2025-12-11 15:35:31 +01:00

149 lines
4.8 KiB
JavaScript

var meshesDemo = function (canvas, bgColor) {
var canvas, gl, renderer, input, assetManager;
var skeleton, bounds;
var timeKeeper;
var skeletons = {};
var activeSkeleton = "Orange Girl";
var playButton, timeline, isPlaying = true;
if (!bgColor) bgColor = new spine.Color(235 / 255, 239 / 255, 244 / 255, 1);
function init() {
gl = canvas.context.gl;
renderer = new spine.SceneRenderer(canvas, gl);
renderer.skeletonDebugRenderer.drawRegionAttachments = false;
assetManager = new spine.AssetManager(gl, spineDemos.path, spineDemos.downloader);
assetManager.loadTextureAtlas("atlas2.atlas");
assetManager.loadJson("demos.json");
timeKeeper = new spine.TimeKeeper();
}
function loadingComplete() {
timeKeeper.update();
skeletons["Orange Girl"] = loadSkeleton("orangegirl", "animation");
skeletons["Green Girl"] = loadSkeleton("greengirl", "animation");
skeletons["Armor Girl"] = loadSkeleton("armorgirl", "animation");
setupUI();
}
function setupUI() {
playButton = $("#meshes-playbutton");
var playButtonUpdate = function () {
isPlaying = !isPlaying;
if (isPlaying)
playButton.addClass("pause").removeClass("play");
else
playButton.addClass("play").removeClass("pause");
}
playButton.click(playButtonUpdate);
playButton.addClass("pause");
timeline = $("#meshes-timeline").data("slider");
timeline.changed = function (percent) {
if (isPlaying) playButton.click();
if (!isPlaying) {
var active = skeletons[activeSkeleton];
var animationDuration = active.state.getCurrent(0).animation.duration;
var time = animationDuration * percent;
active.state.update(time - active.playTime);
active.state.apply(active.skeleton);
active.skeleton.updateWorldTransform(spine.Physics.update);
active.playTime = time;
}
};
var list = $("#meshes-skeleton");
for (var skeletonName in skeletons) {
var option = $("<option></option>");
option.attr("value", skeletonName).text(skeletonName);
if (skeletonName === activeSkeleton) option.attr("selected", "selected");
list.append(option);
}
list.change(function () {
activeSkeleton = $("#meshes-skeleton option:selected").text();
var active = skeletons[activeSkeleton];
var animationDuration = active.state.getCurrent(0).animation.duration;
timeline.set(active.playTime / animationDuration);
})
renderer.skeletonDebugRenderer.drawBones = false;
$("#meshes-drawbonescheckbox").click(function () {
renderer.skeletonDebugRenderer.drawBones = this.checked;
})
renderer.skeletonDebugRenderer.drawMeshHull = false;
renderer.skeletonDebugRenderer.drawMeshTriangles = false;
$("#meshes-drawmeshtrianglescheckbox").click(function () {
renderer.skeletonDebugRenderer.drawMeshHull = this.checked;
renderer.skeletonDebugRenderer.drawMeshTriangles = this.checked;
})
}
function loadSkeleton(name, animation, sequenceSlots) {
var atlasLoader = new spine.AtlasAttachmentLoader(assetManager.get("atlas2.atlas"));
var skeletonJson = new spine.SkeletonJson(atlasLoader);
var skeletonData = skeletonJson.readSkeletonData(assetManager.get("demos.json")[name]);
var skeleton = new spine.Skeleton(skeletonData);
skeleton.setSkinByName("default");
var state = new spine.AnimationState(new spine.AnimationStateData(skeletonData));
state.setAnimation(0, animation, true);
state.apply(skeleton);
skeleton.updateWorldTransform(spine.Physics.update);
var offset = new spine.Vector2();
var size = new spine.Vector2();
skeleton.getBounds(offset, size, []);
return {
skeleton: skeleton,
state: state,
playTime: 0,
bounds: {
offset: offset,
size: size
}
};
}
function render() {
timeKeeper.update();
var delta = timeKeeper.delta;
var active = skeletons[activeSkeleton];
var skeleton = active.skeleton;
var state = active.state;
var offset = active.bounds.offset;
var size = active.bounds.size;
renderer.camera.position.x = offset.x + size.x / 2;
renderer.camera.position.y = offset.y + size.y / 2 + 20;
renderer.camera.viewportWidth = size.x * 1.1;
renderer.camera.viewportHeight = size.y * 1.1;
renderer.resize(spine.ResizeMode.Fit);
gl.clearColor(bgColor.r, bgColor.g, bgColor.b, bgColor.a);
gl.clear(gl.COLOR_BUFFER_BIT);
if (isPlaying) {
var animationDuration = state.getCurrent(0).animation.duration;
active.playTime += delta;
while (active.playTime >= animationDuration)
active.playTime -= animationDuration;
timeline.set(active.playTime / animationDuration);
state.update(delta);
state.apply(skeleton);
skeleton.updateWorldTransform(spine.Physics.update);
}
renderer.begin();
renderer.drawSkeleton(skeleton);
renderer.drawSkeletonDebug(skeleton);
renderer.end();
}
init();
meshesDemo.assetManager = assetManager;
meshesDemo.loadingComplete = loadingComplete;
meshesDemo.render = render;
};