spine-runtimes/spine-ts/spine-webgl/tests/test-mix-and-match.html
Mario Zechner de6cee955b [ts] Remove old namespaces, dev build
Previously, we'd export to global objects called spine.canvas, spine.webgl, spine.threejs. Going forward, all Spine APIs will be hosted by the global spine object when the runtime is used straight from the bundled .js files in the build/ folder. This is a minor change with a simple fix on the user side, i.e. replace spine.canvas. with spine.
2021-08-27 18:48:17 +02:00

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HTML

<html>
<script src="../../build/spine-webgl.js"></script>
<script src="https://code.jquery.com/jquery-3.1.0.min.js"></script>
<style>
* {
margin: 0;
padding: 0;
}
body,
html {
height: 100%
}
canvas {
position: absolute;
width: 100%;
height: 100%;
}
</style>
<body>
<div id="label" style="position: absolute; top: 0; left: 0; color: #fff; z-index: 10"></div>
<canvas id="canvas" style="background: red;"></canvas>
</body>
<script>
var FILE = "mix-and-match-pro";
var ANIMATION = "dance";
var SCALE = 0.5;
var canvas, context, gl, renderer, input, assetManager;
var skeletons = [];
var timeKeeper;
var label = document.getElementById("label");
var updateMean = new spine.WindowedMean();
var renderMean = new spine.WindowedMean();
function init() {
canvas = document.getElementById("canvas");
canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight;
context = new spine.ManagedWebGLRenderingContext(canvas, { alpha: false });
gl = context.gl;
renderer = new spine.SceneRenderer(canvas, context);
assetManager = new spine.AssetManager(context, "../example/assets/");
input = new spine.Input(canvas);
assetManager.loadTextureAtlas(FILE.replace("-pro", "").replace("-ess", "") + "-pma.atlas");
assetManager.loadBinary(FILE + ".skel");
timeKeeper = new spine.TimeKeeper();
requestAnimationFrame(load);
}
var run = true;
function load() {
timeKeeper.update();
if (assetManager.isLoadingComplete()) {
var atlas = assetManager.get(FILE.replace("-pro", "").replace("-ess", "") + "-pma.atlas");
var atlasLoader = new spine.AtlasAttachmentLoader(atlas);
var skeletonBinary = new spine.SkeletonBinary(atlasLoader);
skeletonBinary.scale = SCALE;
var skeletonData = skeletonBinary.readSkeletonData(assetManager.get(FILE + ".skel"));
skeleton = new spine.Skeleton(skeletonData);
var stateData = new spine.AnimationStateData(skeleton.data);
state = new spine.AnimationState(stateData);
stateData.defaultMix = 0;
// Create a new skin, by mixing and matching other skins
// that fit together. Items making up the girl are individual
// skins. Using the skin API, a new skin is created which is
// a combination of all these individual item skins.
var mixAndMatchSkin = new spine.Skin("custom-girl");
mixAndMatchSkin.addSkin(skeletonData.findSkin("skin-base"));
mixAndMatchSkin.addSkin(skeletonData.findSkin("nose/short"));
mixAndMatchSkin.addSkin(skeletonData.findSkin("eyelids/girly"));
mixAndMatchSkin.addSkin(skeletonData.findSkin("eyes/violet"));
mixAndMatchSkin.addSkin(skeletonData.findSkin("hair/brown"));
mixAndMatchSkin.addSkin(skeletonData.findSkin("clothes/hoodie-orange"));
mixAndMatchSkin.addSkin(skeletonData.findSkin("legs/pants-jeans"));
mixAndMatchSkin.addSkin(skeletonData.findSkin("accessories/bag"));
mixAndMatchSkin.addSkin(skeletonData.findSkin("accessories/hat-red-yellow"));
skeleton.setSkin(mixAndMatchSkin);
state.setAnimation(0, ANIMATION, true);
skeletons.push({ skeleton: skeleton, state: state });
requestAnimationFrame(render);
} else {
requestAnimationFrame(load);
}
}
function render() {
var start = Date.now()
timeKeeper.update();
var delta = timeKeeper.delta;
for (var i = 0; i < skeletons.length; i++) {
var state = skeletons[i].state;
var skeleton = skeletons[i].skeleton;
state.update(delta);
state.apply(skeleton);
skeleton.updateWorldTransform();
}
updateMean.addValue(Date.now() - start);
start = Date.now();
gl.clearColor(0.2, 0.2, 0.2, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
renderer.resize(spine.ResizeMode.Fit);
renderer.begin();
for (var i = 0; i < skeletons.length; i++) {
var skeleton = skeletons[i].skeleton;
renderer.drawSkeleton(skeleton, true);
}
renderer.end();
requestAnimationFrame(render)
renderMean.addValue(Date.now() - start);
label.innerHTML = ("Update time: " + Number(updateMean.getMean()).toFixed(2) + " ms\n" +
"Render time: " + Number(renderMean.getMean()).toFixed(2) + " ms\n");
}
init();
</script>
</html>