/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ import type { BlendMode, Bone, Event, NumberArrayLike, Slot, TextureAtlas, TrackEntry } from "@esotericsoftware/spine-core"; import { AnimationState, AnimationStateData, AtlasAttachmentLoader, ClippingAttachment, Color, MeshAttachment, Physics, RegionAttachment, Skeleton, SkeletonBinary, SkeletonClipping, SkeletonData, SkeletonJson, Skin, Utils, Vector2, } from "@esotericsoftware/spine-core"; import { Assets } from "@pixi/assets"; import { type IPointData, Point, Ticker } from "@pixi/core"; import type { DisplayObject, IDestroyOptions } from "@pixi/display"; import { Bounds, Container } from "@pixi/display"; import { Graphics } from "@pixi/graphics"; import { DarkSlotMesh } from "./DarkSlotMesh.js"; import { SlotMesh } from "./SlotMesh.js"; import type { ISpineDebugRenderer, SpineDebugRenderer } from "./SpineDebugRenderer.js"; import type { SpineTexture } from "./SpineTexture.js"; import "@pixi/events"; /** * Options to create a {@link Spine} using {@link Spine.from}. */ export interface SpineFromOptions { /** the asset name for the skeleton `.skel` or `.json` file previously loaded into the Assets */ skeleton: string; /** the asset name for the atlas file previously loaded into the Assets */ atlas: string; /** The value passed to the skeleton reader. If omitted, 1 is passed. See {@link SkeletonBinary.scale} for details. */ scale?: number; /** Set the {@link Spine.autoUpdate} value. If omitted, it is set to `true`. */ autoUpdate?: boolean; /** * If `true`, use the dark tint renderer to render the skeleton * If `false`, use the default pixi renderer to render the skeleton * If `undefined`, use the dark tint renderer if at least one slot has tint black */ darkTint?: boolean; /** The bounds provider to use. If undefined the bounds will be dynamic, calculated when requested and based on the current frame. */ boundsProvider?: SpineBoundsProvider, /** Set {@link AtlasAttachmentLoader.allowMissingRegions} property on the AtlasAttachmentLoader. */ allowMissingRegions?: boolean; /** The ticker to use when {@link autoUpdate} is `true`. Defaults to {@link Ticker.shared}. */ ticker?: Ticker, }; export interface SpineOptions { /** the {@link SkeletonData} used to instantiate the skeleton */ skeletonData: SkeletonData; /** See {@link SpineFromOptions.autoUpdate}. */ autoUpdate?: boolean; /** See {@link SpineFromOptions.darkTint}. */ darkTint?: boolean; /** See {@link SpineFromOptions.boundsProvider}. */ boundsProvider?: SpineBoundsProvider, /** See {@link SpineFromOptions.ticker}. */ ticker?: Ticker, } /** * AnimationStateListener {@link https://en.esotericsoftware.com/spine-api-reference#AnimationStateListener events} exposed for Pixi. */ export interface SpineEvents { complete: [trackEntry: TrackEntry]; dispose: [trackEntry: TrackEntry]; end: [trackEntry: TrackEntry]; event: [trackEntry: TrackEntry, event: Event]; interrupt: [trackEntry: TrackEntry]; start: [trackEntry: TrackEntry]; } /** A bounds provider calculates the bounding box for a skeleton, which is then assigned as the size of the SpineGameObject. */ export interface SpineBoundsProvider { /** Returns the bounding box for the skeleton, in skeleton space. */ calculateBounds (gameObject: Spine): { x: number; y: number; width: number; height: number; }; } /** A bounds provider that provides a fixed size given by the user. */ export class AABBRectangleBoundsProvider implements SpineBoundsProvider { constructor ( private x: number, private y: number, private width: number, private height: number, ) { } calculateBounds () { return { x: this.x, y: this.y, width: this.width, height: this.height }; } } /** A bounds provider that calculates the bounding box from the setup pose. */ export class SetupPoseBoundsProvider implements SpineBoundsProvider { /** * @param clipping If true, clipping attachments are used to compute the bounds. False, by default. */ constructor ( private clipping = false, ) { } calculateBounds (gameObject: Spine) { 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.setupPose(); skeleton.updateWorldTransform(Physics.update); const bounds = skeleton.getBoundsRect(this.clipping ? new SkeletonClipping() : undefined); 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 SpineBoundsProvider { /** * @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. * @param clipping If true, clipping attachments are used to compute the bounds. False, by default. */ constructor ( private animation: string | null, private skins: string[] = [], private timeStep: number = 0.05, private clipping = false, ) { } calculateBounds (gameObject: Spine): { x: number; y: number; width: number; height: number; } { if (!gameObject.skeleton || !gameObject.state) 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.state.data); const skeleton = new Skeleton(gameObject.skeleton.data); const clipper = this.clipping ? new SkeletonClipping() : undefined; const data = skeleton.data; if (this.skins.length > 0) { const 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.setupPose(); const animation = this.animation != null ? data.findAnimation(this.animation) : null; if (animation == null) { skeleton.updateWorldTransform(Physics.update); const bounds = skeleton.getBoundsRect(clipper); 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.setAnimation(0, animation, false); const steps = Math.max(animation.duration / this.timeStep, 1.0); for (let i = 0; i < steps; i++) { const delta = i > 0 ? this.timeStep : 0; animationState.update(delta); animationState.apply(skeleton); skeleton.update(delta); skeleton.updateWorldTransform(Physics.update); const bounds = skeleton.getBoundsRect(clipper); minX = Math.min(minX, bounds.x); minY = Math.min(minY, bounds.y); maxX = Math.max(maxX, bounds.x + bounds.width); maxY = Math.max(maxY, bounds.y + 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; } } } /** * The class to instantiate a {@link Spine} game object in Pixi. * Create and customize the default configuration using the static method {@link Spine.createOptions}, * then pass it to the constructor. */ export class Spine extends Container { /** The skeleton for this Spine game object. */ public skeleton: Skeleton; /** The animation state for this Spine game object. */ public state: AnimationState; private darkTint = false; private hasNeverUpdated = true; private _debug?: ISpineDebugRenderer | undefined = undefined; public get debug (): ISpineDebugRenderer | undefined { return this._debug; } /** Pass a {@link SpineDebugRenderer} or create your own {@link ISpineDebugRenderer} to render bones, meshes, ... * @example spineGO.debug = new SpineDebugRenderer(); */ public set debug (value: ISpineDebugRenderer | undefined) { if (this._debug) { this._debug.unregisterSpine(this); } if (value) { value.registerSpine(this); } this._debug = value; } protected slotMeshFactory: () => ISlotMesh = () => new SlotMesh(); beforeUpdateWorldTransforms: (object: Spine) => void = () => { }; afterUpdateWorldTransforms: (object: Spine) => void = () => { }; private _autoUpdate: boolean = false; private _ticker: Ticker = Ticker.shared; public get autoUpdate (): boolean { return this._autoUpdate; } /** When `true`, the Spine AnimationState and the Skeleton will be automatically updated using the {@link ticker}. */ public set autoUpdate (value: boolean) { if (value && !this._autoUpdate) { this._ticker.add(this.internalUpdate, this); } else if (!value && this._autoUpdate) { this._ticker.remove(this.internalUpdate, this); } this._autoUpdate = value; } /** The ticker to use when {@link autoUpdate} is `true`. Defaults to {@link Ticker.shared}. */ public get ticker (): Ticker { return this._ticker; } /** Sets the ticker to use when {@link autoUpdate} is `true`. If `autoUpdate` is already `true`, the update callback will be moved from the old ticker to the new one. */ public set ticker (value: Ticker) { if (this._ticker === value) return; if (this._autoUpdate) { this._ticker.remove(this.internalUpdate, this); value.add(this.internalUpdate, this); } this._ticker = value; } private meshesCache = new Map(); private static vectorAux: Vector2 = new Vector2(); private static clipper: SkeletonClipping = new SkeletonClipping(); private static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0]; private static VERTEX_SIZE = 2 + 2 + 4; private static DARK_VERTEX_SIZE = 2 + 2 + 4 + 4; private lightColor = new Color(); private darkColor = new Color(); private clippingVertAux = new Float32Array(6); 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; } public set boundsProvider (value: SpineBoundsProvider | undefined) { this._boundsProvider = value; if (value) { this._boundsSpineID = -1; this._boundsSpineDirty = true; this.interactiveChildren = false; } else { this.interactiveChildren = true; this.hitArea = null; } if (!this.hasNeverUpdated) { this.calculateBounds(); } } private _boundsPoint = new Point(); private _boundsSpineID = -1; private _boundsSpineDirty = true; constructor (options: SkeletonData | SpineOptions | SpineFromOptions) { super(); if (options instanceof SkeletonData) options = { skeletonData: options }; else if ("skeleton" in options) options = new.target.createOptions(options); const { autoUpdate = true, boundsProvider, darkTint, skeletonData, ticker } = options; this.skeleton = new Skeleton(skeletonData); this.state = new AnimationState(new AnimationStateData(skeletonData)); if (ticker) this._ticker = ticker; this.autoUpdate = autoUpdate; this.boundsProvider = boundsProvider; // dark tint can be enabled by options, otherwise is enable if at least one slot has tint black this.darkTint = darkTint === undefined ? this.skeleton.slots.some(slot => !!slot.data.setup.darkColor) : darkTint; if (this.darkTint) this.slotMeshFactory = () => new DarkSlotMesh(); } /** If {@link Spine.autoUpdate} is `false`, this method allows to update the AnimationState and the Skeleton with the given delta. */ public update (deltaSeconds: number): void { this.internalUpdate(0, deltaSeconds); } protected internalUpdate (_deltaFrame: number, deltaSeconds?: number): void { this.hasNeverUpdated = false; const delta = deltaSeconds ?? this._ticker.deltaMS / 1000; this.state.update(delta); this.state.apply(this.skeleton); this.beforeUpdateWorldTransforms(this); this.skeleton.update(delta); this.skeleton.updateWorldTransform(Physics.update); this.afterUpdateWorldTransforms(this); } /** Render the meshes based on the current skeleton state, render debug information, then call {@link Container.updateTransform}. */ public override updateTransform (): void { this.renderMeshes(); this.sortChildren(); this.debug?.renderDebug(this); super.updateTransform(); } /** Destroy Spine game object elements, then call the {@link Container.destroy} with the given options */ public override destroy (options?: boolean | IDestroyOptions | undefined): void { if (this.autoUpdate) this.autoUpdate = false; for (const [, mesh] of this.meshesCache) { mesh?.destroy(); } this.state.clearListeners(); this.debug = undefined; this.meshesCache.clear(); this.slotsObject.clear(); for (const maskKey in this.clippingSlotToPixiMasks) { const mask = this.clippingSlotToPixiMasks[maskKey]; mask.destroy(); delete this.clippingSlotToPixiMasks[maskKey]; } super.destroy(options); } private resetMeshes (): void { for (const [, mesh] of this.meshesCache) { mesh.zIndex = -1; mesh.visible = false; } } protected _calculateBounds (): void { if (this.hasNeverUpdated) { this.internalUpdate(0, 0); this.renderMeshes(); } } /** * Check the existence of a mesh for the given slot. * If you want to manually handle which meshes go on which slot and how you cache, overwrite this method. */ protected hasMeshForSlot (slot: Slot) { return this.meshesCache.has(slot); } /** * Search the mesh corresponding to the given slot or create it, if it does not exists. * If you want to manually handle which meshes go on which slot and how you cache, overwrite this method. */ protected getMeshForSlot (slot: Slot): ISlotMesh { let mesh = this.hasMeshForSlot(slot) ? this.meshesCache.get(slot) : null; if (!mesh) { mesh = this.slotMeshFactory(); this.addChild(mesh); this.meshesCache.set(slot, mesh); } else { mesh.visible = true; } return mesh; } public slotsObject = new Map(); private getSlotFromRef (slotRef: number | string | Slot): Slot { let slot: Slot | null; if (typeof slotRef === 'number') slot = this.skeleton.slots[slotRef]; else if (typeof slotRef === 'string') slot = this.skeleton.findSlot(slotRef); else slot = slotRef; if (!slot) throw new Error(`No slot found with the given slot reference: ${slotRef}`); return slot; } /** * Add a pixi Container as a child of the Spine object. * The Container will be rendered coherently with the draw order of the slot. * If an attachment is active on the slot, the pixi Container will be rendered on top of it. * If the Container is already attached to the given slot, nothing will happen. * If the Container is already attached to another slot, it will be removed from that slot * before adding it to the given one. * If another Container is already attached to this slot, the old one will be removed from this * slot before adding it to the current one. * @param slotRef - The slot index, or the slot name, or the Slot where the pixi object will be added to. * @param pixiObject - The pixi Container to add. * @param options - Optional settings for the attachment. * @param options.followAttachmentTimeline - If true, the attachment will follow the slot's attachment timeline. */ addSlotObject (slotRef: number | string | Slot, pixiObject: Container, options?: { followAttachmentTimeline?: boolean }): void { const slot = this.getSlotFromRef(slotRef); const oldPixiObject = this.slotsObject.get(slot)?.container; if (oldPixiObject && oldPixiObject === pixiObject) return; // search if the pixiObject was already in another slotObject for (const [otherSlot, { container: oldPixiObjectAnotherSlot }] of this.slotsObject) { if (otherSlot !== slot && oldPixiObjectAnotherSlot === pixiObject) { this.removeSlotObject(otherSlot, pixiObject); break; } } if (oldPixiObject) this.removeChild(oldPixiObject); this.slotsObject.set(slot, { container: pixiObject, followAttachmentTimeline: options?.followAttachmentTimeline || false, }); this.addChild(pixiObject); } /** * Return the Container connected to the given slot, if any. * Otherwise return undefined * @param pixiObject - The slot index, or the slot name, or the Slot to get the Container from. * @returns a Container if any, undefined otherwise. */ getSlotObject (slotRef: number | string | Slot): Container | undefined { const element = this.slotsObject.get(this.getSlotFromRef(slotRef)); return element ? element.container : undefined; } /** * Remove a slot object from the given slot. * If `pixiObject` is passed and attached to the given slot, remove it from the slot. * If `pixiObject` is not passed and the given slot has an attached Container, remove it from the slot. * @param slotRef - The slot index, or the slot name, or the Slot where the pixi object will be remove from. * @param pixiObject - Optional, The pixi Container to remove. */ removeSlotObject (slotRef: number | string | Slot, pixiObject?: Container): void { const slot = this.getSlotFromRef(slotRef); const slotObject = this.slotsObject.get(slot)?.container; if (!slotObject) return; // if pixiObject is passed, remove only if it is equal to the given one if (pixiObject && pixiObject !== slotObject) return; this.removeChild(slotObject); this.slotsObject.delete(slot); } /** * Removes all PixiJS containers attached to any slot. */ public removeSlotObjects () { for (const [, slotObject] of this.slotsObject) { slotObject.container.removeFromParent(); } this.slotsObject.clear(); } private verticesCache: NumberArrayLike = Utils.newFloatArray(1024); private clippingSlotToPixiMasks: Record = {}; private pixiMaskCleanup (slot: Slot) { const mask = this.clippingSlotToPixiMasks[slot.data.name]; if (mask) { delete this.clippingSlotToPixiMasks[slot.data.name]; mask.destroy(); } } private updateSlotObject (element: { container: Container, followAttachmentTimeline: boolean }, slot: Slot, zIndex: number) { const { container: slotObject, followAttachmentTimeline } = element const pose = slot.applied; const followAttachmentValue = followAttachmentTimeline ? Boolean(pose.attachment) : true; slotObject.visible = this.skeleton.drawOrder.includes(slot) && followAttachmentValue; if (slotObject.visible) { let applied = slot.bone.applied; const matrix = slotObject.localTransform; matrix.a = applied.a; matrix.b = applied.c; matrix.c = -applied.b; matrix.d = -applied.d; matrix.tx = applied.worldX; matrix.ty = applied.worldY; slotObject.transform.setFromMatrix(matrix); slotObject.zIndex = zIndex + 1; slotObject.alpha = this.skeleton.color.a * pose.color.a; } } private updateAndSetPixiMask (pixiMaskSource: PixiMaskSource | null, pixiObject: Container) { if (Spine.clipper.isClipping() && pixiMaskSource) { let mask = this.clippingSlotToPixiMasks[pixiMaskSource.slot.data.name] as Graphics; if (!mask) { mask = new Graphics(); this.clippingSlotToPixiMasks[pixiMaskSource.slot.data.name] = mask; this.addChild(mask); } if (!pixiMaskSource.computed) { pixiMaskSource.computed = true; const clippingAttachment = pixiMaskSource.slot.applied.attachment as ClippingAttachment; const worldVerticesLength = clippingAttachment.worldVerticesLength; if (this.clippingVertAux.length < worldVerticesLength) this.clippingVertAux = new Float32Array(worldVerticesLength); clippingAttachment.computeWorldVertices(this.skeleton, pixiMaskSource.slot, 0, worldVerticesLength, this.clippingVertAux, 0, 2); mask.clear().lineStyle(0).beginFill(0x000000); mask.moveTo(this.clippingVertAux[0], this.clippingVertAux[1]); for (let i = 2; i < worldVerticesLength; i += 2) { mask.lineTo(this.clippingVertAux[i], this.clippingVertAux[i + 1]); } mask.finishPoly(); } pixiObject.mask = mask; } else if (pixiObject.mask) { pixiObject.mask = null; } } /* * Colors in pixi are premultiplied. * Pixi blending modes are modified to work with premultiplied colors. We cannot create custom blending modes. * Textures are loaded as premultiplied (see assers/atlasLoader.ts: alphaMode: `page.pma ? ALPHA_MODES.PMA : ALPHA_MODES.UNPACK`): * - textures non premultiplied are premultiplied on GPU on upload * - textures premultiplied are uploaded on GPU as is since they are already premultiplied * * We need to take this into consideration and calculates final colors for both light and dark color as if textures were always premultiplied. * This implies for example that alpha for dark tint is always 1. This is way in DarkTintRenderer we have only the alpha of the light color. * If we ever want to load texture as non premultiplied on GPU, we must add a new dark alpha parameter to the TintMaterial and set the alpha. */ private renderMeshes (): void { this.resetMeshes(); let triangles: Array | null = null; let uvs: NumberArrayLike | null = null; let pixiMaskSource: PixiMaskSource | null = null; const drawOrder = this.skeleton.drawOrder; for (let i = 0, n = drawOrder.length, slotObjectsCounter = 0; i < n; i++) { const slot = drawOrder[i]; // render pixi object on the current slot on top of the slot attachment const pixiObject = this.slotsObject.get(slot); const zIndex = i + slotObjectsCounter; if (pixiObject) { this.updateSlotObject(pixiObject, slot, zIndex + 1); slotObjectsCounter++; this.updateAndSetPixiMask(pixiMaskSource, pixiObject.container); } const pose = slot.applied; const useDarkColor = !!pose.darkColor; const vertexSize = useDarkColor ? Spine.DARK_VERTEX_SIZE : Spine.VERTEX_SIZE; if (!slot.bone.active) { Spine.clipper.clipEnd(slot); this.pixiMaskCleanup(slot); continue; } const attachment = pose.attachment; let attachmentColor: Color | null; let texture: SpineTexture | null; let numFloats = 0; const skeleton = this.skeleton; if (attachment instanceof RegionAttachment) { const region = attachment; attachmentColor = region.color; numFloats = vertexSize * 4; region.computeWorldVertices(slot, this.verticesCache, 0, vertexSize); triangles = Spine.QUAD_TRIANGLES; uvs = region.uvs; texture = region.region?.texture; } else if (attachment instanceof MeshAttachment) { const mesh = attachment; attachmentColor = mesh.color; numFloats = (mesh.worldVerticesLength >> 1) * vertexSize; if (numFloats > this.verticesCache.length) { this.verticesCache = Utils.newFloatArray(numFloats); } mesh.computeWorldVertices(skeleton, slot, 0, mesh.worldVerticesLength, this.verticesCache, 0, vertexSize); triangles = mesh.triangles; uvs = mesh.uvs; texture = mesh.region?.texture; } else if (attachment instanceof ClippingAttachment) { Spine.clipper.clipStart(skeleton, slot, attachment); pixiMaskSource = { slot, computed: false }; continue; } else { if (this.hasMeshForSlot(slot)) { this.getMeshForSlot(slot).visible = false; } Spine.clipper.clipEnd(slot); this.pixiMaskCleanup(slot); continue; } if (texture != null) { const skeletonColor = skeleton.color; const slotColor = pose.color; const alpha = skeletonColor.a * slotColor.a * attachmentColor.a; this.lightColor.set( skeletonColor.r * slotColor.r * attachmentColor.r, skeletonColor.g * slotColor.g * attachmentColor.g, skeletonColor.b * slotColor.b * attachmentColor.b, alpha ); if (pose.darkColor != null) { this.darkColor.set( pose.darkColor.r, pose.darkColor.g, pose.darkColor.b, 1, ); } else { this.darkColor.set(0, 0, 0, 1); } let finalVertices: NumberArrayLike; let finalVerticesLength: number; let finalIndices: NumberArrayLike; let finalIndicesLength: number; if (Spine.clipper.isClipping() && Spine.clipper.clipTriangles(this.verticesCache, triangles, triangles.length, uvs, this.lightColor, this.darkColor, useDarkColor, vertexSize)) { finalVertices = Spine.clipper.clippedVertices; finalVerticesLength = finalVertices.length; finalIndices = Spine.clipper.clippedTriangles; finalIndicesLength = finalIndices.length; } else { const verts = this.verticesCache; for (let v = 2, u = 0, n = numFloats; v < n; v += vertexSize, u += 2) { let tempV = v; verts[tempV++] = this.lightColor.r; verts[tempV++] = this.lightColor.g; verts[tempV++] = this.lightColor.b; verts[tempV++] = this.lightColor.a; verts[tempV++] = uvs[u]; verts[tempV++] = uvs[u + 1]; if (useDarkColor) { verts[tempV++] = this.darkColor.r; verts[tempV++] = this.darkColor.g; verts[tempV++] = this.darkColor.b; verts[tempV++] = this.darkColor.a; } } finalVertices = this.verticesCache; finalVerticesLength = numFloats; finalIndices = triangles; finalIndicesLength = triangles.length; } if (finalVerticesLength === 0 || finalIndicesLength === 0) { Spine.clipper.clipEnd(slot); continue; } const mesh = this.getMeshForSlot(slot); mesh.renderable = true; mesh.zIndex = zIndex; mesh.updateFromSpineData(texture, slot.data.blendMode, slot.data.name, finalVertices, finalVerticesLength, finalIndices, finalIndicesLength, useDarkColor); } Spine.clipper.clipEnd(slot); this.pixiMaskCleanup(slot); } Spine.clipper.clipEnd(); } calculateBounds () { if (!this._boundsProvider) { super.calculateBounds(); return; } const transform = this.transform; if (this._boundsSpineID === transform._worldID) return; this.updateBounds(); const bounds = this._localBounds; const p = this._boundsPoint; p.set(bounds.minX, bounds.minY); transform.worldTransform.apply(p, p); this._bounds.minX = p.x this._bounds.minY = p.y; p.set(bounds.maxX, bounds.maxY) transform.worldTransform.apply(p, p); this._bounds.maxX = p.x this._bounds.maxY = p.y; } updateBounds () { if (!this._boundsProvider || !this._boundsSpineDirty) return; this._boundsSpineDirty = false; if (!this._localBounds) { this._localBounds = new Bounds(); } 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 * @param outPos: the new position of the bone. * @throws {Error}: if the given bone is not found in the skeleton, an error is thrown */ public setBonePosition (bone: string | Bone, position: IPointData): void { const actualBone = typeof bone === "string" ? this.skeleton.findBone(bone) : bone; if (!actualBone) throw Error(`Cannot set bone position, bone ${String(bone)} not found`); Spine.vectorAux.set(position.x, position.y); const applied = actualBone.applied; if (actualBone.parent) { const aux = actualBone.parent.applied.worldToLocal(Spine.vectorAux); applied.x = aux.x; applied.y = aux.y; } else { applied.x = Spine.vectorAux.x; applied.y = Spine.vectorAux.y; } } /** * Return the position of the bone given in input into an {@link IPointData}. * @param bone: the bone name or the bone instance to get the position from * @param outPos: an optional {@link IPointData} to use to return the bone position, rathern than instantiating a new object. * @returns {IPointData | undefined}: the position of the bone, or undefined if no matching bone is found in the skeleton */ public getBonePosition (bone: string | Bone, outPos?: IPointData): IPointData | undefined { const actualBone = typeof bone === "string" ? this.skeleton.findBone(bone) : bone; if (!actualBone) { console.error(`Cannot get bone position! Bone ${String(bone)} not found`); return outPos; } if (!outPos) { outPos = { x: 0, y: 0 }; } outPos.x = actualBone.applied.worldX; outPos.y = actualBone.applied.worldY; return outPos; } /** Converts a point from the skeleton coordinate system to the Pixi world coordinate system. */ skeletonToPixiWorldCoordinates (point: { x: number; y: number }) { this.worldTransform.apply(point, point); } /** Converts a point from the Pixi world coordinate system to the skeleton coordinate system. */ pixiWorldCoordinatesToSkeleton (point: { x: number; y: number }) { this.worldTransform.applyInverse(point, point); } /** Converts a point from the Pixi world coordinate system to the bone's local coordinate system. */ pixiWorldCoordinatesToBone (point: { x: number; y: number }, bone: Bone) { this.pixiWorldCoordinatesToSkeleton(point); if (bone.parent) { bone.parent.applied.worldToLocal(point as Vector2); } else { bone.applied.worldToLocal(point as Vector2); } } /** A cache containing skeleton data and atlases already loaded by {@link Spine.from}. */ public static readonly skeletonCache: Record = Object.create(null); /** * Get a convenient initialization configuration for your Spine game object. * Before instantiating a Spine game object, the skeleton (`.skel` or `.json`) and the atlas text files must be loaded into the Assets. For example: * ``` * PIXI.Assets.add("sackData", "/assets/sack-pro.skel"); * PIXI.Assets.add("sackAtlas", "/assets/sack-pma.atlas"); * await PIXI.Assets.load(["sackData", "sackAtlas"]); * ``` * Once a Spine game object is created, its skeleton data is cached into {@link Spine.skeletonCache} using the key: * `${skeletonAssetName}-${atlasAssetName}-${options?.scale ?? 1}` * * @param options - Options to configure the Spine game object. See {@link SpineFromOptions} * @returns {SpineOptions} The configuration ready to be passed to the Spine constructor */ public static createOptions ({ skeleton, atlas, scale = 1, darkTint, autoUpdate = true, boundsProvider, allowMissingRegions, ticker }: SpineFromOptions): SpineOptions { const cacheKey = `${skeleton}-${atlas}-${scale}`; let skeletonData = Spine.skeletonCache[cacheKey]; if (!skeletonData) { // biome-ignore lint/suspicious/noExplicitAny: json skeleton is any const skeletonAsset = Assets.get(skeleton); const atlasAsset = Assets.get(atlas); const attachmentLoader = new AtlasAttachmentLoader(atlasAsset, allowMissingRegions); const parser = skeletonAsset instanceof Uint8Array ? new SkeletonBinary(attachmentLoader) : new SkeletonJson(attachmentLoader); parser.scale = scale; skeletonData = parser.readSkeletonData(skeletonAsset); Spine.skeletonCache[cacheKey] = skeletonData; } return { skeletonData, darkTint, autoUpdate, boundsProvider, ticker }; } /** * @deprecated Use directly the Spine constructor or {@link createOptions} to make options and customize it to pass to the constructor * Before instantiating a Spine game object, the skeleton (`.skel` or `.json`) and the atlas text files must be loaded into the Assets. For example: * ``` * PIXI.Assets.add("sackData", "/assets/sack-pro.skel"); * PIXI.Assets.add("sackAtlas", "/assets/sack-pma.atlas"); * await PIXI.Assets.load(["sackData", "sackAtlas"]); * ``` * Once a Spine game object is created, its skeleton data is cached into {@link Spine.skeletonCache} using the key: * `${skeletonAssetName}-${atlasAssetName}-${options?.scale ?? 1}` * * @param options - Options to configure the Spine game object. See {@link SpineFromOptions} * @returns {Spine} The Spine game object instantiated */ public static from (options: SpineFromOptions) { return new Spine(Spine.createOptions(options)); } public get tint (): number { return this.skeleton.color.toRgb888(); } public set tint (value: number) { Color.rgb888ToColor(this.skeleton.color, value); } } type PixiMaskSource = { slot: Slot, computed: boolean, // prevent to reculaculate vertices for a mask clipping multiple pixi objects } Skeleton.yDown = true; /** * Represents the mesh type used in a Spine objects. Available implementations are {@link DarkSlotMesh} and {@link SlotMesh}. */ export interface ISlotMesh extends DisplayObject { name: string; updateFromSpineData ( slotTexture: SpineTexture, slotBlendMode: BlendMode, slotName: string, finalVertices: NumberArrayLike, finalVerticesLength: number, finalIndices: NumberArrayLike, finalIndicesLength: number, darkTint: boolean ): void; }