mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-22 02:06:03 +08:00
128 lines
3.8 KiB
HTML
128 lines
3.8 KiB
HTML
<html>
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<head>
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<meta charset="UTF-8">
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<title>spine-threejs</title>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r79/three.js"></script>
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<script src="../../build/spine-threejs.js"></script>
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</head>
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<style>
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* { margin: 0; padding: 0; }
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body, html { height: 100% }
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canvas { position: absolute; width: 100% ;height: 100%; }
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</style>
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<body>
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<script>
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var scene, camera, renderer;
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var geometry, material, mesh, skeletonMesh;
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var assetManager;
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var canvas;
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var lastFrameTime = Date.now() / 1000;
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function init () {
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// create the THREE.JS camera, scene and renderer (WebGL)
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var width = window.innerWidth, height = window.innerHeight;
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camera = new THREE.PerspectiveCamera(75, width / height, 1, 3000);
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camera.position.y = 100;
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camera.position.z = 400;
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scene = new THREE.Scene();
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renderer = new THREE.WebGLRenderer();
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renderer.setSize(width, height);
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document.body.appendChild(renderer.domElement);
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canvas = renderer.domElement;
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// load the assets required to display the Raptor model
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assetManager = new spine.threejs.AssetManager();
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assetManager.loadText("assets/raptor.json");
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assetManager.loadText("assets/raptor.atlas");
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assetManager.loadTexture("assets/raptor.png");
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requestAnimationFrame(load);
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}
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function load (name, scale) {
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if (assetManager.isLoadingComplete()) {
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// Add a box to the scene to which we attach the skeleton mesh
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geometry = new THREE.BoxGeometry(200, 200, 200);
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material = new THREE.MeshBasicMaterial({ color: 0xff0000, wireframe: true });
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mesh = new THREE.Mesh(geometry, material);
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scene.add(mesh);
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// Load the texture atlas using name.atlas and name.png from the AssetManager.
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// The function passed to TextureAtlas is used to resolve relative paths.
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atlas = new spine.TextureAtlas(assetManager.get("assets/raptor.atlas"), function(path) {
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return assetManager.get("assets/" + path);
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});
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var skeletonData = loadSkeleton("raptor", 0.4);
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// Create a SkeletonMesh from the data and attach it to the scene
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skeletonMesh = new spine.threejs.SkeletonMesh(skeletonData);
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skeletonMesh.state.setAnimation(0, "walk", true);
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mesh.add(skeletonMesh);
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requestAnimationFrame(render);
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} else requestAnimationFrame(load);
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}
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function loadSkeleton (name, scale) {
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// Load the texture atlas using name.atlas and name.png from the AssetManager.
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// The function passed to TextureAtlas is used to resolve relative paths.
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atlas = new spine.TextureAtlas(assetManager.get("assets/" + name + ".atlas"), function(path) {
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return assetManager.get("assets/" + path);
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});
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// Create a TextureAtlasAttachmentLoader that resolves region, mesh, boundingbox and path attachments
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atlasLoader = new spine.TextureAtlasAttachmentLoader(atlas);
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// Create a SkeletonJson instance for parsing the .json file.
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var skeletonJson = new spine.SkeletonJson(atlasLoader);
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// Set the scale to apply during parsing, parse the file, and create a new skeleton.
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skeletonJson.scale = scale;
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var skeletonData = skeletonJson.readSkeletonData(assetManager.get("assets/" + name + ".json"));
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return skeletonData;
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}
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var lastTime = Date.now();
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function render() {
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// calculate delta time for animation purposes
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var now = Date.now() / 1000;
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var delta = now - lastFrameTime;
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lastFrameTime = now;
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// resize canvas to use full page, adjust camera/renderer
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resize();
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// rotate the cube
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mesh.rotation.x = Math.sin(now) * Math.PI * 0.2;
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mesh.rotation.y = Math.cos(now) * Math.PI * 0.4;
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// update the animation
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skeletonMesh.update(delta);
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// render the scene
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renderer.render(scene, camera);
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requestAnimationFrame(render);
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}
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function resize () {
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var w = window.innerWidth;
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var h = window.innerHeight;
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if (canvas.width != w || canvas.height != h) {
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canvas.width = w;
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canvas.height = h;
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}
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camera.aspect = w / h;
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camera.updateProjectionMatrix();
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renderer.setSize(w, h);
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}
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(function() {
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init();
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}());
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</script>
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</body>
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</html> |