPro
*
* See {@link skeletonToPhaserWorldCoordinates}, {@link phaserWorldCoordinatesToSkeleton}, and {@link phaserWorldCoordinatesToBoneLocal.}
*/
export class SpineGameObject extends DepthMixin(OriginMixin(ComputedSizeMixin(FlipMixin(ScrollFactorMixin(TransformMixin(VisibleMixin(AlphaMixin(BaseSpineGameObject)))))))) {
blendMode = -1;
skeleton: Skeleton;
animationStateData: AnimationStateData;
animationState: AnimationState;
beforeUpdateWorldTransforms: (object: SpineGameObject) => void = () => { };
afterUpdateWorldTransforms: (object: SpineGameObject) => void = () => { };
private premultipliedAlpha = false;
export class SpineGameObject extends DepthMixin(
OriginMixin(
ComputedSizeMixin(
FlipMixin(
ScrollFactorMixin(
TransformMixin(VisibleMixin(AlphaMixin(BaseSpineGameObject)))
)
)
)
)
) {
blendMode = -1;
skeleton: Skeleton;
animationStateData: AnimationStateData;
animationState: AnimationState;
beforeUpdateWorldTransforms: (object: SpineGameObject) => void = () => {};
afterUpdateWorldTransforms: (object: SpineGameObject) => void = () => {};
private premultipliedAlpha = false;
constructor (scene: Phaser.Scene, private plugin: SpinePlugin, x: number, y: number, dataKey: string, atlasKey: string, public boundsProvider: SpineGameObjectBoundsProvider = new SetupPoseBoundsProvider()) {
super(scene, SPINE_GAME_OBJECT_TYPE);
this.setPosition(x, y);
constructor(
scene: Phaser.Scene,
private plugin: SpinePlugin,
x: number,
y: number,
dataKey: string,
atlasKey: string,
public boundsProvider: SpineGameObjectBoundsProvider = new SetupPoseBoundsProvider()
) {
super(scene, SPINE_GAME_OBJECT_TYPE);
this.setPosition(x, y);
this.premultipliedAlpha = this.plugin.isAtlasPremultiplied(atlasKey);
this.skeleton = this.plugin.createSkeleton(dataKey, atlasKey);
this.animationStateData = new AnimationStateData(this.skeleton.data);
this.animationState = new AnimationState(this.animationStateData);
this.skeleton.updateWorldTransform();
this.updateSize();
}
this.premultipliedAlpha = this.plugin.isAtlasPremultiplied(atlasKey);
this.skeleton = this.plugin.createSkeleton(dataKey, atlasKey);
this.animationStateData = new AnimationStateData(this.skeleton.data);
this.animationState = new AnimationState(this.animationStateData);
this.skeleton.updateWorldTransform();
this.updateSize();
}
updateSize () {
if (!this.skeleton) return;
let bounds = this.boundsProvider.calculateBounds(this);
// For some reason the TS compiler and the ComputedSize mixin don't work well together and we have
// to cast to any.
let self = this as any;
self.width = bounds.width;
self.height = bounds.height;
this.displayOriginX = -bounds.x;
this.displayOriginY = -bounds.y;
}
updateSize() {
if (!this.skeleton) return;
let bounds = this.boundsProvider.calculateBounds(this);
// For some reason the TS compiler and the ComputedSize mixin don't work well together and we have
// to cast to any.
let self = this as any;
self.width = bounds.width;
self.height = bounds.height;
this.displayOriginX = -bounds.x;
this.displayOriginY = -bounds.y;
}
/** Converts a point from the skeleton coordinate system to the Phaser world coordinate system. */
skeletonToPhaserWorldCoordinates (point: { x: number, y: number }) {
let transform = this.getWorldTransformMatrix();
let a = transform.a, b = transform.b, c = transform.c, d = transform.d, tx = transform.tx, ty = transform.ty;
let x = point.x
let y = point.y
point.x = x * a + y * c + tx;
point.y = x * b + y * d + ty;
}
/** Converts a point from the skeleton coordinate system to the Phaser world coordinate system. */
skeletonToPhaserWorldCoordinates(point: { x: number; y: number }) {
let transform = this.getWorldTransformMatrix();
let a = transform.a,
b = transform.b,
c = transform.c,
d = transform.d,
tx = transform.tx,
ty = transform.ty;
let x = point.x;
let y = point.y;
point.x = x * a + y * c + tx;
point.y = x * b + y * d + ty;
}
/** Converts a point from the Phaser world coordinate system to the skeleton coordinate system. */
phaserWorldCoordinatesToSkeleton (point: { x: number, y: number }) {
let transform = this.getWorldTransformMatrix();
transform = transform.invert();
let a = transform.a, b = transform.b, c = transform.c, d = transform.d, tx = transform.tx, ty = transform.ty;
let x = point.x
let y = point.y
point.x = x * a + y * c + tx;
point.y = x * b + y * d + ty;
}
/** Converts a point from the Phaser world coordinate system to the skeleton coordinate system. */
phaserWorldCoordinatesToSkeleton(point: { x: number; y: number }) {
let transform = this.getWorldTransformMatrix();
transform = transform.invert();
let a = transform.a,
b = transform.b,
c = transform.c,
d = transform.d,
tx = transform.tx,
ty = transform.ty;
let x = point.x;
let y = point.y;
point.x = x * a + y * c + tx;
point.y = x * b + y * d + ty;
}
/** Converts a point from the Phaser world coordinate system to the bone's local coordinate system. */
phaserWorldCoordinatesToBone (point: { x: number, y: number }, bone: Bone) {
this.phaserWorldCoordinatesToSkeleton(point);
if (bone.parent) {
bone.parent.worldToLocal(point as Vector2);
} else {
bone.worldToLocal(point as Vector2);
}
}
/** Converts a point from the Phaser world coordinate system to the bone's local coordinate system. */
phaserWorldCoordinatesToBone(point: { x: number; y: number }, bone: Bone) {
this.phaserWorldCoordinatesToSkeleton(point);
if (bone.parent) {
bone.parent.worldToLocal(point as Vector2);
} else {
bone.worldToLocal(point as Vector2);
}
}
/**
* Updates the {@link AnimationState}, applies it to the {@link Skeleton}, then updates the world transforms of all bones.
* @param delta The time delta in milliseconds
*/
updatePose (delta: number) {
this.animationState.update(delta / 1000);
this.animationState.apply(this.skeleton);
this.beforeUpdateWorldTransforms(this);
this.skeleton.updateWorldTransform();
this.afterUpdateWorldTransforms(this);
}
/**
* Updates the {@link AnimationState}, applies it to the {@link Skeleton}, then updates the world transforms of all bones.
* @param delta The time delta in milliseconds
*/
updatePose(delta: number) {
this.animationState.update(delta / 1000);
this.animationState.apply(this.skeleton);
this.beforeUpdateWorldTransforms(this);
this.skeleton.updateWorldTransform();
this.afterUpdateWorldTransforms(this);
}
preUpdate (time: number, delta: number) {
if (!this.skeleton || !this.animationState) return;
this.updatePose(delta);
}
preUpdate(time: number, delta: number) {
if (!this.skeleton || !this.animationState) return;
this.updatePose(delta);
}
preDestroy () {
// FIXME tear down any event emitters
}
preDestroy() {
// FIXME tear down any event emitters
}
willRender (camera: Phaser.Cameras.Scene2D.Camera) {
if (!this.visible) return false;
willRender(camera: Phaser.Cameras.Scene2D.Camera) {
if (!this.visible) return false;
var GameObjectRenderMask = 0xf;
var result = (!this.skeleton || !(GameObjectRenderMask !== this.renderFlags || (this.cameraFilter !== 0 && (this.cameraFilter & camera.id))));
var GameObjectRenderMask = 0xf;
var result = !this.skeleton || !(GameObjectRenderMask !== this.renderFlags || (this.cameraFilter !== 0 && this.cameraFilter & camera.id));
return result;
}
if (!result && this.parentContainer && this.plugin.webGLRenderer) {
var sceneRenderer = this.plugin.webGLRenderer;
renderWebGL (renderer: Phaser.Renderer.WebGL.WebGLRenderer, src: SpineGameObject, camera: Phaser.Cameras.Scene2D.Camera, parentMatrix: Phaser.GameObjects.Components.TransformMatrix) {
if (!this.skeleton || !this.animationState || !this.plugin.webGLRenderer) return;
if (this.plugin.gl && this.plugin.phaserRenderer instanceof Phaser.Renderer.WebGL.WebGLRenderer && sceneRenderer.batcher.isDrawing) {
sceneRenderer.end();
this.plugin.phaserRenderer.pipelines.rebind();
}
}
let sceneRenderer = this.plugin.webGLRenderer;
if (renderer.newType) {
renderer.pipelines.clear();
sceneRenderer.begin();
}
return result;
}
camera.addToRenderList(src);
let transform = Phaser.GameObjects.GetCalcMatrix(src, camera, parentMatrix).calc;
let a = transform.a, b = transform.b, c = transform.c, d = transform.d, tx = transform.tx, ty = transform.ty;
sceneRenderer.drawSkeleton(this.skeleton, this.premultipliedAlpha, -1, -1, (vertices, numVertices, stride) => {
for (let i = 0; i < numVertices; i += stride) {
let vx = vertices[i];
let vy = vertices[i + 1];
vertices[i] = vx * a + vy * c + tx;
vertices[i + 1] = vx * b + vy * d + ty;
}
});
renderWebGL(
renderer: Phaser.Renderer.WebGL.WebGLRenderer,
src: SpineGameObject,
camera: Phaser.Cameras.Scene2D.Camera,
parentMatrix: Phaser.GameObjects.Components.TransformMatrix
) {
if (!this.skeleton || !this.animationState || !this.plugin.webGLRenderer)
return;
if (!renderer.nextTypeMatch) {
sceneRenderer.end();
renderer.pipelines.rebind();
}
}
let sceneRenderer = this.plugin.webGLRenderer;
if (renderer.newType) {
renderer.pipelines.clear();
sceneRenderer.begin();
}
renderCanvas (renderer: Phaser.Renderer.Canvas.CanvasRenderer, src: SpineGameObject, camera: Phaser.Cameras.Scene2D.Camera, parentMatrix: Phaser.GameObjects.Components.TransformMatrix) {
if (!this.skeleton || !this.animationState || !this.plugin.canvasRenderer) return;
camera.addToRenderList(src);
let transform = Phaser.GameObjects.GetCalcMatrix(
src,
camera,
parentMatrix
).calc;
let a = transform.a,
b = transform.b,
c = transform.c,
d = transform.d,
tx = transform.tx,
ty = transform.ty;
sceneRenderer.drawSkeleton(
this.skeleton,
this.premultipliedAlpha,
-1,
-1,
(vertices, numVertices, stride) => {
for (let i = 0; i < numVertices; i += stride) {
let vx = vertices[i];
let vy = vertices[i + 1];
vertices[i] = vx * a + vy * c + tx;
vertices[i + 1] = vx * b + vy * d + ty;
}
}
);
let context = renderer.currentContext;
let skeletonRenderer = this.plugin.canvasRenderer;
(skeletonRenderer as any).ctx = context;
if (!renderer.nextTypeMatch) {
sceneRenderer.end();
renderer.pipelines.rebind();
}
}
camera.addToRenderList(src);
let transform = Phaser.GameObjects.GetCalcMatrix(src, camera, parentMatrix).calc;
let skeleton = this.skeleton;
skeleton.x = transform.tx;
skeleton.y = transform.ty;
skeleton.scaleX = transform.scaleX;
skeleton.scaleY = transform.scaleY;
let root = skeleton.getRootBone()!;
root.rotation = -MathUtils.radiansToDegrees * transform.rotationNormalized;
this.skeleton.updateWorldTransform();
renderCanvas(
renderer: Phaser.Renderer.Canvas.CanvasRenderer,
src: SpineGameObject,
camera: Phaser.Cameras.Scene2D.Camera,
parentMatrix: Phaser.GameObjects.Components.TransformMatrix
) {
if (!this.skeleton || !this.animationState || !this.plugin.canvasRenderer)
return;
context.save();
skeletonRenderer.draw(skeleton);
context.restore();
}
let context = renderer.currentContext;
let skeletonRenderer = this.plugin.canvasRenderer;
(skeletonRenderer as any).ctx = context;
camera.addToRenderList(src);
let transform = Phaser.GameObjects.GetCalcMatrix(
src,
camera,
parentMatrix
).calc;
let skeleton = this.skeleton;
skeleton.x = transform.tx;
skeleton.y = transform.ty;
skeleton.scaleX = transform.scaleX;
skeleton.scaleY = transform.scaleY;
let root = skeleton.getRootBone()!;
root.rotation = -MathUtils.radiansToDegrees * transform.rotationNormalized;
this.skeleton.updateWorldTransform();
context.save();
skeletonRenderer.draw(skeleton);
context.restore();
}
}

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@ -74,9 +74,10 @@ export interface SpineGameObjectConfig extends Phaser.Types.GameObjects.GameObje
export class SpinePlugin extends Phaser.Plugins.ScenePlugin {
game: Phaser.Game;
private isWebGL: boolean;
private gl: WebGLRenderingContext | null;
gl: WebGLRenderingContext | null;
webGLRenderer: SceneRenderer | null;
canvasRenderer: SkeletonRenderer | null;
phaserRenderer: Phaser.Renderer.Canvas.CanvasRenderer | Phaser.Renderer.WebGL.WebGLRenderer;
private skeletonDataCache: Phaser.Cache.BaseCache;
private atlasCache: Phaser.Cache.BaseCache;
@ -85,6 +86,7 @@ export class SpinePlugin extends Phaser.Plugins.ScenePlugin {
this.game = pluginManager.game;
this.isWebGL = this.game.config.renderType === 2;
this.gl = this.isWebGL ? (this.game.renderer as Phaser.Renderer.WebGL.WebGLRenderer).gl : null;
this.phaserRenderer = this.game.renderer;
this.webGLRenderer = null;
this.canvasRenderer = null;
this.skeletonDataCache = this.game.cache.addCustom(SPINE_SKELETON_DATA_CACHE_KEY);

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@ -39,7 +39,7 @@ export class PolygonBatcher implements Disposable {
private context: ManagedWebGLRenderingContext;
private drawCalls = 0;
private static globalDrawCalls = 0;
private isDrawing = false;
isDrawing = false;
private mesh: Mesh;
private shader: Shader | null = null;
private lastTexture: GLTexture | null = null;