2025-10-14 12:08:58 +02:00

289 lines
7.8 KiB
TypeScript

import { AnimationEventType, type AnimationState, AnimationStateListener, type AssetLoader, BlendingModeSpineToC3, type Event, EventType, type Skeleton, type SkeletonRendererCore, type SpineBoundsProvider, type TextureAtlas, TrackEntry } from "@esotericsoftware/spine-construct3-lib";
const C3 = globalThis.C3;
const spine = globalThis.spine;
spine.Skeleton.yDown = true;
class DrawingInstance extends globalThis.ISDKWorldInstanceBase {
propAtlas = "";
propSkel = "";
propSkin: string[] = [];
propAnimation?: string;
propOffsetX = 0;
propOffsetY = 0;
propOffsetAngle = 0;
propScaleX = 1;
propScaleY = 1;
textureAtlas?: TextureAtlas;
renderer?: IRenderer;
atlasLoaded = false;
atlasLoading = false;
skeletonLoaded = false;
skeletonLoading = false;
skeleton?: Skeleton;
state?: AnimationState;
private assetLoader: AssetLoader;
private skeletonRenderer: SkeletonRendererCore;
constructor () {
super();
const properties = this._getInitProperties();
if (properties) {
this.propAtlas = properties[0] as string;
this.propSkel = properties[1] as string;
const skinProp = properties[2] as string;
this.propSkin = skinProp === "" ? [] : skinProp.split(",");
this.propAnimation = properties[3] as string;
this.propOffsetX = properties[7] as number;
this.propOffsetY = properties[8] as number;
this.propOffsetAngle = properties[9] as number;
this.propScaleX = properties[10] as number;
this.propScaleY = properties[11] as number;
console.log(properties);
}
this.assetLoader = new spine.AssetLoader("runtime");
this.skeletonRenderer = new spine.SkeletonRendererCore();
this._setTicking(true);
}
_tick (): void {
const { renderer } = this;
if (!renderer) return;
if (!this.atlasLoaded) {
this._loadAtlas();
return;
}
if (!this.skeletonLoaded) {
this.loadSkeleton();
return;
}
this.x++;
this.x--;
this.update(this.dt);
}
private async loadSkeleton () {
if (this.skeletonLoading) return;
if (!this.atlasLoaded) return;
this.skeletonLoading = true;
const propValue = this.propSkel;
if (this.atlasLoaded && this.textureAtlas) {
const skeletonData = await this.assetLoader.loadSkeletonRuntime(propValue, this.textureAtlas, 1, this.plugin.runtime);
if (!skeletonData) return;
this.skeleton = new spine.Skeleton(skeletonData);
const animationStateData = new spine.AnimationStateData(skeletonData);
this.state = new spine.AnimationState(animationStateData);
if (this.propAnimation) {
this.setAnimation(0, this.propAnimation, true);
}
this._setSkin();
this.update(0);
// Initially, width and height are values set on C3 Editor side that allows to determine the right scale
this.skeleton.scaleX = this.propScaleX;
this.skeleton.scaleY = this.propScaleY;
// this.setSize(this._spineBounds.width * this.skeleton.scaleX, this._spineBounds.height * -this.skeleton.scaleY);
// this.setOrigin(-this._spineBounds.x * this.skeleton.scaleX / this.width, this._spineBounds.y * this.skeleton.scaleY / this.height);
this.skeletonLoaded = true;
this._trigger(C3.Plugins.EsotericSoftware_SpineConstruct3.Cnds.OnSkeletonLoaded);
}
}
public triggeredEventTrack = -1;
public triggeredEventAnimation = "";
public triggeredEventName = "";
public triggeredEventData?: Event;
private triggetAnimationEvent (eventName: string, track: number, animation: string, event?: Event) {
this.triggeredEventTrack = track;
this.triggeredEventAnimation = animation;
this.triggeredEventName = eventName;
this.triggeredEventData = event;
this._trigger(C3.Plugins.EsotericSoftware_SpineConstruct3.Cnds.OnAnimationEvent);
}
public setAnimation (track: number, animation: string, loop = false) {
const trackEntry = this.state?.setAnimation(track, animation, loop);
if (!trackEntry) return;
trackEntry.listener = {
start: () => {
this.triggetAnimationEvent("start", track, animation);
},
dispose: () => {
this.triggetAnimationEvent("dispose", track, animation);
},
event: (_, event) => {
this.triggetAnimationEvent("event", track, animation, event);
},
interrupt: () => {
this.triggetAnimationEvent("interrupt", track, animation);
},
end: () => {
this.triggetAnimationEvent("end", track, animation);
},
complete: () => {
this.triggetAnimationEvent("complete", track, animation);
},
}
}
public setSkin (skins: string[]) {
this.propSkin = skins;
this._setSkin();
}
private _setSkin () {
const { skeleton } = this;
if (!skeleton) return;
const skins = this.propSkin;
if (skins.length === 0) {
skeleton.skin = null;
} else if (skins.length === 1) {
const skinName = skins[0];
const skin = skeleton.data.findSkin(skinName);
if (!skin) {
// TODO: signal error
return;
}
skeleton.setSkin(skins[0]);
} else {
const customSkin = new spine.Skin(skins.join(","));
for (const s of skins) {
const skin = skeleton.data.findSkin(s)
if (!skin) {
// TODO: signal error
return;
}
customSkin.addSkin(skin);
}
skeleton.setSkin(customSkin);
}
skeleton.setupPose();
this.update(0);
}
private update (delta: number) {
const { state, skeleton } = this;
if (!skeleton || !state) return;
state.update(delta);
skeleton.update(delta);
state.apply(skeleton);
skeleton.updateWorldTransform(spine.Physics.update);
}
private async _loadAtlas () {
if (this.atlasLoading || !this.renderer) return;
this.atlasLoading = true;
const textureAtlas = await this.assetLoader.loadAtlasRuntime(this.propAtlas, this.plugin.runtime, this.renderer);
if (!textureAtlas) return;
this.textureAtlas = textureAtlas;
this.atlasLoaded = true;
}
_release () {
super._release();
}
private tempVertices = new Float32Array(4096);
private tempColors = new Float32Array(4096);
_draw (renderer: IRenderer) {
this.renderer ||= renderer;
if (!this.isVisible) return;
if (!this.isOnScreen) return;
if (!this.skeleton) return;
let command = this.skeletonRenderer.render(this.skeleton);
const inv255 = 1 / 255;
const offsetX = this.x + this.propOffsetX;
const offsetY = this.y + this.propOffsetY;
const offsetAngle = this.angle + this.propOffsetAngle;
const cos = Math.cos(offsetAngle);
const sin = Math.sin(offsetAngle);
while (command) {
const { numVertices, positions, uvs, colors, indices, numIndices, blendMode } = command;
const vertices = this.tempVertices;
const c3colors = this.tempColors;
for (let i = 0; i < numVertices; i++) {
const srcIndex = i * 2;
const dstIndex = i * 3;
const x = positions[srcIndex];
const y = positions[srcIndex + 1];
vertices[dstIndex] = x * cos - y * sin + offsetX;
vertices[dstIndex + 1] = x * sin + y * cos + offsetY;
vertices[dstIndex + 2] = 0;
// there's something wrong with the hand after adding the colors on spineboy portal animation
const color = colors[i];
const colorDst = i * 4;
c3colors[colorDst] = (color >>> 16 & 0xFF) * inv255;
c3colors[colorDst + 1] = (color >>> 8 & 0xFF) * inv255;
c3colors[colorDst + 2] = (color & 0xFF) * inv255;
c3colors[colorDst + 3] = (color >>> 24 & 0xFF) * inv255 * this.opacity;
}
renderer.setTexture(command.texture.texture);
renderer.setBlendMode(spine.BlendingModeSpineToC3[blendMode]);
renderer.drawMesh(
vertices.subarray(0, numVertices * 3),
uvs.subarray(0, numVertices * 2),
indices.subarray(0, numIndices),
c3colors.subarray(0, numVertices * 4),
);
command = command.next;
}
}
_saveToJson () {
return {
// data to be saved for savegames
};
}
_loadFromJson (o: JSONValue) {
// load state for savegames
}
_setTestProperty (n: number) {
// this._testProperty = n;
}
_getTestProperty () {
// return this._testProperty;
}
};
C3.Plugins.EsotericSoftware_SpineConstruct3.Instance = DrawingInstance;
export type { DrawingInstance as SDKInstanceClass };