2025-11-14 12:34:37 +01:00

1012 lines
26 KiB
TypeScript

import type { AnimationState, AnimationStateListener, AssetLoader, Bone, Event, NumberArrayLike, RegionAttachment, Skeleton, SkeletonRendererCore, Skin, Slot, TextureAtlas, } from "@esotericsoftware/spine-construct3-lib";
const C3 = globalThis.C3;
const spine = globalThis.spine;
spine.Skeleton.yDown = true;
class SpineC3Instance extends globalThis.ISDKWorldInstanceBase {
propAtlas = "";
propSkel = "";
propLoaderScale = 1;
propSkin: string[] = [];
propAnimation?: string;
propOffsetX = 0;
propOffsetY = 0;
propOffsetAngle = 0;
propScaleX = 1;
propScaleY = 1;
propDebugSkeleton = false;
isFlippedX = false;
isPlaying = true;
animationSpeed = 1.0;
physicsMode = spine.Physics.update;
customSkins: Record<string, Skin> = {};
textureAtlas?: TextureAtlas;
renderer?: IRenderer;
atlasLoaded = false;
atlasLoading = false;
skeletonLoaded = false;
skeletonLoading = false;
skeleton?: Skeleton;
state?: AnimationState;
public triggeredEventTrack = -1;
public triggeredEventAnimation = "";
public triggeredEventName = "";
public triggeredEventData?: Event;
private assetLoader: AssetLoader;
private skeletonRenderer: SkeletonRendererCore;
private a = 0;
private b = 0;
private c = 0;
private d = 0;
private tempVertices = new Float32Array(4096);
private tempColors = new Float32Array(4096);
private verticesTemp = spine.Utils.newFloatArray(2 * 1024);
private tempPoint = new spine.Vector2();
private boneFollowers = new Map<string, { uid: number, offsetX: number, offsetY: number, offsetAngle: number }>();
private dragHandles = new Set<{
slot?: Slot,
bone: Bone,
dragging?: boolean,
debug: boolean,
radius: number,
offsetX: number,
offsetY: number,
}>();
private prevLeftClickDown = false;
constructor () {
super();
const properties = this._getInitProperties();
if (properties) {
console.log(properties);
this.propAtlas = properties[0] as string;
this.propSkel = properties[1] as string;
this.propLoaderScale = properties[2] as number;
const skinProp = properties[3] as string;
this.propSkin = skinProp === "" ? [] : skinProp.split(",");
this.propAnimation = properties[4] as string;
this.propDebugSkeleton = properties[5] as boolean;
this.propOffsetX = properties[8] as number;
this.propOffsetY = properties[9] as number;
this.propOffsetAngle = properties[10] as number;
this.propScaleX = properties[11] as number;
this.propScaleY = properties[12] as number;
}
this.assetLoader = new spine.AssetLoader();
this.skeletonRenderer = new spine.SkeletonRendererCore();
this._setTicking(true);
}
/*
* Update, render, draw
*/
public play () {
this.isPlaying = true;
}
public stop () {
this.isPlaying = false;
}
_tick (): void {
const { renderer } = this;
if (!renderer) return;
if (!this.atlasLoaded) {
this.loadAtlas();
return;
}
if (!this.skeletonLoaded) {
this.loadSkeleton();
return;
}
if (!this.isPlaying) return;
this.update(this.dt);
this.runtime.sdk.updateRender();
}
private update (delta: number) {
const { state, skeleton, animationSpeed, physicsMode } = this;
if (!skeleton || !state) return;
const adjustedDelta = delta * animationSpeed;
state.update(adjustedDelta);
skeleton.update(adjustedDelta);
state.apply(skeleton);
const cos = Math.cos(this.angle + this.propOffsetAngle);
const sin = Math.sin(this.angle + this.propOffsetAngle);
this.a = cos;
this.b = sin;
this.c = -sin;
this.d = cos;
skeleton.updateWorldTransform(physicsMode);
this.updateHandles(skeleton);
this.updateBoneFollowers();
}
_draw (renderer: IRenderer) {
this.renderer ||= renderer;
if (!this.isVisible) return;
if (!this.isOnScreen) return;
const { skeleton } = this;
if (!skeleton) return;
this.renderSkeleton(renderer, skeleton);
this.renderDragHandles(renderer);
this.renderDebugSkeleton(renderer, skeleton);
}
private renderSkeleton (renderer: IRenderer, skeleton: Skeleton) {
let command = this.skeletonRenderer.render(skeleton);
const inv255 = 1 / 255;
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 { x, y } = this.skeletonToC3WorldCoordinates(positions[srcIndex], positions[srcIndex + 1]);
const dstIndex = i * 3;
vertices[dstIndex] = x;
vertices[dstIndex + 1] = y;
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;
}
}
private renderDragHandles (renderer: IRenderer) {
for (const { bone, radius, debug } of this.dragHandles) {
if (!debug) continue;
const boneApplied = bone.applied;
const { x: x1, y: y1 } = this.skeletonToC3WorldCoordinates(boneApplied.worldX, boneApplied.worldY);
renderer.setColorFillMode();
renderer.setColor([1, 0, 0, .2]);
renderer.convexPoly(this.circle(x1, y1, radius));
}
}
private renderDebugSkeleton (renderer: IRenderer, skeleton: Skeleton) {
if (!this.propDebugSkeleton) return;
const bones = skeleton.bones;
for (let i = 0, n = bones.length; i < n; i++) {
const bone = bones[i];
if (!bone.parent) continue;
const boneApplied = bone.applied;
const { x: x1, y: y1 } = this.skeletonToC3WorldCoordinates(boneApplied.worldX, boneApplied.worldY);
const x2 = bone.data.length * boneApplied.a + x1;
const y2 = bone.data.length * boneApplied.c + y1;
renderer.setColor([1, 0, 0, 1]);
renderer.setColorFillMode();
const t = this.tempPoint.set(y2 - y1, x1 - x2);
t.normalize();
const width = 1 * 0.5;
const tx = t.x * width;
const ty = t.y * width;
renderer.convexPoly([
x1 + tx, y1 + ty,
x1 - tx, y1 - ty,
x2 + tx, y2 + ty,
x2 - tx, y2 - ty,
x2 + tx, y2 + ty,
x1 - tx, y1 - ty,
]);
renderer.setColor([0, 1, 0, 1]);
renderer.convexPoly(this.circle(x1, y1, 2));
}
}
private circle (x: number, y: number, radius: number) {
let segments = Math.max(1, (6 * spine.MathUtils.cbrt(radius)) | 0);
if (segments <= 0) throw new Error("segments must be > 0.");
const angle = 2 * spine.MathUtils.PI / segments;
const cos = Math.cos(angle);
const sin = Math.sin(angle);
let cx = radius, cy = 0;
segments--;
const poly = [];
for (let i = 0; i < segments; i++) {
poly.push(x, y);
poly.push(x + cx, y + cy);
const temp = cx;
cx = cos * cx - sin * cy;
cy = sin * temp + cos * cy;
poly.push(x + cx, y + cy);
}
poly.push(x, y, x + cx, y + cy);
cx = radius;
cy = 0;
poly.push(x + cx, y + cy);
return poly;
}
/**********/
/*
* Drag handles
*/
public addDragHandle (type: 0 | 1, name: string, radius = 10, debug = false) {
if (type === 0) {
const bone = this.getBone(name);
if (!bone) return;
this.dragHandles.add({ bone, debug, radius, offsetX: 0, offsetY: 0 });
} else {
const slot = this.getSlot(name);
if (!slot) return;
this.dragHandles.add({ slot, bone: slot.bone, debug, radius, offsetX: 0, offsetY: 0 });
}
}
public removeDragHandle (type: 0 | 1, name: string) {
if (type === 0) {
const bone = this.getBone(name);
if (!bone) return;
for (const handle of this.dragHandles) {
if (handle.bone === bone && !handle.slot) {
this.dragHandles.delete(handle);
return;
}
}
} else {
const slot = this.getSlot(name);
if (!slot) return;
for (const handle of this.dragHandles) {
if (handle.slot === slot) {
this.dragHandles.delete(handle);
return;
}
}
}
}
private updateHandles (skeleton: Skeleton) {
const mouse = this.runtime.mouse;
const isLeftClickDown = mouse.isMouseButtonDown(0);
if (this.dragHandles.size <= 0) {
this.prevLeftClickDown = isLeftClickDown;
return;
}
if (!isLeftClickDown) {
this.prevLeftClickDown = false;
for (const handleObject of this.dragHandles) handleObject.dragging = false;
return;
}
const [mx, my] = mouse.getMousePosition();
for (const handleObject of this.dragHandles) {
const bone = handleObject.bone;
const boneApplied = bone.applied;
if (handleObject.dragging) {
if (bone.parent) {
const { x, y } = this.c3WorldCoordinatesToBone(mx - handleObject.offsetX, my - handleObject.offsetY, bone);
boneApplied.x = x;
boneApplied.y = y;
} else {
const { x, y } = this.c3WorldCoordinatesToSkeleton(mx - handleObject.offsetX, my - handleObject.offsetY);
boneApplied.x = x / skeleton.scaleX;
boneApplied.y = -y / skeleton.scaleY * spine.Skeleton.yDir;
}
} else if (!this.prevLeftClickDown) {
const { x, y } = this.c3WorldCoordinatesToSkeleton(mx, my);
const inside = handleObject.slot
? this.isInsideSlot(x, y, handleObject.slot, true)
: this.inRadius(x, y, boneApplied.worldX, boneApplied.worldY, handleObject.radius);
if (inside) {
handleObject.dragging = true;
handleObject.offsetX = x - boneApplied.worldX;
handleObject.offsetY = y - boneApplied.worldY;
}
}
}
this.prevLeftClickDown = true;
}
public isInsideSlot (x: number, y: number, slotName: string | Slot, skeletonCoordinate = false) {
const slot = this.getSlot(slotName);
if (!slot || !slot.bone.active) return false;
const attachment = slot.applied.attachment;
if (!(attachment instanceof spine.RegionAttachment || attachment instanceof spine.MeshAttachment)) return false;
const vertices = this.verticesTemp;
let hullLength = 8;
if (attachment instanceof spine.RegionAttachment) {
const regionAttachment = <RegionAttachment>attachment;
regionAttachment.computeWorldVertices(slot, vertices, 0, 2);
} else if (attachment instanceof spine.MeshAttachment) {
attachment.computeWorldVertices(this.skeleton as Skeleton, slot, 0, attachment.worldVerticesLength, vertices, 0, 2);
hullLength = attachment.hullLength;
}
if (skeletonCoordinate) return this.isPointInPolygon(vertices, hullLength, x, y);
const coords = this.c3WorldCoordinatesToSkeleton(x, y);
return this.isPointInPolygon(vertices, hullLength, coords.x, coords.y);
}
private isPointInPolygon (vertices: NumberArrayLike, hullLength: number, px: number, py: number) {
if (hullLength < 6) {
throw new Error("A polygon must have at least 3 vertices (6 numbers in the array). ");
}
let isInside = false;
for (let i = 0, j = hullLength - 2; i < hullLength; i += 2) {
const xi = vertices[i], yi = vertices[i + 1];
const xj = vertices[j], yj = vertices[j + 1];
const intersects = ((yi > py) !== (yj > py)) &&
(px < ((xj - xi) * (py - yi)) / (yj - yi) + xi);
if (intersects) isInside = !isInside;
j = i;
}
return isInside;
}
private inRadius (x1: number, y1: number, x2: number, y2: number, radius: number) {
const dx = x1 - x2;
const dy = y1 - y2;
const distanceSquared = dx * dx + dy * dy;
return distanceSquared <= radius * radius;
}
/**********/
/*
* C3 Internals
*/
_saveToJson () {
return {
// data to be saved for savegames
};
}
_loadFromJson (o: JSONValue) {
// load state for savegames
}
_release () {
super._release();
}
/**********/
/*
* Spine Internals
*/
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;
}
private async loadSkeleton () {
if (this.skeletonLoading || !this.atlasLoaded) return;
this.skeletonLoading = true;
const propValue = this.propSkel;
if (this.atlasLoaded && this.textureAtlas) {
const skeletonData = await this.assetLoader.loadSkeletonRuntime(propValue, this.textureAtlas, this.propLoaderScale, 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);
this.skeleton.scaleX = this.isFlippedX ? -this.propScaleX : this.propScaleX;
this.skeleton.scaleY = this.propScaleY;
this.skeletonLoaded = true;
this._trigger(C3.Plugins.EsotericSoftware_SpineConstruct3.Cnds.OnSkeletonLoaded);
}
}
/**********/
/*
* Animations
*/
public setAnimation (track: number, animation: string, loop = false) {
const trackEntry = this.state?.setAnimation(track, animation, loop);
if (!trackEntry) return;
trackEntry.listener = this.makeTrackListener(track, animation);
}
public addAnimation (track: number, animation: string, loop = false, delay = 0) {
const trackEntry = this.state?.addAnimation(track, animation, loop, delay);
if (!trackEntry) return;
trackEntry.listener = this.makeTrackListener(track, animation);
}
public setEmptyAnimation (track: number, mixDuration = 0) {
this.state?.setEmptyAnimation(track, mixDuration);
}
public getCurrentAnimation (trackIndex: number): string {
if (!this.skeleton) return "";
const { state } = this;
if (!state) return "";
const track = state.tracks[trackIndex];
if (!track || !track.animation) return "";
return track.animation.name;
}
public setAnimationSpeed (speed: number) {
this.animationSpeed = speed;
}
public setAnimationTime (units: 0 | 1, time: number, track: number) {
if (!this.state) return;
const trackEntry = this.state.tracks[track];
if (!trackEntry) return;
if (units === 0) {
if (time < trackEntry.animationStart || time > trackEntry.animationEnd) {
console.warn(`[Spine] Animation time ${time} is out of bounds [${trackEntry.animationStart}, ${trackEntry.animationEnd}]`);
return;
}
trackEntry.trackTime = time;
} else {
if (time < 0 || time > 1) {
console.warn(`[Spine] Animation time ratio ${time} is out of bounds [0, 1]`);
return;
}
trackEntry.trackTime = time * (trackEntry.animationEnd - trackEntry.animationStart);
}
}
public setAnimationMix (fromName: string, toName: string, duration: number) {
const stateData = this.state?.data;
if (!stateData) return;
try {
stateData.setMix(fromName, toName, duration);
} catch (error) {
console.error('[Spine] setAnimationMix error:', error);
}
}
public setTrackAlpha (alpha: number, trackIndex: number) {
const { state } = this;
if (!state) {
console.warn('[Spine] setAlpha: no state');
return;
}
const track = state.tracks[trackIndex];
if (!track) {
console.warn(`[Spine] setAlpha: track ${trackIndex} not found`);
return;
}
track.alpha = spine.MathUtils.clamp(0, 1, alpha);
}
public setTrackMixBlend (mixBlend: 0 | 1 | 2 | 3, trackIndex: number) {
const { state } = this;
if (!state) {
console.warn('[Spine] setMixBlend: no state');
return;
}
const track = state.tracks[trackIndex];
if (!track) {
console.warn(`[Spine] setMixBlend: track ${trackIndex} not found`);
return;
}
switch (mixBlend) {
case 0: track.mixBlend = spine.MixBlend.setup; break;
case 1: track.mixBlend = spine.MixBlend.first; break;
case 2: track.mixBlend = spine.MixBlend.replace; break;
case 3: track.mixBlend = spine.MixBlend.add; break;
default: console.warn('[Spine] Invalid mix blend mode:', mixBlend);
}
}
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);
}
private makeTrackListener = (track: number, animation: string): AnimationStateListener => ({
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),
})
/**********/
/*
* Skins
*/
public setSkin (skins: string[]) {
this.propSkin = skins;
this._setSkin();
}
public getCurrentSkin (): string {
if (!this.skeleton) return "";
const skin = this.skeleton.skin;
if (!skin) return "";
return skin.name;
}
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);
}
public createCustomSkin (skinName: string) {
if (!this.skeleton) return;
if (this.customSkins[skinName])
this.customSkins[skinName].clear();
else
this.customSkins[skinName] = new spine.Skin(skinName);
}
public addCustomSkin (customSkinName: string, skinToAddName: string) {
if (!this.skeleton) return;
if (!this.customSkins[customSkinName]) {
console.warn(`[Spine] Custom skin "${customSkinName}" does not exist. Create it first.`);
return;
}
const skinToAdd = this.skeleton.data.findSkin(skinToAddName);
if (!skinToAdd) {
console.warn(`[Spine] Skin "${skinToAddName}" not found in skeleton data.`);
return;
}
this.customSkins[customSkinName].addSkin(skinToAdd);
}
public setCustomSkin (skinName: string) {
if (!this.skeleton) return;
if (!this.customSkins[skinName]) {
console.warn(`[Spine] Custom skin "${skinName}" does not exist.`);
return;
}
this.skeleton.setSkin(this.customSkins[skinName]);
this.skeleton.setupPose();
}
/**********/
/*
* Slot, skeleton color
*/
public setSkeletonColor (color: string) {
const { skeleton } = this;
if (!skeleton) {
console.warn('[Spine] setSkeletonColor: no skeleton');
return;
}
skeleton.color.setFromString(color);
}
public setSlotColor (slotName: string, color: string) {
const { skeleton } = this;
if (!skeleton) {
console.warn('[Spine] setSlotColor: no skeleton');
return;
}
const slot = skeleton.findSlot(slotName);
if (!slot) {
console.warn(`[Spine] setSlotColor: slot not found: ${slotName}`);
return;
}
slot.pose.color.setFromString(color);
}
public resetSlotColors (slotName: string = "") {
const { skeleton } = this;
if (!skeleton) {
console.warn('[Spine] resetSlotColors: no skeleton');
return;
}
if (slotName === "") {
for (const slot of skeleton.slots)
slot.pose.color.setFromColor(slot.data.setup.color);
} else {
const slot = skeleton.findSlot(slotName);
if (!slot) {
console.warn(`[Spine] resetSlotColors: slot not found: ${slotName}`);
return;
}
slot.pose.color.setFromColor(slot.data.setup.color);
}
}
/**********/
/*
* Bone follower
*/
public attachInstanceToBone (uid: number, boneName: string, offsetX = 0, offsetY = 0, offsetAngle = 0) {
if (!this.skeleton) return;
const bone = this.skeleton.findBone(boneName);
if (!bone) {
console.warn(`[Spine] attachInstanceToBone: bone not found: ${boneName}`);
return;
}
this.boneFollowers.set(boneName, { uid, offsetX, offsetY, offsetAngle });
}
public detachInstanceFromBone (boneName: string) {
this.boneFollowers.delete(boneName);
}
private updateBoneFollowers () {
if (this.boneFollowers.size === 0) return;
for (const [boneName, follower] of this.boneFollowers) {
const bone = this.skeleton?.findBone(boneName);
if (!bone) continue;
const instance = this.runtime.getInstanceByUid(follower.uid) as IWorldInstance;
if (!instance) continue;
const { x, y } = this.boneToC3WorldCoordinates(bone);
const boneRotation = bone.applied.getWorldRotationX();
// Apply rotation to offset
const rotationRadians = boneRotation * Math.PI / 180;
const cos = Math.cos(rotationRadians);
const sin = Math.sin(rotationRadians);
const rotatedOffsetX = follower.offsetX * cos - follower.offsetY * sin;
const rotatedOffsetY = follower.offsetX * sin + follower.offsetY * cos;
instance.x = x + rotatedOffsetX;
instance.y = y + rotatedOffsetY;
instance.angleDegrees = boneRotation + follower.offsetAngle;
}
}
/**********/
/*
* Coordinates transformation
*/
private c3WorldCoordinatesToSkeleton (x: number, y: number) {
const tx = x - (this.x + this.propOffsetX);
const ty = y - (this.y + this.propOffsetY);
const { a: ta, b: tb, c: tc, d: td, tempPoint } = this;
const delta = ta * td - tb * tc;
tempPoint.x = (td * tx - tc * ty) / delta;
tempPoint.y = (ta * ty - tb * tx) / delta;
return this.tempPoint;
}
private c3WorldCoordinatesToBone (x: number, y: number, bone: Bone) {
const point = this.c3WorldCoordinatesToSkeleton(x, y);
if (bone.parent)
return bone.parent.applied.worldToLocal(point);
return bone.applied.worldToLocal(point);
}
private skeletonToC3WorldCoordinates (skeletonX: number, skeletonY: number) {
const { a, b, c, d, tempPoint } = this;
tempPoint.x = a * skeletonX + c * skeletonY + this.x + this.propOffsetX;
tempPoint.y = b * skeletonX + d * skeletonY + this.y + this.propOffsetY;
return tempPoint;
}
private boneToC3WorldCoordinates (bone: Bone) {
const { applied } = bone;
return this.skeletonToC3WorldCoordinates(applied.worldX, applied.worldY);
}
/**********/
/*
* Bone
*/
public getBoneX (boneName: string): number {
const { skeleton } = this;
if (!skeleton) {
console.warn('[Spine] getBoneX: no skeleton');
return 0;
}
const bone = skeleton.findBone(boneName);
if (!bone) {
console.warn(`[Spine] getBoneX: bone not found: ${boneName}`);
return 0;
}
const x = bone.applied.worldX;
const y = bone.applied.worldY;
const offsetX = this.x + this.propOffsetX;
const offsetAngle = this.angle + this.propOffsetAngle;
if (offsetAngle) {
const cos = Math.cos(offsetAngle);
const sin = Math.sin(offsetAngle);
return x * cos - y * sin + offsetX;
}
return x + offsetX;
}
public getBoneY (boneName: string): number {
const { skeleton } = this;
if (!skeleton) {
console.warn('[Spine] getBoneY: no skeleton');
return 0;
}
const bone = skeleton.findBone(boneName);
if (!bone) {
console.warn(`[Spine] getBoneY: bone not found: ${boneName}`);
return 0;
}
const x = bone.applied.worldX;
const y = bone.applied.worldY;
const offsetY = this.y + this.propOffsetY;
const offsetAngle = this.angle + this.propOffsetAngle;
if (offsetAngle) {
const cos = Math.cos(offsetAngle);
const sin = Math.sin(offsetAngle);
return x * sin + y * cos + offsetY;
}
return y + offsetY;
}
public getBoneRotation (boneName: string): number {
const { skeleton } = this;
if (!skeleton) {
console.warn('[Spine] getBoneRotation: no skeleton');
return 0;
}
const bone = skeleton.findBone(boneName);
if (!bone) {
console.warn(`[Spine] getBoneRotation: bone not found: ${boneName}`);
return 0;
}
const boneRotation = bone.applied.getWorldRotationX();
const offsetAngle = this.angle + this.propOffsetAngle;
return boneRotation + (offsetAngle * 180 / Math.PI);
}
public getBoneWorldX (boneName: string): number {
const { skeleton } = this;
if (!skeleton) {
console.warn('[Spine] getBoneWorldX: no skeleton');
return 0;
}
const bone = skeleton.findBone(boneName);
if (!bone) {
console.warn(`[Spine] getBoneWorldX: bone not found: ${boneName}`);
return 0;
}
const point = this.boneToC3WorldCoordinates(bone);
return point.x;
}
public getBoneWorldY (boneName: string): number {
const { skeleton } = this;
if (!skeleton) {
console.warn('[Spine] getBoneWorldY: no skeleton');
return 0;
}
const bone = skeleton.findBone(boneName);
if (!bone) {
console.warn(`[Spine] getBoneWorldY: bone not found: ${boneName}`);
return 0;
}
const point = this.boneToC3WorldCoordinates(bone);
return point.y;
}
public updateBonePose (c3X: number, c3Y: number, boneName: string) {
const bone = this.getBone(boneName);
if (!bone) return;
const { x, y } = this.c3WorldCoordinatesToBone(c3X, c3Y, bone);
bone.applied.x = x;
bone.applied.y = y;
}
private getBone (boneName: string | Bone) {
if (boneName instanceof spine.Bone) return boneName;
const { skeleton } = this;
if (!skeleton) return;
return skeleton.findBone(boneName);
}
/**********/
/*
* Slot, attachments
*/
private getSlot (slotName: string | Slot) {
if (slotName instanceof spine.Slot) return slotName;
const { skeleton } = this;
if (!skeleton) return;
return skeleton.findSlot(slotName);
}
public setAttachment (slotName: string, attachmentName: string | null) {
this.skeleton?.setAttachment(slotName, attachmentName);
}
/**********/
/*
* Skeleton
*/
public flipX (isFlippedX: boolean) {
this.isFlippedX = isFlippedX;
const { skeleton } = this;
if (skeleton) {
skeleton.scaleX = isFlippedX ? -this.propScaleX : this.propScaleX;
}
}
public setPhysicsMode (mode: 0 | 1 | 2 | 3) {
switch (mode) {
case 0: this.physicsMode = spine.Physics.none; break;
case 1: this.physicsMode = spine.Physics.reset; break;
case 2: this.physicsMode = spine.Physics.update; break;
case 3: this.physicsMode = spine.Physics.pose; break;
default: console.warn('[Spine] Invalid physics mode:', mode);
}
}
/**********/
};
C3.Plugins.EsotericSoftware_SpineConstruct3.Instance = SpineC3Instance;
export type { SpineC3Instance as SDKInstanceClass };