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<!-----------------------------------------------------------------------------
-- Spine Runtimes Software License
-- Version 2.1
--
-- Copyright (c) 2013, Esoteric Software
-- All rights reserved.
--
-- You are granted a perpetual, non-exclusive, non-sublicensable and
-- non-transferable license to install, execute and perform the Spine Runtimes
-- Software (the "Software") solely for internal use. Without the written
-- permission of Esoteric Software (typically granted by licensing Spine), you
-- may not (a) modify, translate, adapt or otherwise create derivative works,
-- improvements of the Software or develop new applications using the Software
-- or (b) remove, delete, alter or obscure any trademarks or any copyright,
-- trademark, patent or other intellectual property or proprietary rights
-- notices on or in the Software, including any copy thereof. Redistributions
-- in binary or source form must include this license and terms.
--
-- THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
-- PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
-- OR BUSINESS INTERRUPTION) 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 THIS SOFTWARE, EVEN IF
-- ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
------------------------------------------------------------------------------>
<html>
<head>
<meta charset="UTF-8">
<title>spine-threejs</title>
<script src="../spine-js/spine.js"></script>
<script src="../three.min.js"></script>
<style>body, input { font-family: tahoma; font-size: 11pt }</style>
</head>
<body>
<script>
(function () {
var loadText = function (url, callback) {
var req = new XMLHttpRequest();
req.open("GET", url, true);
req.responseType = 'text';
req.addEventListener('error', function (event) {}, false);
req.addEventListener('abort', function (event) {}, false);
req.addEventListener('load', function (event) { callback(req.response); }, false);
req.send();
return req;
};
var loadImage = function (url, callback) {
var image = new Image();
image.addEventListener('error', function (event) {}, false);
image.addEventListener('abort', function (event) {}, false);
image.addEventListener('load', function (event) { callback (image); }, false);
image.src = url;
return image;
};
SpineAnimation = function (name, path, scale) {
THREE.Object3D.call(this);
this.name = name;
path = path ? (path +
((path.substr(-1) != '/') ? '/' : '')
) : '';
var self = this;
loadText(path + name + '.atlas', function (atlasText) {
self.atlas = new spine.Atlas(atlasText, {
load: function (page, image, atlas) {
loadImage(path + image, function (image) {
// calculate UVs in atlas regions
page.width = image.width;
page.height = image.height;
atlas.updateUVs(page);
// propagate new UVs to attachments, if they were already created
if (self.skeleton) {
var skins = self.skeleton.data.skins;
for (var s = 0, n = skins.length; s < n; s++) {
var attachments = skins[s].attachments;
for (var k in attachments) {
var attachment = attachments[k];
if (attachment instanceof spine.RegionAttachment) {
var region = attachment.rendererObject;
attachment.setUVs(region.u, region.v, region.u2, region.v2, region.rotate);
}
}
}
}
// create basic material for the page
var texture = new THREE.Texture(image);
texture.needsUpdate = true;
page.rendererObject = [
new THREE.MeshBasicMaterial({
//color: 0xff00, wireframe: true,
map : texture, side : THREE.DoubleSide, transparent : true, alphaTest : 0.5
})
];
});
},
unload: function (materials) {
for (var i = 0, n = materials.length; i < n; i++) {
var material = materials[i];
if (material.meshes) {
for (var name in material.meshes) {
var mesh = material.meshes[name];
if (mesh.parent) mesh.parent.remove(mesh);
mesh.geometry.dispose();
}
}
material.map.dispose();
material.dispose();
}
// will be called multiple times
materials.length = 0;
}
});
loadText(path + name + '.json', function (skeletonText) {
var json = new spine.SkeletonJson(new spine.AtlasAttachmentLoader(self.atlas));
json.scale = scale || 1;
var skeletonData = json.readSkeletonData(JSON.parse(skeletonText));
self.skeleton = new spine.Skeleton(skeletonData);
self.stateData = new spine.AnimationStateData(skeletonData);
self.state = new spine.AnimationState(self.stateData);
self.dispatchEvent({
type : SpineAnimation.SKELETON_DATA_LOADED
});
});
});
var matrix = new THREE.Matrix4();
// if given, dt must be in ms
this.update = function (dt, dz) {
if (!this.state) return;
this.state.update(dt || (1.0 / 60));
this.state.apply(this.skeleton);
this.skeleton.updateWorldTransform();
this.traverse(function (object) {
if (object instanceof THREE.Mesh) {
object.visible = false;
}
});
var Z = 0;
var drawOrder = this.skeleton.drawOrder;
for (var i = 0, n = drawOrder.length; i < n; i++) {
var slot = drawOrder[i];
var attachment = slot.attachment;
if (!(attachment instanceof spine.RegionAttachment)) continue;
var materials = attachment.rendererObject.page.rendererObject;
// texture was not loaded yet
if (!materials) continue;
if (slot.data.additiveBlending && (materials.length == 1)) {
// create separate material for additive blending
materials.push(new THREE.MeshBasicMaterial({
map : materials[0].map,
side : THREE.DoubleSide,
transparent : true,
blending : THREE.AdditiveBlending,
depthWrite : false
}));
}
var material = materials[ slot.data.additiveBlending ? 1 : 0 ];
material.meshes = material.meshes || {};
var mesh = material.meshes[slot.data.name];
var geometry;
if (mesh) {
geometry = mesh.geometry;
mesh.visible = true;
} else {
geometry = new THREE.PlaneGeometry(
attachment.regionOriginalWidth,
attachment.regionOriginalHeight
);
geometry.dynamic = true;
mesh = new THREE.Mesh(geometry, material);
mesh.matrixAutoUpdate = false;
material.meshes[slot.data.name] = mesh;
this.add(mesh);
}
if (mesh.attachmentTime && (slot.getAttachmentTime () > mesh.attachmentTime)) {
// do nothing
} else {
// update UVs
geometry.faceVertexUvs[0][0][0].set(attachment.uvs[6], 1- attachment.uvs[7]);
geometry.faceVertexUvs[0][0][1].set(attachment.uvs[4], 1- attachment.uvs[5]);
geometry.faceVertexUvs[0][0][2].set(attachment.uvs[0], 1- attachment.uvs[1]);
geometry.faceVertexUvs[0][1][0].set(attachment.uvs[4], 1- attachment.uvs[5]);
geometry.faceVertexUvs[0][1][1].set(attachment.uvs[2], 1- attachment.uvs[3]);
geometry.faceVertexUvs[0][1][2].set(attachment.uvs[0], 1- attachment.uvs[1]);
geometry.uvsNeedUpdate = true;
geometry.vertices[1].set(attachment.offset[0], attachment.offset[1], 0);
geometry.vertices[3].set(attachment.offset[2], attachment.offset[3], 0);
geometry.vertices[2].set(attachment.offset[4], attachment.offset[5], 0);
geometry.vertices[0].set(attachment.offset[6], attachment.offset[7], 0);
geometry.verticesNeedUpdate = true;
mesh.attachmentTime = slot.getAttachmentTime();
}
matrix.makeTranslation(
this.skeleton.x + slot.bone.worldX,
this.skeleton.y + slot.bone.worldY,
(dz || 0.1) * Z++
);
matrix.elements[0] = slot.bone.a; matrix.elements[4] = slot.bone.b;
matrix.elements[1] = slot.bone.c; matrix.elements[5] = slot.bone.d;
mesh.matrix.copy(matrix);
/* TODO slot.r,g,b,a ?? turbulenz example code:
batch.add(
attachment.rendererObject.page.rendererObject,
vertices[0], vertices[1],
vertices[6], vertices[7],
vertices[2], vertices[3],
vertices[4], vertices[5],
skeleton.r * slot.r,
skeleton.g * slot.g,
skeleton.b * slot.b,
skeleton.a * slot.a,
attachment.uvs[0], attachment.uvs[1],
attachment.uvs[4], attachment.uvs[5]
);
*/
}
};
};
SpineAnimation.SKELETON_DATA_LOADED = 'skeletonDataLoaded';
SpineAnimation.prototype = Object.create(THREE.Object3D.prototype);
SpineAnimation.prototype.dispose = function () {
if (this.parent) this.parent.remove(this); this.atlas.dispose();
};
}) ();
var scene, camera, renderer;
var geometry, material, mesh;
var anim;
function load (name, scale) {
if (anim) anim.dispose();
anim = new SpineAnimation(name, 'data/', scale);
anim.addEventListener(SpineAnimation.SKELETON_DATA_LOADED, function () {
var canvas = renderer.domElement;
switch (anim.name) {
case 'spineboy':
anim.stateData.setMixByName('walk', 'jump', 0.2);
anim.stateData.setMixByName('run', 'jump', 0.2);
anim.stateData.setMixByName('jump', 'run', 0.2);
anim.state.setAnimationByName(0, 'walk', true);
canvas.onmousedown = function () {
anim.state.setAnimationByName(0, 'jump', false);
anim.state.addAnimationByName(0, 'run', true, 0);
}
break;
case 'hero':
anim.stateData.defaultMix = 0.2;
anim.stateData.setMixByName('Walk', 'Attack', 0);
anim.stateData.setMixByName('Attack', 'Run', 0);
anim.stateData.setMixByName('Run', 'Attack', 0);
anim.state.setAnimationByName(0, 'Idle', true);
canvas.onmousedown = function () {
var name = anim.state.getCurrent(0).animation.name;
if (name == 'Idle')
anim.state.setAnimationByName(0, 'Crouch', true);
else if (name == 'Crouch')
anim.state.setAnimationByName(0, 'Walk', true);
else {
anim.state.setAnimationByName(0, 'Attack', false);
anim.state.addAnimationByName(0, 'Run', true, 0);
}
}
break;
case 'goblins':
anim.skeleton.setSkinByName('goblingirl'); // TODO - spine.Skeleton.prototype.setSkin doesn't work?
anim.skeleton.setSlotsToSetupPose();
anim.state.setAnimationByName(0, 'walk', true);
canvas.onmousedown = function () {
anim.skeleton.setSkinByName(anim.skeleton.skin.name == 'goblin' ? 'goblingirl' : 'goblin');
anim.skeleton.setSlotsToSetupPose();
}
break;
case 'skeleton':
anim.state.setAnimationByName(0, 'walk test', true);
canvas.onmousedown = function () {
var name = anim.state.getCurrent(0).animation.name;
if (name == 'walk test')
anim.state.setAnimationByName(0, 'idle test', true);
else
anim.state.setAnimationByName(0, 'walk test', true);
}
break;
}
//anim.skeleton.y = -200;
});
mesh.add(anim);
}
function init() {
scene = new THREE.Scene();
var width = 640, height = 480;
camera = new THREE.PerspectiveCamera(75, width / height, 1, 3000);
camera.position.z = 400;
geometry = new THREE.BoxGeometry(200, 200, 200);
material = new THREE.MeshBasicMaterial({ color: 0xff0000, wireframe: true });
mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
load('spineboy', 0.4);
renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height);
document.body.appendChild(renderer.domElement);
}
var lastTime = Date.now();
function animate() {
requestAnimationFrame(animate);
var t = Date.now();
var a = Math.sin(t * 6e-4);
var b = Math.cos(t * 3e-4);
mesh.rotation.x = a * Math.PI * 0.2;
mesh.rotation.y = b * Math.PI * 0.4;
anim.update((t - lastTime) / 1000);
lastTime = t;
renderer.render(scene, camera);
}
init();
animate();
</script>
<br><br>
<input type="button" value="Spineboy" onclick="load('spineboy', 0.6)">
<input type="button" value="Hero" onclick="load('hero', 1)">
<input type="button" value="Goblins" onclick="load('goblins', 1)">
&nbsp; &nbsp; Click to change the animation or skin.
</body>
</html>