mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 23:34:53 +08:00
[ts][pixi-v7] Allow to define a bounds providers for the Spine game object. See #2734.
This commit is contained in:
parent
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commit
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@ -53,6 +53,7 @@
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<li><a href="/spine-pixi-v7/example/physics3.html">Physics III</a></li>
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<li><a href="/spine-pixi-v7/example/physics4.html">Physics IV</a></li>
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<li><a href="/spine-pixi-v7/example/slot-objects.html">Slot Objects</a></li>
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<li><a href="/spine-pixi-v7/example/bounds.html">Bounds</a></li>
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<li><a href="/spine-pixi-v7/example/bunnymark.html?count=500">Bunny Mark</a></li>
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</ul>
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<li>PixiJS v8</li>
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@ -79,6 +80,7 @@
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<li><a href="/spine-pixi-v8/example/physics3.html">Physics III</a></li>
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<li><a href="/spine-pixi-v8/example/physics4.html">Physics IV</a></li>
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<li><a href="/spine-pixi-v8/example/slot-objects.html">Slot Objects</a></li>
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<li><a href="/spine-pixi-v8/example/bounds.html">Bounds</a></li>
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<li><a href="/spine-pixi-v8/example/bunnymark.html?count=500&renderer=webgpu">Bunny Mark</a></li>
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</ul>
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<li>Phaser</li>
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12
spine-ts/package-lock.json
generated
12
spine-ts/package-lock.json
generated
@ -155,6 +155,17 @@
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"@pixi/core": "7.4.2"
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}
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},
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"node_modules/@pixi/events": {
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"version": "7.4.2",
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"resolved": "https://registry.npmjs.org/@pixi/events/-/events-7.4.2.tgz",
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"integrity": "sha512-Jw/w57heZjzZShIXL0bxOvKB+XgGIevyezhGtfF2ZSzQoSBWo+Fj1uE0QwKd0RIaXegZw/DhSmiMJSbNmcjifA==",
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"license": "MIT",
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"peer": true,
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"peerDependencies": {
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"@pixi/core": "7.4.2",
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"@pixi/display": "7.4.2"
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}
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},
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"node_modules/@pixi/extensions": {
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"version": "7.4.2",
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"license": "MIT",
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@ -3181,6 +3192,7 @@
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"@pixi/assets": "^7.2.4",
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"@pixi/core": "^7.2.4",
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"@pixi/display": "^7.2.4",
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"@pixi/events": "^7.2.4",
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"@pixi/graphics": "^7.2.4",
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"@pixi/mesh": "^7.2.4",
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"@pixi/text": "^7.2.4"
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122
spine-ts/spine-pixi-v7/example/bounds.html
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122
spine-ts/spine-pixi-v7/example/bounds.html
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@ -0,0 +1,122 @@
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<html>
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<head>
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<meta charset="UTF-8" />
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<title>spine-pixi-v7</title>
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<script src="https://cdn.jsdelivr.net/npm/pixi.js@7.4.2/dist/pixi.min.js"></script>
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<script src="../dist/iife/spine-pixi-v7.js"></script>
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<link rel="stylesheet" href="../../index.css">
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</head>
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<body>
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<script>
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(async function () {
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var app = new PIXI.Application({
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width: window.innerWidth,
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height: window.innerHeight,
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resolution: window.devicePixelRatio || 1,
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autoDensity: true,
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resizeTo: window,
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backgroundColor: 0x2c3e50,
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hello: true,
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});
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document.body.appendChild(app.view);
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// Pre-load the skeleton data and atlas. You can also load .json skeleton data.
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PIXI.Assets.add({alias: "spineboyData", src: "./assets/spineboy-pro.skel"});
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PIXI.Assets.add({alias: "spineboyAtlas", src: "./assets/spineboy-pma.atlas"});
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await PIXI.Assets.load(["spineboyData", "spineboyAtlas"]);
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// Create the spine display object
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const spineboy1 = spine.Spine.from({skeleton: "spineboyData", atlas: "spineboyAtlas", scale: .2 });
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const spineboy2 = spine.Spine.from({skeleton: "spineboyData", atlas: "spineboyAtlas", scale: .2,
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boundsProvider: new spine.SetupPoseBoundsProvider(),
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});
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const spineboy3 = spine.Spine.from({skeleton: "spineboyData", atlas: "spineboyAtlas", scale: .2,
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boundsProvider: new spine.SkinsAndAnimationBoundsProvider("portal", undefined, undefined, false),
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});
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const spineboy4 = spine.Spine.from({skeleton: "spineboyData", atlas: "spineboyAtlas", scale: .2,
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boundsProvider: new spine.SkinsAndAnimationBoundsProvider("portal", undefined, undefined, true),
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});
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const spineboy5 = spine.Spine.from({skeleton: "spineboyData", atlas: "spineboyAtlas", scale: .2,
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boundsProvider: new spine.AABBRectangleBoundsProvider(-100, -100, 100, 100),
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});
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const maxHeight = spineboy3.getBounds().height;
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const scaleFactor = 1 / (maxHeight * 5 / window.innerHeight);
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const scaledMaxHeight = maxHeight * scaleFactor;
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const texts = [
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"Default bounds: dynamic, recomputed when queried",
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"Set up pose bound: fixed, based on setup pose",
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"Skin and animations based bound: fixed, the max AABB rectangle containing the skeleton with the given skin and given animations (clipping is ignored)",
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"Skin and animations based bound: same as above, but with clipping true. The bounds is smaller because clipped attachments' parts are not considered",
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"AABB Rectangle bounds: fixed, manually provided bounds. The origin is in skeleton root and size are in skeleton space",
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]
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const pointerOn = [];
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const elements = [spineboy1, spineboy2, spineboy3, spineboy4, spineboy5].map((spineboy, i) => {
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// const elements = [spineboy1].map((spineboy, i) => {
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spineboy.x = window.innerWidth / 2;
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spineboy.y = window.innerHeight / 2 + spineboy.getBounds().height / 2;
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const x = 300 * scaleFactor;
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// spineboy placement
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spineboy.scale.set(scaleFactor);
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spineboy.state.setAnimation(0, "portal", true);
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spineboy.x = x;
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spineboy.y = 70 * scaleFactor + (window.innerHeight / 10 * (1 + 2*i));
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app.stage.addChild(spineboy);
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// yellow rectangle to show bounds
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const graphics = new PIXI.Graphics();
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app.stage.addChild(graphics);
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// text
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const basicText = new PIXI.Text(
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texts[i],
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{
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fontSize: 20 * scaleFactor,
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fill: "white",
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wordWrap: true,
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wordWrapWidth: 400 * scaleFactor,
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}
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);
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basicText.x = x + scaledMaxHeight + 0 * scaleFactor;
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basicText.y = scaledMaxHeight * (i + .5);
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basicText.anchor.set(0, 0.5);
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app.stage.addChild(basicText);
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// pointer events
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spineboy.eventMode = "static";
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spineboy.cursor = "pointer";
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spineboy.on("pointerenter", () => pointerOn[i] = true);
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spineboy.on("pointerleave", () => pointerOn[i] = false);
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return [spineboy, graphics];
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})
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app.ticker.add((delta) => {
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elements.forEach(([spineboy, graphic], i) => {
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const bound = spineboy.getBounds();
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graphic.clear();
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graphic.lineStyle(2, 0xfeeb77);
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graphic.beginFill(0xff0000, pointerOn[i] ? .2 : 0);
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graphic.drawRect(bound.x, bound.y, bound.width, bound.height);
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graphic.endFill();
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})
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})
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})();
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</script>
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</body>
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</html>
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@ -39,6 +39,7 @@
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"@pixi/graphics": "^7.2.4",
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"@pixi/text": "^7.2.4",
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"@pixi/assets": "^7.2.4",
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"@pixi/mesh": "^7.2.4"
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"@pixi/mesh": "^7.2.4",
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"@pixi/events": "^7.2.4"
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}
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}
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@ -43,6 +43,7 @@ import {
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SkeletonClipping,
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SkeletonData,
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SkeletonJson,
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Skin,
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Utils,
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Vector2,
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} from "@esotericsoftware/spine-core";
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@ -51,11 +52,12 @@ import { SlotMesh } from "./SlotMesh.js";
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import { DarkSlotMesh } from "./DarkSlotMesh.js";
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import type { ISpineDebugRenderer, SpineDebugRenderer } from "./SpineDebugRenderer.js";
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import { Assets } from "@pixi/assets";
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import type { IPointData } from "@pixi/core";
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import { IPointData, Point, Rectangle } from "@pixi/core";
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import { Ticker } from "@pixi/core";
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import type { IDestroyOptions, DisplayObject } from "@pixi/display";
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import { Container } from "@pixi/display";
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import { Bounds, Container } from "@pixi/display";
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import { Graphics } from "@pixi/graphics";
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import "@pixi/events";
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/**
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* @deprecated Use SpineFromOptions and SpineOptions.
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@ -97,6 +99,9 @@ export interface SpineFromOptions {
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* If `undefined`, use the dark tint renderer if at least one slot has tint black
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*/
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darkTint?: boolean;
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/** The bounds provider to use. If undefined the bounds will be dynamic, calculated when requested and based on the current frame. */
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boundsProvider?: SpineBoundsProvider,
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};
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export interface SpineOptions {
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@ -108,6 +113,9 @@ export interface SpineOptions {
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/** See {@link SpineFromOptions.darkTint}. */
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darkTint?: boolean;
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/** See {@link SpineFromOptions.boundsProvider}. */
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boundsProvider?: SpineBoundsProvider,
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}
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/**
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@ -122,6 +130,138 @@ export interface SpineEvents {
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start: [trackEntry: TrackEntry];
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}
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/** A bounds provider calculates the bounding box for a skeleton, which is then assigned as the size of the SpineGameObject. */
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export interface SpineBoundsProvider {
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/** Returns the bounding box for the skeleton, in skeleton space. */
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calculateBounds (gameObject: Spine): {
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x: number;
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y: number;
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width: number;
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height: number;
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};
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}
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/** A bounds provider that provides a fixed size given by the user. */
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export class AABBRectangleBoundsProvider implements SpineBoundsProvider {
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constructor (
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private x: number,
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private y: number,
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private width: number,
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private height: number,
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) { }
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calculateBounds () {
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return { x: this.x, y: this.y, width: this.width, height: this.height };
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}
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}
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/** A bounds provider that calculates the bounding box from the setup pose. */
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export class SetupPoseBoundsProvider implements SpineBoundsProvider {
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/**
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* @param clipping If true, clipping attachments are used to compute the bounds. False, by default.
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*/
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constructor (
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private clipping = false,
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) { }
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calculateBounds (gameObject: Spine) {
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if (!gameObject.skeleton) return { x: 0, y: 0, width: 0, height: 0 };
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// Make a copy of animation state and skeleton as this might be called while
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// the skeleton in the GameObject has already been heavily modified. We can not
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// reconstruct that state.
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const skeleton = new Skeleton(gameObject.skeleton.data);
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skeleton.setToSetupPose();
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skeleton.updateWorldTransform(Physics.update);
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const bounds = skeleton.getBoundsRect(this.clipping ? new SkeletonClipping() : undefined);
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return bounds.width == Number.NEGATIVE_INFINITY
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? { x: 0, y: 0, width: 0, height: 0 }
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: bounds;
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}
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}
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/** A bounds provider that calculates the bounding box by taking the maximumg bounding box for a combination of skins and specific animation. */
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export class SkinsAndAnimationBoundsProvider
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implements SpineBoundsProvider {
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/**
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* @param animation The animation to use for calculating the bounds. If null, the setup pose is used.
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* @param skins The skins to use for calculating the bounds. If empty, the default skin is used.
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* @param timeStep The time step to use for calculating the bounds. A smaller time step means more precision, but slower calculation.
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* @param clipping If true, clipping attachments are used to compute the bounds. False, by default.
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*/
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constructor (
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private animation: string | null,
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private skins: string[] = [],
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private timeStep: number = 0.05,
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private clipping = false,
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) { }
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calculateBounds (gameObject: Spine): {
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x: number;
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y: number;
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width: number;
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height: number;
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} {
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if (!gameObject.skeleton || !gameObject.state)
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return { x: 0, y: 0, width: 0, height: 0 };
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// Make a copy of animation state and skeleton as this might be called while
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// the skeleton in the GameObject has already been heavily modified. We can not
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// reconstruct that state.
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const animationState = new AnimationState(gameObject.state.data);
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const skeleton = new Skeleton(gameObject.skeleton.data);
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const clipper = this.clipping ? new SkeletonClipping() : undefined;
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const data = skeleton.data;
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if (this.skins.length > 0) {
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let customSkin = new Skin("custom-skin");
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for (const skinName of this.skins) {
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const skin = data.findSkin(skinName);
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if (skin == null) continue;
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customSkin.addSkin(skin);
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}
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skeleton.setSkin(customSkin);
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}
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skeleton.setToSetupPose();
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const animation = this.animation != null ? data.findAnimation(this.animation!) : null;
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if (animation == null) {
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skeleton.updateWorldTransform(Physics.update);
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const bounds = skeleton.getBoundsRect(clipper);
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return bounds.width == Number.NEGATIVE_INFINITY
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? { x: 0, y: 0, width: 0, height: 0 }
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: bounds;
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} else {
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let minX = Number.POSITIVE_INFINITY,
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minY = Number.POSITIVE_INFINITY,
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maxX = Number.NEGATIVE_INFINITY,
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maxY = Number.NEGATIVE_INFINITY;
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animationState.clearTracks();
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animationState.setAnimationWith(0, animation, false);
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const steps = Math.max(animation.duration / this.timeStep, 1.0);
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for (let i = 0; i < steps; i++) {
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const delta = i > 0 ? this.timeStep : 0;
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animationState.update(delta);
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animationState.apply(skeleton);
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skeleton.update(delta);
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skeleton.updateWorldTransform(Physics.update);
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const bounds = skeleton.getBoundsRect(clipper);
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minX = Math.min(minX, bounds.x);
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minY = Math.min(minY, bounds.y);
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maxX = Math.max(maxX, bounds.x + bounds.width);
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maxY = Math.max(maxY, bounds.y + bounds.height);
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}
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const bounds = {
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x: minX,
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y: minY,
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width: maxX - minX,
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height: maxY - minY,
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};
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return bounds.width == Number.NEGATIVE_INFINITY
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? { x: 0, y: 0, width: 0, height: 0 }
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: bounds;
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}
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}
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}
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/**
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* The class to instantiate a {@link Spine} game object in Pixi.
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* The static method {@link Spine.from} should be used to instantiate a Spine game object.
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@ -186,6 +326,27 @@ export class Spine extends Container {
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private darkColor = new Color();
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private clippingVertAux = new Float32Array(6);
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private _boundsProvider?: SpineBoundsProvider;
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/** The bounds provider to use. If undefined the bounds will be dynamic, calculated when requested and based on the current frame. */
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public get boundsProvider (): SpineBoundsProvider | undefined {
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return this._boundsProvider;
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}
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public set boundsProvider (value: SpineBoundsProvider | undefined) {
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this._boundsProvider = value;
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if (value) {
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this._boundsSpineID = -1;
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this._boundsSpineDirty = true;
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this.interactiveChildren = false;
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} else {
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this.interactiveChildren = true;
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this.hitArea = null;
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}
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this.calculateBounds();
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}
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private _boundsPoint = new Point();
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private _boundsSpineID = -1;
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private _boundsSpineDirty = true;
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constructor (options: SpineOptions | SkeletonData, oldOptions?: ISpineOptions) {
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if (options instanceof SkeletonData) {
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options = {
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@ -215,6 +376,8 @@ export class Spine extends Container {
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}
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this.autoUpdate = options?.autoUpdate ?? true;
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this.boundsProvider = options.boundsProvider;
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}
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/*
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@ -615,6 +778,52 @@ export class Spine extends Container {
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Spine.clipper.clipEnd();
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}
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calculateBounds () {
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if (!this._boundsProvider) {
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super.calculateBounds();
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return;
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}
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const transform = this.transform;
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if (this._boundsSpineID === transform._worldID) return;
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this.updateBounds();
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const bounds = this._localBounds;
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const p = this._boundsPoint;
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p.set(bounds.minX, bounds.minY);
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transform.worldTransform.apply(p, p);
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this._bounds.minX = p.x
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this._bounds.minY = p.y;
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p.set(bounds.maxX, bounds.maxY)
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transform.worldTransform.apply(p, p);
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this._bounds.maxX = p.x
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this._bounds.maxY = p.y;
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}
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updateBounds () {
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if (!this._boundsProvider || !this._boundsSpineDirty) return;
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this._boundsSpineDirty = false;
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if (!this._localBounds) {
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this._localBounds = new Bounds();
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}
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const boundsSpine = this._boundsProvider.calculateBounds(this);
|
||||
|
||||
const bounds = this._localBounds;
|
||||
bounds.clear();
|
||||
bounds.minX = boundsSpine.x;
|
||||
bounds.minY = boundsSpine.y;
|
||||
bounds.maxX = boundsSpine.x + boundsSpine.width;
|
||||
bounds.maxY = boundsSpine.y + boundsSpine.height;
|
||||
|
||||
this.hitArea = this._localBounds.getRectangle();
|
||||
}
|
||||
|
||||
/**
|
||||
* Set the position of the bone given in input through a {@link IPointData}.
|
||||
* @param bone: the bone name or the bone instance to set the position
|
||||
@ -733,20 +942,19 @@ export class Spine extends Container {
|
||||
return Spine.oldFrom(paramOne, atlasAssetName!, options);
|
||||
}
|
||||
|
||||
const { skeleton, atlas, scale = 1, darkTint, autoUpdate } = paramOne;
|
||||
const { skeleton, atlas, scale = 1, darkTint, autoUpdate, boundsProvider } = paramOne;
|
||||
const cacheKey = `${skeleton}-${atlas}-${scale}`;
|
||||
let skeletonData = Spine.skeletonCache[cacheKey];
|
||||
if (skeletonData) {
|
||||
return new Spine({ skeletonData, darkTint, autoUpdate });
|
||||
if (!skeletonData) {
|
||||
const skeletonAsset = Assets.get<any | Uint8Array>(skeleton);
|
||||
const atlasAsset = Assets.get<TextureAtlas>(atlas);
|
||||
const attachmentLoader = new AtlasAttachmentLoader(atlasAsset);
|
||||
let parser = skeletonAsset instanceof Uint8Array ? new SkeletonBinary(attachmentLoader) : new SkeletonJson(attachmentLoader);
|
||||
parser.scale = scale;
|
||||
skeletonData = parser.readSkeletonData(skeletonAsset);
|
||||
Spine.skeletonCache[cacheKey] = skeletonData;
|
||||
}
|
||||
const skeletonAsset = Assets.get<any | Uint8Array>(skeleton);
|
||||
const atlasAsset = Assets.get<TextureAtlas>(atlas);
|
||||
const attachmentLoader = new AtlasAttachmentLoader(atlasAsset);
|
||||
let parser = skeletonAsset instanceof Uint8Array ? new SkeletonBinary(attachmentLoader) : new SkeletonJson(attachmentLoader);
|
||||
parser.scale = scale;
|
||||
skeletonData = parser.readSkeletonData(skeletonAsset);
|
||||
Spine.skeletonCache[cacheKey] = skeletonData;
|
||||
return new Spine({ skeletonData, darkTint, autoUpdate });
|
||||
return new Spine({ skeletonData, darkTint, autoUpdate, boundsProvider });
|
||||
}
|
||||
|
||||
|
||||
|
||||
@ -368,7 +368,7 @@ export class Spine extends ViewContainer {
|
||||
this._autoUpdate = value;
|
||||
}
|
||||
|
||||
public _boundsProvider?: SpineBoundsProvider;
|
||||
private _boundsProvider?: SpineBoundsProvider;
|
||||
/** The bounds provider to use. If undefined the bounds will be dynamic, calculated when requested and based on the current frame. */
|
||||
public get boundsProvider (): SpineBoundsProvider | undefined {
|
||||
return this._boundsProvider;
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user