mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 09:16:01 +08:00
75 lines
3.1 KiB
JavaScript
75 lines
3.1 KiB
JavaScript
import * as fs from "fs"
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import { fileURLToPath } from 'url';
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import path from 'path';
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import CanvasKitInit from "canvaskit-wasm";
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import UPNG from "@pdf-lib/upng"
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import {loadTextureAtlas, SkeletonRenderer, Skeleton, SkeletonBinary, AnimationState, AnimationStateData, AtlasAttachmentLoader, Physics, loadSkeletonData, SkeletonDrawable} from "../dist/index.js"
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// Get the current directory
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const __filename = fileURLToPath(import.meta.url);
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const __dirname = path.dirname(__filename);
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// This app loads the Spineboy skeleton and its atlas, then renders Spineboy's "portal" animation
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// at 30 fps to individual frames, which are then encoded as an animated PNG (APNG), which is
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// written to "output.png"
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async function main() {
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// Initialize CanvasKit and create a surface and canvas.
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const ck = await CanvasKitInit();
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const surface = ck.MakeSurface(600, 400);
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if (!surface) throw new Error();
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// Load atlas
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const atlas = await loadTextureAtlas(ck, __dirname + "/assets/spineboy.atlas", async (path) => fs.readFileSync(path));
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// Load the skeleton data
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const skeletonData = await loadSkeletonData(__dirname + "/assets/spineboy-pro.skel", atlas, async (path) => fs.readFileSync(path));
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// Create a SkeletonDrawable
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const drawable = new SkeletonDrawable(skeletonData);
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// Scale and position the skeleton
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drawable.skeleton.x = 300;
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drawable.skeleton.y = 380;
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drawable.skeleton.scaleX = drawable.skeleton.scaleY = 0.5;
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// Set the "hoverboard" animation on track one
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drawable.animationState.setAnimation(0, "hoverboard", true);
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// Create a skeleton renderer to render the skeleton to the canvas with
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const renderer = new SkeletonRenderer(ck);
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// Render the full animation in 1/30 second steps (30fps) and save it to an APNG
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const animationDuration = skeletonData.findAnimation("hoverboard")?.duration ?? 0;
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const FRAME_TIME = 1 / 30; // 30 FPS
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let deltaTime = 0;
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const frames = [];
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const imageInfo = { width: 600, height: 400, colorType: ck.ColorType.RGBA_8888, alphaType: ck.AlphaType.Unpremul, colorSpace: ck.ColorSpace.SRGB };
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const pixelArray = ck.Malloc(Uint8Array, imageInfo.width * imageInfo.height * 4);
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for (let time = 0; time <= animationDuration; time += deltaTime) {
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// Get the canvas object to render to the surface to
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const canvas = surface.getCanvas();
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// Clear the canvas
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canvas.clear(ck.WHITE);
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// Update the drawable, which will advance the animation(s)
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// apply them to the skeleton, and update the skeleton's pose.
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drawable.update(deltaTime);
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// Render the skeleton to the canvas
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renderer.render(canvas, drawable)
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// Read the pixels of the current frame and store it.
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canvas.readPixels(0, 0, imageInfo, pixelArray);
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frames.push(new Uint8Array(pixelArray.toTypedArray()).buffer.slice(0));
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// First frame has deltaTime 0, subsequent use FRAME_TIME
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deltaTime = FRAME_TIME;
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}
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const apng = UPNG.default.encode(frames, 600, 400, 0, frames.map(() => FRAME_TIME * 1000));
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fs.writeFileSync('output.png', Buffer.from(apng));
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}
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main();
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