[ts][canvas] Canvas renderer now supports shearing and non-uniform scale. Closes #851

This commit is contained in:
badlogic 2017-03-02 11:04:11 +01:00
parent 30d52282af
commit e8df948d9d
10 changed files with 118 additions and 2566 deletions

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@ -20,7 +20,11 @@ The Spine Runtimes are developed with the intent to be used with data exported f
spine-ts works with data exported from Spine 3.5.xx.
spine-ts WebGL & Widget backends supports all Spine features. The spine-ts Canvas backend does not support color tinting, mesh attachments or shearing. Mesh attachments are supported by setting `spine.canvas.SkeletonRenderer.useTriangleRendering` to true. Note that this method is slow and may lead to artifacts on some browsers. The spine-ts THREE.JS backend does not support color tinting and blend modes. The THREE.JS backend provides `SkeletonMesh.zOffset` to avoid z-fighting. Adjust to your near/far plane settings.
spine-ts WebGL & Widget backends supports all Spine features.
spine-ts Canvas does not support color tinting and mesh attachments. Experimental support for mesh attachments can be enabled by setting `spine.canvas.SkeletonRenderer.useTriangleRendering` to true. Note that this method is slow and may lead to artifacts on some browsers.
spine-ts THREE.JS does not support color tinting and blend modes. The THREE.JS backend provides `SkeletonMesh.zOffset` to avoid z-fighting. Adjust to your near/far plane settings.
spine-ts does not yet support loading the binary format.

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@ -231,10 +231,8 @@ var spine;
var attachment = slot.getAttachment();
var region = null;
var image = null;
var vertices = null;
if (attachment instanceof spine.RegionAttachment) {
var regionAttachment = attachment;
vertices = regionAttachment.updateWorldVertices(slot, false);
region = regionAttachment.region;
image = (region).texture.getImage();
}
@ -242,28 +240,22 @@ var spine;
continue;
var att = attachment;
var bone = slot.bone;
var x = vertices[0];
var y = vertices[1];
var rotation = (bone.getWorldRotationX() - att.rotation) * Math.PI / 180;
var xx = vertices[24] - vertices[0];
var xy = vertices[25] - vertices[1];
var yx = vertices[8] - vertices[0];
var yy = vertices[9] - vertices[1];
var w = Math.sqrt(xx * xx + xy * xy), h = -Math.sqrt(yx * yx + yy * yy);
ctx.translate(x, y);
ctx.rotate(rotation);
if (region.rotate) {
ctx.rotate(Math.PI / 2);
ctx.drawImage(image, region.x, region.y, region.height, region.width, 0, 0, h, -w);
ctx.rotate(-Math.PI / 2);
}
else {
ctx.drawImage(image, region.x, region.y, region.width, region.height, 0, 0, w, h);
}
var w = region.width;
var h = region.height;
var offsetX = attachment.offset[0];
var offsetY = attachment.offset[1];
ctx.save();
ctx.transform(bone.a, bone.c, bone.b, bone.d, bone.worldX, bone.worldY);
ctx.translate(offsetX, offsetY);
ctx.rotate(attachment.rotation * Math.PI / 180);
ctx.scale(attachment.scaleX, attachment.scaleY);
ctx.translate(region.width / 2, region.height / 2);
ctx.scale(1, -1);
ctx.translate(-region.width / 2, -region.height / 2);
ctx.drawImage(image, region.x, region.y, region.width, region.height, 0, 0, w, h);
if (this.debugRendering)
ctx.strokeRect(0, 0, w, h);
ctx.rotate(-rotation);
ctx.translate(-x, -y);
ctx.restore();
}
};
SkeletonRenderer.prototype.drawTriangles = function (skeleton) {

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@ -231,10 +231,8 @@ var spine;
var attachment = slot.getAttachment();
var region = null;
var image = null;
var vertices = null;
if (attachment instanceof spine.RegionAttachment) {
var regionAttachment = attachment;
vertices = regionAttachment.updateWorldVertices(slot, false);
region = regionAttachment.region;
image = (region).texture.getImage();
}
@ -242,28 +240,22 @@ var spine;
continue;
var att = attachment;
var bone = slot.bone;
var x = vertices[0];
var y = vertices[1];
var rotation = (bone.getWorldRotationX() - att.rotation) * Math.PI / 180;
var xx = vertices[24] - vertices[0];
var xy = vertices[25] - vertices[1];
var yx = vertices[8] - vertices[0];
var yy = vertices[9] - vertices[1];
var w = Math.sqrt(xx * xx + xy * xy), h = -Math.sqrt(yx * yx + yy * yy);
ctx.translate(x, y);
ctx.rotate(rotation);
if (region.rotate) {
ctx.rotate(Math.PI / 2);
ctx.drawImage(image, region.x, region.y, region.height, region.width, 0, 0, h, -w);
ctx.rotate(-Math.PI / 2);
}
else {
ctx.drawImage(image, region.x, region.y, region.width, region.height, 0, 0, w, h);
}
var w = region.width;
var h = region.height;
var offsetX = attachment.offset[0];
var offsetY = attachment.offset[1];
ctx.save();
ctx.transform(bone.a, bone.c, bone.b, bone.d, bone.worldX, bone.worldY);
ctx.translate(offsetX, offsetY);
ctx.rotate(attachment.rotation * Math.PI / 180);
ctx.scale(attachment.scaleX, attachment.scaleY);
ctx.translate(region.width / 2, region.height / 2);
ctx.scale(1, -1);
ctx.translate(-region.width / 2, -region.height / 2);
ctx.drawImage(image, region.x, region.y, region.width, region.height, 0, 0, w, h);
if (this.debugRendering)
ctx.strokeRect(0, 0, w, h);
ctx.rotate(-rotation);
ctx.translate(-x, -y);
ctx.restore();
}
};
SkeletonRenderer.prototype.drawTriangles = function (skeleton) {

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@ -5,141 +5,120 @@ format: RGBA8888
filter: Linear,Linear
repeat: none
eye_indifferent
rotate: true
xy: 648, 629
rotate: false
xy: 275, 349
size: 93, 89
orig: 93, 89
offset: 0, 0
index: -1
eye_surprised
rotate: true
xy: 233, 179
rotate: false
xy: 214, 125
size: 93, 89
orig: 93, 89
offset: 0, 0
index: -1
front_bracer
rotate: false
xy: 245, 2
xy: 678, 774
size: 58, 80
orig: 58, 80
offset: 0, 0
index: -1
front_fist_closed
rotate: false
xy: 168, 45
xy: 944, 940
size: 75, 82
orig: 75, 82
offset: 0, 0
index: -1
front_fist_open
rotate: false
xy: 844, 646
xy: 132, 28
size: 86, 87
orig: 86, 87
offset: 0, 0
index: -1
front_foot
rotate: true
xy: 310, 326
rotate: false
xy: 550, 785
size: 126, 69
orig: 126, 69
offset: 0, 0
index: -1
front_foot_bend1
rotate: true
xy: 951, 894
rotate: false
xy: 2, 45
size: 128, 70
orig: 128, 70
offset: 0, 0
index: -1
front_foot_bend2
rotate: false
xy: 2, 33
xy: 729, 929
size: 108, 93
orig: 108, 93
offset: 0, 0
index: -1
front_shin
rotate: true
xy: 739, 735
rotate: false
xy: 466, 670
size: 82, 184
orig: 82, 184
offset: 0, 0
index: -1
front_thigh
rotate: false
xy: 381, 340
xy: 281, 235
size: 48, 112
orig: 48, 112
offset: 0, 0
index: -1
front_upper_arm
rotate: false
xy: 112, 29
xy: 220, 26
size: 54, 97
orig: 54, 97
offset: 0, 0
index: -1
goggles
rotate: false
xy: 156, 454
xy: 466, 856
size: 261, 166
orig: 261, 166
offset: 0, 0
index: -1
gun
rotate: false
xy: 739, 819
xy: 2, 117
size: 210, 203
orig: 210, 203
offset: 0, 0
index: -1
head
rotate: false
xy: 466, 724
xy: 2, 322
size: 271, 298
orig: 271, 298
offset: 0, 0
index: -1
hoverboard_board
rotate: true
xy: 2, 128
size: 492, 152
orig: 492, 152
offset: 0, 0
index: -1
hoverboard_thruster
rotate: false
xy: 602, 558
size: 60, 64
orig: 60, 64
offset: 0, 0
index: -1
hoverglow_small
rotate: true
xy: 156, 178
size: 274, 75
orig: 274, 75
offset: 0, 0
index: -1
mouth_grind
rotate: true
xy: 951, 799
rotate: false
xy: 844, 878
size: 93, 59
orig: 93, 59
offset: 0, 0
index: -1
mouth_oooo
rotate: true
xy: 245, 84
rotate: false
xy: 550, 656
size: 93, 59
orig: 93, 59
offset: 0, 0
index: -1
mouth_smile
rotate: false
xy: 925, 738
xy: 738, 806
size: 93, 59
orig: 93, 59
offset: 0, 0
@ -153,63 +132,63 @@ muzzle
index: -1
neck
rotate: false
xy: 168, 2
xy: 2, 2
size: 36, 41
orig: 36, 41
offset: 0, 0
index: -1
rear_bracer
rotate: false
xy: 932, 664
xy: 276, 51
size: 56, 72
orig: 56, 72
offset: 0, 0
index: -1
rear_foot
rotate: false
xy: 487, 562
xy: 729, 867
size: 113, 60
orig: 113, 60
offset: 0, 0
index: -1
rear_foot_bend1
rotate: true
xy: 419, 503
rotate: false
xy: 550, 717
size: 117, 66
orig: 117, 66
offset: 0, 0
index: -1
rear_foot_bend2
rotate: false
xy: 739, 650
xy: 839, 939
size: 103, 83
orig: 103, 83
offset: 0, 0
index: -1
rear_shin
rotate: false
xy: 233, 274
xy: 375, 442
size: 75, 178
orig: 75, 178
offset: 0, 0
index: -1
rear_thigh
rotate: true
xy: 487, 495
rotate: false
xy: 214, 216
size: 65, 104
orig: 65, 104
offset: 0, 0
index: -1
rear_upper_arm
rotate: true
xy: 156, 129
rotate: false
xy: 331, 260
size: 47, 87
orig: 47, 87
offset: 0, 0
index: -1
torso
rotate: true
xy: 466, 624
rotate: false
xy: 275, 440
size: 98, 180
orig: 98, 180
offset: 0, 0

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@ -17,6 +17,9 @@ var assetManager;
var skeleton, state, bounds;
var skeletonRenderer;
var skelName = "spineboy";
var animName = "idle";
function init () {
canvas = document.getElementById("canvas");
canvas.width = window.innerWidth;
@ -29,21 +32,21 @@ function init () {
// enable the triangle renderer, supports meshes, but may produce artifacts in some browsers
skeletonRenderer.triangleRendering = false;
assetManager = new spine.canvas.AssetManager();
assetManager = new spine.canvas.AssetManager();
assetManager.loadText("assets/spineboy.json");
assetManager.loadText("assets/spineboy.atlas");
assetManager.loadTexture("assets/spineboy.png");
assetManager.loadText("assets/" + skelName + ".json");
assetManager.loadText("assets/" + skelName + ".atlas");
assetManager.loadTexture("assets/" + skelName + ".png");
requestAnimationFrame(load);
}
function load () {
if (assetManager.isLoadingComplete()) {
var data = loadSkeleton("spineboy", "walk", "default");
var data = loadSkeleton(skelName, animName, "default");
skeleton = data.skeleton;
state = data.state;
bounds = data.bounds;
bounds = data.bounds;
requestAnimationFrame(render);
} else {
requestAnimationFrame(load);
@ -56,7 +59,7 @@ function loadSkeleton (name, initialAnimation, skin) {
// Load the texture atlas using name.atlas and name.png from the AssetManager.
// The function passed to TextureAtlas is used to resolve relative paths.
atlas = new spine.TextureAtlas(assetManager.get("assets/" + name + ".atlas"), function(path) {
return assetManager.get("assets/" + path);
return assetManager.get("assets/" + path);
});
// Create a AtlasAttachmentLoader, which is specific to the WebGL backend.
@ -64,12 +67,12 @@ function loadSkeleton (name, initialAnimation, skin) {
// Create a SkeletonJson instance for parsing the .json file.
var skeletonJson = new spine.SkeletonJson(atlasLoader);
// Set the scale to apply during parsing, parse the file, and create a new skeleton.
// Set the scale to apply during parsing, parse the file, and create a new skeleton.
var skeletonData = skeletonJson.readSkeletonData(assetManager.get("assets/" + name + ".json"));
var skeleton = new spine.Skeleton(skeletonData);
skeleton.flipY = true;
var bounds = calculateBounds(skeleton);
skeleton.flipY = true;
var bounds = calculateBounds(skeleton);
skeleton.setSkinByName(skin);
// Create an AnimationState, and set the initial animation in looping mode.
@ -100,7 +103,7 @@ function calculateBounds(skeleton) {
skeleton.updateWorldTransform();
var offset = new spine.Vector2();
var size = new spine.Vector2();
skeleton.getBounds(offset, size);
skeleton.getBounds(offset, size);
return { offset: offset, size: size };
}
@ -108,7 +111,7 @@ function render () {
var now = Date.now() / 1000;
var delta = now - lastFrameTime;
lastFrameTime = now;
resize();
context.save();
@ -119,15 +122,23 @@ function render () {
state.update(delta);
state.apply(skeleton);
skeleton.updateWorldTransform();
skeletonRenderer.draw(skeleton);
skeleton.updateWorldTransform();
skeletonRenderer.draw(skeleton);
context.strokeStyle = "green";
context.beginPath();
context.moveTo(-1000, 0);
context.lineTo(1000, 0);
context.moveTo(0, -1000);
context.lineTo(0, 1000);
context.stroke();
requestAnimationFrame(render);
}
function resize () {
var w = canvas.clientWidth;
var h = canvas.clientHeight;
var h = canvas.clientHeight;
if (canvas.width != w || canvas.height != h) {
canvas.width = w;
canvas.height = h;
@ -140,12 +151,12 @@ function resize () {
var scaleY = bounds.size.y / canvas.height;
var scale = Math.max(scaleX, scaleY) * 1.2;
if (scale < 1) scale = 1;
var width = canvas.width * scale;
var height = canvas.height * scale;
var width = canvas.width;
var height = canvas.height;
context.resetTransform();
context.scale(1 / scale, 1 / scale);
context.translate(-centerX, -centerY);
context.translate(-centerX, -centerY);
context.translate(width / 2, height / 2);
}

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@ -57,37 +57,29 @@ module spine.canvas {
let attachment = slot.getAttachment();
let region: TextureAtlasRegion = null;
let image: HTMLImageElement = null;
let vertices: ArrayLike<number> = null;
if (attachment instanceof RegionAttachment) {
let regionAttachment = <RegionAttachment>attachment;
vertices = regionAttachment.updateWorldVertices(slot, false);
region = <TextureAtlasRegion>regionAttachment.region;
image = (<CanvasTexture>(region).texture).getImage();
} else continue;
let att = <RegionAttachment>attachment;
let bone = slot.bone;
let x = vertices[0];
let y = vertices[1];
let rotation = (bone.getWorldRotationX() - att.rotation) * Math.PI / 180;
let xx = vertices[24] - vertices[0];
let xy = vertices[25] - vertices[1];
let yx = vertices[8] - vertices[0];
let yy = vertices[9] - vertices[1];
let w = Math.sqrt(xx * xx + xy * xy), h = -Math.sqrt(yx * yx + yy * yy);
ctx.translate(x, y);
ctx.rotate(rotation);
if (region.rotate) {
ctx.rotate(Math.PI / 2);
ctx.drawImage(image, region.x, region.y, region.height, region.width, 0, 0, h, -w);
ctx.rotate(-Math.PI / 2);
} else {
ctx.drawImage(image, region.x, region.y, region.width, region.height, 0, 0, w, h);
}
let w = region.width;
let h = region.height;
let offsetX = attachment.offset[0];
let offsetY = attachment.offset[1];
ctx.save();
ctx.transform(bone.a, bone.c, bone.b, bone.d, bone.worldX, bone.worldY);
ctx.translate(offsetX, offsetY);
ctx.rotate(attachment.rotation * Math.PI / 180);
ctx.scale(attachment.scaleX, attachment.scaleY);
ctx.translate(region.width / 2, region.height / 2);
ctx.scale(1, -1);
ctx.translate(-region.width / 2, -region.height / 2);
ctx.drawImage(image, region.x, region.y, region.width, region.height, 0, 0, w, h);
if (this.debugRendering) ctx.strokeRect(0, 0, w, h);
ctx.rotate(-rotation);
ctx.translate(-x, -y);
ctx.restore();
}
}