mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 09:46:02 +08:00
187 lines
5.9 KiB
HTML
187 lines
5.9 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://unpkg.com/three@0.141.0/build/three.js"></script>
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<script src="../dist/iife/spine-threejs.js"></script>
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<script src="./OrbitalControls.js"></script>
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</head>
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<style>
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* {
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margin: 0;
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padding: 0;
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}
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body,
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html {
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height: 100%;
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}
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canvas {
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position: absolute;
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width: 100%;
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height: 100%;
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}
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</style>
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<body>
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<script>
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(function () {
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let scene, camera, renderer;
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let geometry, material, mesh, skeletonMesh;
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let assetManager;
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let canvas;
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let controls;
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let lastFrameTime = Date.now() / 1000;
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let baseUrl = "assets/";
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let skeletonFile = "raptor-pro.json";
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let atlasFile = skeletonFile
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.replace("-pro", "")
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.replace("-ess", "")
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.replace(".json", ".atlas");
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let animation = "walk";
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function init() {
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// create the THREE.JS camera, scene and renderer (WebGL)
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let width = window.innerWidth,
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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({ logarithmicDepthBuffer: true });
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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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controls = new OrbitControls(camera, renderer.domElement);
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// load the assets required to display the Raptor model
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assetManager = new spine.AssetManager(baseUrl);
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assetManager.loadText(skeletonFile);
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assetManager.loadTextureAtlas(atlasFile);
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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({
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color: 0xff0000,
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wireframe: true,
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});
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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 = assetManager.require(atlasFile);
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// Create a AtlasAttachmentLoader that resolves region, mesh, boundingbox and path attachments
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atlasLoader = new spine.AtlasAttachmentLoader(atlas);
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// Create a SkeletonJson instance for parsing the .json file.
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let 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 = 0.4;
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let skeletonData = skeletonJson.readSkeletonData(
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assetManager.require(skeletonFile)
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);
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// Create a SkeletonMesh from the data and attach it to the scene
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// Provide a custom vertex/fragment shader pair that supports
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// the logarithmic depth buffer.
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// See https://discourse.threejs.org/t/shadermaterial-render-order-with-logarithmicdepthbuffer-is-wrong/49221/3
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skeletonMesh = new spine.SkeletonMesh(
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skeletonData,
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(materialParameters) => {
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materialParameters.vertexShader = `
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attribute vec4 color;
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varying vec2 vUv;
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varying vec4 vColor;
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#include <common>
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#include <logdepthbuf_pars_vertex>
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void main() {
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vUv = uv;
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vColor = color;
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gl_Position = projectionMatrix*modelViewMatrix*vec4(position,1.0);
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#include <logdepthbuf_vertex>
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}
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`;
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materialParameters.fragmentShader = `
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uniform sampler2D map;
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#ifdef USE_SPINE_ALPHATEST
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uniform float alphaTest;
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#endif
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varying vec2 vUv;
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varying vec4 vColor;
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#include <common>
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#include <logdepthbuf_pars_fragment>
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void main(void) {
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#include <logdepthbuf_fragment>
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gl_FragColor = texture2D(map, vUv)*vColor;
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#ifdef USE_SPINE_ALPHATEST
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if (gl_FragColor.a < alphaTest) discard;
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#endif
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}
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`;
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}
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);
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skeletonMesh.state.setAnimation(0, animation, 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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let lastTime = Date.now();
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function render() {
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// calculate delta time for animation purposes
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let now = Date.now() / 1000;
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let 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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// Update orbital controls
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controls.update();
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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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let w = window.innerWidth;
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let 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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init();
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})();
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</script>
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</body>
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</html>
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