spine-runtimes/spine-ts/spine-threejs/example/coordinate-transform.html

155 lines
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HTML

<html>
<head>
<meta charset="UTF-8">
<title>spine-threejs</title>
<script src="https://unpkg.com/three@0.141.0/build/three.js"></script>
<script src="../dist/iife/spine-threejs.js"></script>
<script src="./OrbitalControls.js"></script>
</head>
<style>
* {
margin: 0;
padding: 0;
}
body,
html {
height: 100%
}
canvas {
position: absolute;
width: 100%;
height: 100%;
}
</style>
<body>
<script>
(function () {
let scene, camera, renderer;
let skeletonMesh, cube, tailBone;
let assetManager;
let canvas;
let controls;
let lastFrameTime = Date.now() / 1000;
let baseUrl = "assets/";
let skeletonFile = "raptor-pro.json";
let atlasFile = skeletonFile.replace("-pro", "").replace("-ess", "").replace(".json", ".atlas");
let animation = "walk";
function init() {
// create the THREE.JS camera, scene and renderer (WebGL)
let width = window.innerWidth, height = window.innerHeight;
camera = new THREE.PerspectiveCamera(75, width / height, 1, 3000);
camera.position.y = 200;
camera.position.z = 800;
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height);
document.body.appendChild(renderer.domElement);
canvas = renderer.domElement;
controls = new OrbitControls(camera, renderer.domElement);
// load the assets required to display the Raptor model
assetManager = new spine.AssetManager(baseUrl);
assetManager.loadText(skeletonFile);
assetManager.loadTextureAtlas(atlasFile);
requestAnimationFrame(load);
}
function load(name, scale) {
if (assetManager.isLoadingComplete()) {
// Load the texture atlas using name.atlas and name.png from the AssetManager.
// The function passed to TextureAtlas is used to resolve relative paths.
atlas = assetManager.require(atlasFile);
// Create a AtlasAttachmentLoader that resolves region, mesh, boundingbox and path attachments
atlasLoader = new spine.AtlasAttachmentLoader(atlas);
// Create a SkeletonJson instance for parsing the .json file.
let skeletonJson = new spine.SkeletonJson(atlasLoader);
// Set the scale to apply during parsing, parse the file, and create a new skeleton.
skeletonJson.scale = 0.4;
let skeletonData = skeletonJson.readSkeletonData(assetManager.require(skeletonFile));
// Create a SkeletonMesh from the data and attach it to the scene
skeletonMesh = new spine.SkeletonMesh(skeletonData, (parameters) => {
parameters.depthTest = true;
parameters.depthWrite = true;
parameters.alphaTest = 0.001;
});
skeletonMesh.state.setAnimation(0, animation, true);
skeletonMesh.position.x = 120;
skeletonMesh.position.y = -20;
skeletonMesh.position.z = 10;
scene.add(skeletonMesh);
// Add a wireframe cube which will be positioned at the tail bone
geometry = new THREE.BoxGeometry(20, 20, 20);
material = new THREE.MeshBasicMaterial({ color: 0xff00, wireframe: true });
cube = new THREE.Mesh(geometry, material);
scene.add(cube);
// Get the tail bone
tailBone = skeletonMesh.skeleton.findBone("tail10");
requestAnimationFrame(render);
} else requestAnimationFrame(load);
}
let lastTime = Date.now();
function render() {
// calculate delta time for animation purposes
let now = Date.now() / 1000;
let delta = now - lastFrameTime;
lastFrameTime = now;
// resize canvas to use full page, adjust camera/renderer
resize();
// Update orbital controls
controls.update();
// update the animation
skeletonMesh.update(delta);
// Get the tail bone coordinates in the skeleton's local coordinate space.
let position = new THREE.Vector3(tailBone.worldX, tailBone.worldY, 0);
// Convert the tail bone coordinates to world coordinates.
skeletonMesh.localToWorld(position)
// Set the tail bone coordinates as the cube's position.
cube.position.set(position.x, position.y, position.z);
// render the scene
renderer.render(scene, camera);
requestAnimationFrame(render);
}
function resize() {
let w = window.innerWidth;
let h = window.innerHeight;
if (canvas.width != w || canvas.height != h) {
canvas.width = w;
canvas.height = h;
}
camera.aspect = w / h;
camera.updateProjectionMatrix();
renderer.setSize(w, h);
}
init();
}());
</script>
</body>
</html>