254 lines
8.8 KiB
TypeScript

import { SPINE_GAME_OBJECT_TYPE } from "./keys";
import { SpinePlugin } from "./SpinePlugin";
import { ComputedSizeMixin, DepthMixin, FlipMixin, ScrollFactorMixin, TransformMixin, VisibleMixin, AlphaMixin } from "./mixins";
import { AnimationState, AnimationStateData, Bone, MathUtils, Skeleton, Skin, Vector2 } from "@esotericsoftware/spine-core";
class BaseSpineGameObject extends Phaser.GameObjects.GameObject {
constructor (scene: Phaser.Scene, type: string) {
super(scene, type);
}
}
export interface SpineGameObjectBoundsProvider {
calculateBounds (gameObject: SpineGameObject): { x: number, y: number, width: number, height: number };
}
export class SetupPoseBoundsProvider implements SpineGameObjectBoundsProvider {
calculateBounds (gameObject: SpineGameObject) {
if (!gameObject.skeleton) return { x: 0, y: 0, width: 0, height: 0 };
// Make a copy of animation state and skeleton as this might be called while
// the skeleton in the GameObject has already been heavily modified. We can not
// reconstruct that state.
const skeleton = new Skeleton(gameObject.skeleton.data);
skeleton.setToSetupPose();
skeleton.updateWorldTransform();
return skeleton.getBoundsRect();
}
}
export class SkinsAndAnimationBoundsProvider implements SpineGameObjectBoundsProvider {
constructor (private animation: string, private skins: string[] = [], private timeStep: number = 0.05) {
}
calculateBounds (gameObject: SpineGameObject): { x: number; y: number; width: number; height: number; } {
if (!gameObject.skeleton || !gameObject.animationState) return { x: 0, y: 0, width: 0, height: 0 };
// Make a copy of animation state and skeleton as this might be called while
// the skeleton in the GameObject has already been heavily modified. We can not
// reconstruct that state.
const animationState = new AnimationState(gameObject.animationState.data);
const skeleton = new Skeleton(gameObject.skeleton.data);
const data = skeleton.data;
if (this.skins.length > 0) {
let customSkin = new Skin("custom-skin");
for (const skinName of this.skins) {
const skin = data.findSkin(skinName);
if (skin == null) continue;
customSkin.addSkin(skin);
}
skeleton.setSkin(customSkin);
}
skeleton.setToSetupPose();
const animation = this.animation != null ? data.findAnimation(this.animation!) : null;
if (animation == null) {
skeleton.updateWorldTransform();
return skeleton.getBoundsRect();
} else {
let minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY;
animationState.clearTracks();
animationState.setAnimationWith(0, animation, false);
const steps = Math.max(animation.duration / this.timeStep, 1.0);
for (let i = 0; i < steps; i++) {
animationState.update(i > 0 ? this.timeStep : 0);
animationState.apply(skeleton);
skeleton.updateWorldTransform();
const bounds = skeleton.getBoundsRect();
minX = Math.min(minX, bounds.x);
minY = Math.min(minY, bounds.y);
maxX = Math.max(maxX, minX + bounds.width);
maxY = Math.max(maxY, minY + bounds.height);
}
return { x: minX, y: minY, width: maxX - minX, height: maxY - minY };
}
}
}
export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(ScrollFactorMixin(TransformMixin(VisibleMixin(AlphaMixin(BaseSpineGameObject))))))) {
blendMode = -1;
skeleton: Skeleton | null = null;
animationStateData: AnimationStateData | null = null;
animationState: AnimationState | null = null;
private premultipliedAlpha = false;
private _displayOriginX = 0;
private _displayOriginY = 0;
private _scaleX = 1;
private _scaleY = 1;
constructor (scene: Phaser.Scene, private plugin: SpinePlugin, x: number, y: number, dataKey: string, atlasKey: string, public boundsProvider: SpineGameObjectBoundsProvider = new SetupPoseBoundsProvider()) {
super(scene, SPINE_GAME_OBJECT_TYPE);
this.setPosition(x, y);
this.setSkeleton(dataKey, atlasKey);
}
setSkeleton (dataKey: string, atlasKey: string) {
if (dataKey && atlasKey) {
this.premultipliedAlpha = this.plugin.isAtlasPremultiplied(atlasKey);
this.skeleton = this.plugin.createSkeleton(dataKey, atlasKey);
this.animationStateData = new AnimationStateData(this.skeleton.data);
this.animationState = new AnimationState(this.animationStateData);
this.updateSize();
} else {
this.skeleton = null;
this.animationStateData = null;
this.animationState = null;
}
}
public get displayOriginX () {
return this._displayOriginX;
}
public set displayOriginX (value: number) {
this._displayOriginX = value;
}
public get displayOriginY () {
return this._displayOriginY;
}
public set displayOriginY (value: number) {
this._displayOriginY = value;
}
public get scaleX () {
return this._scaleX;
}
public set scaleX (value: number) {
this._scaleX = value;
this.updateSize();
}
public get scaleY () {
return this._scaleY;
}
public set scaleY (value: number) {
this._scaleY = value;
this.updateSize();
}
updateSize () {
if (!this.skeleton) return;
let bounds = this.boundsProvider.calculateBounds(this);
// For some reason the TS compiler and the ComputedSize mixin don't work well together...
let self = this as any;
self.width = bounds.width;
self.height = bounds.height;
this.displayOriginX = -bounds.x;
this.displayOriginY = -bounds.y;
}
skeletonToPhaserWorldCoordinates (point: { x: number, y: number }) {
let transform = this.getWorldTransformMatrix();
let a = transform.a, b = transform.b, c = transform.c, d = transform.d, tx = transform.tx, ty = transform.ty;
let x = point.x
let y = point.y
point.x = x * a + y * c + tx;
point.y = x * b + y * d + ty;
}
phaserWorldCoordinatesToSkeleton (point: { x: number, y: number }) {
let transform = this.getWorldTransformMatrix();
transform = transform.invert();
let a = transform.a, b = transform.b, c = transform.c, d = transform.d, tx = transform.tx, ty = transform.ty;
let x = point.x
let y = point.y
point.x = x * a + y * c + tx;
point.y = x * b + y * d + ty;
}
phaserWorldCoordinatesToBone (point: { x: number, y: number }, bone: Bone) {
this.phaserWorldCoordinatesToSkeleton(point);
if (bone.parent) {
bone.parent.worldToLocal(point as Vector2);
} else {
bone.worldToLocal(point as Vector2);
}
}
preUpdate (time: number, delta: number) {
if (!this.skeleton || !this.animationState) return;
this.animationState.update(delta / 1000);
this.animationState.apply(this.skeleton);
this.skeleton.updateWorldTransform();
}
preDestroy () {
this.skeleton = null;
this.animationState = null;
// FIXME tear down any event emitters
}
willRender (camera: Phaser.Cameras.Scene2D.Camera) {
if (!this.visible) return false;
var GameObjectRenderMask = 0xf;
var result = (!this.skeleton || !(GameObjectRenderMask !== this.renderFlags || (this.cameraFilter !== 0 && (this.cameraFilter & camera.id))));
return result;
}
renderWebGL (renderer: Phaser.Renderer.WebGL.WebGLRenderer, src: SpineGameObject, camera: Phaser.Cameras.Scene2D.Camera, parentMatrix: Phaser.GameObjects.Components.TransformMatrix) {
if (!this.skeleton || !this.animationState || !this.plugin.webGLRenderer) return;
let sceneRenderer = this.plugin.webGLRenderer;
if (renderer.newType) {
renderer.pipelines.clear();
sceneRenderer.begin();
}
camera.addToRenderList(src);
let transform = Phaser.GameObjects.GetCalcMatrix(src, camera, parentMatrix).calc;
let a = transform.a, b = transform.b, c = transform.c, d = transform.d, tx = transform.tx, ty = transform.ty;
sceneRenderer.drawSkeleton(this.skeleton, this.premultipliedAlpha, -1, -1, (vertices, numVertices, stride) => {
for (let i = 0; i < numVertices; i += stride) {
let vx = vertices[i];
let vy = vertices[i + 1];
vertices[i] = vx * a + vy * c + tx;
vertices[i + 1] = vx * b + vy * d + ty;
}
});
if (!renderer.nextTypeMatch) {
sceneRenderer.end();
renderer.pipelines.rebind();
}
}
renderCanvas (renderer: Phaser.Renderer.Canvas.CanvasRenderer, src: SpineGameObject, camera: Phaser.Cameras.Scene2D.Camera, parentMatrix: Phaser.GameObjects.Components.TransformMatrix) {
if (!this.skeleton || !this.animationState || !this.plugin.canvasRenderer) return;
let context = renderer.currentContext;
let skeletonRenderer = this.plugin.canvasRenderer;
(skeletonRenderer as any).ctx = context;
camera.addToRenderList(src);
let transform = Phaser.GameObjects.GetCalcMatrix(src, camera, parentMatrix).calc;
let skeleton = this.skeleton;
skeleton.x = transform.tx;
skeleton.y = transform.ty;
skeleton.scaleX = transform.scaleX;
skeleton.scaleY = transform.scaleY;
let root = skeleton.getRootBone()!;
root.rotation = -MathUtils.radiansToDegrees * transform.rotationNormalized;
this.skeleton.updateWorldTransform();
context.save();
skeletonRenderer.draw(skeleton);
context.restore();
}
}