/****************************************************************************** * Spine Runtimes License Agreement * Last updated July 28, 2023. Replaces all prior versions. * * Copyright (c) 2013-2023, 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, SkeletonData, Slot, TextureAtlas, TrackEntry } from "@esotericsoftware/spine-core"; import { AnimationState, AnimationStateData, AtlasAttachmentLoader, ClippingAttachment, Color, MathUtils, MeshAttachment, Physics, RegionAttachment, Skeleton, SkeletonBinary, SkeletonClipping, SkeletonJson, Utils, Vector2, } from "@esotericsoftware/spine-core"; import type { SpineTexture } from "./SpineTexture.js"; import { SlotMesh } from "./SlotMesh.js"; import { DarkSlotMesh } from "./DarkSlotMesh.js"; import type { ISpineDebugRenderer, SpineDebugRenderer } from "./SpineDebugRenderer.js"; import { Assets } from "@pixi/assets"; import type { IPointData } from "@pixi/core"; import { Ticker } from "@pixi/core"; import type { IDestroyOptions, DisplayObject } from "@pixi/display"; import { Container } from "@pixi/display"; import { Graphics } from "@pixi/graphics"; /** * Options to configure a {@link Spine} game object. */ export interface ISpineOptions { /** Set the {@link Spine.autoUpdate} value. If omitted, it is set to `true`. */ autoUpdate?: boolean; /** The value passed to the skeleton reader. If omitted, 1 is passed. See {@link SkeletonBinary.scale} for details. */ scale?: number; /** * A factory to override the default ones to render Spine meshes ({@link DarkSlotMesh} or {@link SlotMesh}). * If omitted, a factory returning a ({@link DarkSlotMesh} or {@link SlotMesh}) will be used depending on the presence of * a dark tint mesh in the skeleton. * */ slotMeshFactory?: () => ISlotMesh; } /** * 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]; } /** * The class to instantiate a {@link Spine} game object in Pixi. * The static method {@link Spine.from} should be used to instantiate a Spine game object. */ 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 _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 autoUpdateWarned: boolean = false; private _autoUpdate: boolean = true; public get autoUpdate (): boolean { return this._autoUpdate; } /** When `true`, the Spine AnimationState and the Skeleton will be automatically updated using the {@link Ticker.shared} instance. */ public set autoUpdate (value: boolean) { if (value) { Ticker.shared.add(this.internalUpdate, this); this.autoUpdateWarned = false; } else { Ticker.shared.remove(this.internalUpdate, this); } this._autoUpdate = 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(); constructor (skeletonData: SkeletonData, options?: ISpineOptions) { super(); this.skeleton = new Skeleton(skeletonData); const animData = new AnimationStateData(skeletonData); this.state = new AnimationState(animData); this.autoUpdate = options?.autoUpdate ?? true; this.initializeMeshFactory(options); this.skeleton.setToSetupPose(); this.skeleton.updateWorldTransform(Physics.update); } private initializeMeshFactory (options?: ISpineOptions) { if (options?.slotMeshFactory) { this.slotMeshFactory = options?.slotMeshFactory; } else { for (let i = 0; i < this.skeleton.slots.length; i++) { if (this.skeleton.slots[i].data.darkColor) { this.slotMeshFactory = options?.slotMeshFactory ?? (() => new DarkSlotMesh()); break; } } } } /** 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 { if (this.autoUpdate && !this.autoUpdateWarned) { console.warn("You are calling update on a Spine instance that has autoUpdate set to true. This is probably not what you want."); this.autoUpdateWarned = true; } this.internalUpdate(0, deltaSeconds); } protected internalUpdate (_deltaFrame: number, deltaSeconds?: number): void { // Because reasons, pixi uses deltaFrames at 60fps. We ignore the default deltaFrames and use the deltaSeconds from pixi ticker. const delta = deltaSeconds ?? Ticker.shared.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 (let 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; } } /** * If you want to manually handle which meshes go on which slot and how you cache, overwrite this method. */ protected getMeshForSlot (slot: Slot): ISlotMesh { if (!this.meshesCache.has(slot)) { let mesh = this.slotMeshFactory(); this.addChild(mesh); this.meshesCache.set(slot, mesh); return mesh; } else { let mesh = this.meshesCache.get(slot)!; mesh.visible = true; return mesh; } } private 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. */ addSlotObject (slotRef: number | string | Slot, pixiObject: Container): void { let slot = this.getSlotFromRef(slotRef); let oldPixiObject = this.slotsObject.get(slot); if (oldPixiObject === pixiObject) return; // search if the pixiObject was already in another slotObject for (const [otherSlot, oldPixiObjectAnotherSlot] of this.slotsObject) { if (otherSlot !== slot && oldPixiObjectAnotherSlot === pixiObject) { this.removeSlotObject(otherSlot, pixiObject); break; } } if (oldPixiObject) this.removeChild(oldPixiObject); this.slotsObject.set(slot, pixiObject); 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 { return this.slotsObject.get(this.getSlotFromRef(slotRef)); } /** * 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 { let slot = this.getSlotFromRef(slotRef); let slotObject = this.slotsObject.get(slot); 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); } private verticesCache: NumberArrayLike = Utils.newFloatArray(1024); private clippingSlotToPixiMasks: Record = {}; private pixiMaskCleanup (slot: Slot) { let mask = this.clippingSlotToPixiMasks[slot.data.name]; if (mask) { delete this.clippingSlotToPixiMasks[slot.data.name]; mask.destroy(); } } private updatePixiObject (pixiObject: Container, slot: Slot, zIndex: number) { pixiObject.setTransform(slot.bone.worldX, slot.bone.worldY, slot.bone.getWorldScaleX(), slot.bone.getWorldScaleX(), slot.bone.getWorldRotationX() * MathUtils.degRad); pixiObject.zIndex = zIndex + 1; pixiObject.alpha = this.skeleton.color.a * slot.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.attachment as ClippingAttachment; const world = Array.from(clippingAttachment.vertices); clippingAttachment.computeWorldVertices(pixiMaskSource.slot, 0, clippingAttachment.worldVerticesLength, world, 0, 2); mask.clear().lineStyle(0).beginFill(0x000000).drawPolygon(world); } 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 let pixiObject = this.slotsObject.get(slot); let zIndex = i + slotObjectsCounter; if (pixiObject) { this.updatePixiObject(pixiObject, slot, zIndex + 1); slotObjectsCounter++; this.updateAndSetPixiMask(pixiMaskSource, pixiObject); } const useDarkColor = slot.darkColor != null; const vertexSize = Spine.clipper.isClipping() ? 2 : useDarkColor ? Spine.DARK_VERTEX_SIZE : Spine.VERTEX_SIZE; if (!slot.bone.active) { Spine.clipper.clipEndWithSlot(slot); this.pixiMaskCleanup(slot); continue; } const attachment = slot.getAttachment(); let attachmentColor: Color | null; let texture: SpineTexture | null; let numFloats = 0; 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(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(slot, attachment); pixiMaskSource = { slot, computed: false }; continue; } else { Spine.clipper.clipEndWithSlot(slot); this.pixiMaskCleanup(slot); continue; } if (texture != null) { const skeleton = slot.bone.skeleton; const skeletonColor = skeleton.color; const slotColor = slot.color; const alpha = skeletonColor.a * slotColor.a * attachmentColor.a; // cannot premultiply the colors because the default mesh renderer already does that this.lightColor.set( skeletonColor.r * slotColor.r * attachmentColor.r, skeletonColor.g * slotColor.g * attachmentColor.g, skeletonColor.b * slotColor.b * attachmentColor.b, alpha ); if (slot.darkColor != null) { this.darkColor.set( slot.darkColor.r, slot.darkColor.g, slot.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); 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.clipEndWithSlot(slot); continue; } const mesh = this.getMeshForSlot(slot); mesh.zIndex = zIndex; mesh.updateFromSpineData(texture, slot.data.blendMode, slot.data.name, finalVertices, finalVerticesLength, finalIndices, finalIndicesLength, useDarkColor); } Spine.clipper.clipEndWithSlot(slot); this.pixiMaskCleanup(slot); } Spine.clipper.clipEnd(); } /** * 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 boneAux = bone; if (typeof bone === "string") { bone = this.skeleton.findBone(bone)!; } if (!bone) throw Error(`Cannot set bone position, bone ${String(boneAux)} not found`); Spine.vectorAux.set(position.x, position.y); if (bone.parent) { const aux = bone.parent.worldToLocal(Spine.vectorAux); bone.x = aux.x; bone.y = aux.y; } else { bone.x = Spine.vectorAux.x; bone.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 boneAux = bone; if (typeof bone === "string") { bone = this.skeleton.findBone(bone)!; } if (!bone) { console.error(`Cannot get bone position! Bone ${String(boneAux)} not found`); return outPos; } if (!outPos) { outPos = { x: 0, y: 0 }; } outPos.x = bone.worldX; outPos.y = bone.worldY; return outPos; } /** Converts a point from the skeleton coordinate system to the Pixi world coordinate system. */ skeletonToPixiWorldCoordinates (point: { x: number; y: number }) { this.worldTransform.apply(point, point); } /** Converts a point from the Pixi world coordinate system to the skeleton coordinate system. */ pixiWorldCoordinatesToSkeleton (point: { x: number; y: number }) { this.worldTransform.applyInverse(point, point); } /** Converts a point from the Pixi world coordinate system to the bone's local coordinate system. */ pixiWorldCoordinatesToBone (point: { x: number; y: number }, bone: Bone) { this.pixiWorldCoordinatesToSkeleton(point); if (bone.parent) { bone.parent.worldToLocal(point as Vector2); } else { bone.worldToLocal(point as Vector2); } } /** A cache containing skeleton data and atlases already loaded by {@link Spine.from}. */ public static readonly skeletonCache: Record = Object.create(null); /** * Use this method to instantiate a Spine game object. * Before instantiating a Spine game object, the skeleton (`.skel` or `.json`) and the atlas text files must be loaded into the Assets. For example: * ``` * PIXI.Assets.add("sackData", "./assets/sack-pro.skel"); * PIXI.Assets.add("sackAtlas", "./assets/sack-pma.atlas"); * await PIXI.Assets.load(["sackData", "sackAtlas"]); * ``` * Once a Spine game object is created, its skeleton data is cached into {@link Spine.skeletonCache} using the key: * `${skeletonAssetName}-${atlasAssetName}-${options?.scale ?? 1}` * * @param skeletonAssetName - the asset name for the skeleton `.skel` or `.json` file previously loaded into the Assets * @param atlasAssetName - the asset name for the atlas file previously loaded into the Assets * @param options - Options to configure the Spine game object * @returns {Spine} The Spine game object instantiated */ public static from (skeletonAssetName: string, atlasAssetName: string, options?: ISpineOptions): Spine { const cacheKey = `${skeletonAssetName}-${atlasAssetName}-${options?.scale ?? 1}`; let skeletonData = Spine.skeletonCache[cacheKey]; if (skeletonData) { return new Spine(skeletonData, options); } const skeletonAsset = Assets.get(skeletonAssetName); const atlasAsset = Assets.get(atlasAssetName); const attachmentLoader = new AtlasAttachmentLoader(atlasAsset); let parser = skeletonAsset instanceof Uint8Array ? new SkeletonBinary(attachmentLoader) : new SkeletonJson(attachmentLoader); parser.scale = options?.scale ?? 1; skeletonData = parser.readSkeletonData(skeletonAsset); Spine.skeletonCache[cacheKey] = skeletonData; return new this(skeletonData, 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; }