feat: use custom player module
This commit is contained in:
177
apps/module/spine-ts/webgl/demos/transforms.js
Executable file
177
apps/module/spine-ts/webgl/demos/transforms.js
Executable file
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var transformsDemo = function(canvas, bgColor) {
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var COLOR_INNER = new spine.Color(0.8, 0, 0, 0.5);
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var COLOR_OUTER = new spine.Color(0.8, 0, 0, 0.8);
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var COLOR_INNER_SELECTED = new spine.Color(0.0, 0, 0.8, 0.5);
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var COLOR_OUTER_SELECTED = new spine.Color(0.0, 0, 0.8, 0.8);
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var canvas, gl, renderer, input, assetManager;
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var skeleton, state, bounds;
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var timeKeeper;
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var rotateHandle;
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var target = null;
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var hoverTargets = [null, null, null];
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var controlBones = ["wheel2overlay", "wheel3overlay", "rotate-handle"];
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var coords = new spine.webgl.Vector3(), temp = new spine.webgl.Vector3(), temp2 = new spine.Vector2();
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var lastRotation = 0;
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var mix, lastOffset = 0, lastMix = 0.5;
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var DEMO_NAME = "TransformsDemo";
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if (!bgColor) bgColor = new spine.Color(235 / 255, 239 / 255, 244 / 255, 1);
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function init () {
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canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight;
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gl = canvas.ctx.gl;
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renderer = new spine.webgl.SceneRenderer(canvas, gl);
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assetManager = spineDemos.assetManager;
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var textureLoader = function(img) { return new spine.webgl.GLTexture(gl, img); };
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assetManager.loadTexture(DEMO_NAME, textureLoader, "atlas2.png");
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assetManager.loadText(DEMO_NAME, "atlas2.atlas");
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assetManager.loadJson(DEMO_NAME, "demos.json");
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input = new spine.webgl.Input(canvas);
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timeKeeper = new spine.TimeKeeper();
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}
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function loadingComplete () {
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var atlas = new spine.TextureAtlas(assetManager.get(DEMO_NAME, "atlas2.atlas"), function(path) {
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return assetManager.get(DEMO_NAME, path);
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});
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var atlasLoader = new spine.AtlasAttachmentLoader(atlas);
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var skeletonJson = new spine.SkeletonJson(atlasLoader);
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var skeletonData = skeletonJson.readSkeletonData(assetManager.get(DEMO_NAME, "demos.json").transforms);
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skeleton = new spine.Skeleton(skeletonData);
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skeleton.setToSetupPose();
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skeleton.updateWorldTransform();
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var offset = new spine.Vector2();
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bounds = new spine.Vector2();
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skeleton.getBounds(offset, bounds, []);
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state = new spine.AnimationState(new spine.AnimationStateData(skeleton.data));
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skeleton.setToSetupPose();
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skeleton.updateWorldTransform();
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rotateHandle = skeleton.findBone("rotate-handle");
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renderer.camera.position.x = offset.x + bounds.x / 2;
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renderer.camera.position.y = offset.y + bounds.y / 2;
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renderer.skeletonDebugRenderer.drawRegionAttachments = false;
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renderer.skeletonDebugRenderer.drawMeshHull = false;
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renderer.skeletonDebugRenderer.drawMeshTriangles = false;
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setupUI();
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setupInput();
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}
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function setupUI() {
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var rotationOffset = $("#transforms-rotationoffset").data("slider");
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rotationOffset.changed = function (percent) {
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var val = percent * 360 - 180;
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var delta = val - lastOffset;
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lastOffset = val;
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skeleton.findTransformConstraint("wheel2").data.offsetRotation += delta;
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skeleton.findTransformConstraint("wheel3").data.offsetRotation += delta;
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$("#transforms-rotationoffset-label").text(Math.round(val) + "°");
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};
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$("#transforms-rotationoffset-label").text("0°");
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var translationMix = $("#transforms-translationmix").data("slider");
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translationMix.set(0.5);
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translationMix.changed = function (percent) {
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var val = percent;
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var delta = val - lastMix;
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lastMix = val;
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skeleton.findTransformConstraint("wheel1").translateMix += delta;
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$("#transforms-translationmix-label").text(Math.round(val * 100) + "%");
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};
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$("#transforms-translationmix-label").text("50%");
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}
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function setupInput() {
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var getRotation = function(x, y) {
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renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);
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var wheel1 = skeleton.findBone("wheel1overlay");
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var v = coords.sub(new spine.webgl.Vector3(wheel1.worldX, wheel1.worldY, 0)).normalize();
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var angle = Math.acos(v.x) * spine.MathUtils.radiansToDegrees;
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if (v.y < 0) angle = 360 - angle;
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return angle;
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}
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input.addListener({
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down: function(x, y) {
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renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);
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for (var i = 0; i < controlBones.length; i++) {
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var bone = skeleton.findBone(controlBones[i]);
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if (temp.set(skeleton.x + bone.worldX, skeleton.y + bone.worldY, 0).distance(coords) < 30) {
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target = bone;
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if (target === rotateHandle) lastRotation = getRotation(x, y);
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}
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}
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},
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up: function(x, y) {
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target = null;
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},
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dragged: function(x, y) {
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if (target != null && x > 0 && x < canvas.width && y > 0 && y < canvas.height) {
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if (target === rotateHandle) {
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var rotation = getRotation(x, y);
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var delta = rotation - lastRotation;
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skeleton.findBone("wheel1").rotation += delta;
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lastRotation = rotation;
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} else {
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renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);
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if (target.parent !== null) {
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target.parent.worldToLocal(temp2.set(coords.x - skeleton.x, coords.y - skeleton.y));
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target.x = temp2.x;
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target.y = temp2.y;
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} else {
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target.x = coords.x - skeleton.x;
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target.y = coords.y - skeleton.y;
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}
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}
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}
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},
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moved: function (x, y) {
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renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);
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for (var i = 0; i < controlBones.length; i++) {
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var bone = skeleton.findBone(controlBones[i]);
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if (temp.set(skeleton.x + bone.worldX, skeleton.y + bone.worldY, 0).distance(coords) < 30) {
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hoverTargets[i] = bone;
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} else {
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hoverTargets[i] = null;
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}
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}
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}
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})
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}
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function render () {
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timeKeeper.update();
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var delta = timeKeeper.delta;
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skeleton.updateWorldTransform();
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renderer.camera.viewportWidth = bounds.x * 1.6;
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renderer.camera.viewportHeight = bounds.y * 1.2;
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renderer.resize(spine.webgl.ResizeMode.Fit);
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gl.clearColor(bgColor.r, bgColor.g, bgColor.b, bgColor.a);
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gl.clear(gl.COLOR_BUFFER_BIT);
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renderer.begin();
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renderer.drawSkeleton(skeleton, true);
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renderer.drawSkeletonDebug(skeleton, false, ["root", "rotate-handle"]);
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gl.lineWidth(2);
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for (var i = 0; i < controlBones.length; i++) {
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var bone = skeleton.findBone(controlBones[i]);
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var colorInner = hoverTargets[i] !== null ? spineDemos.HOVER_COLOR_INNER : spineDemos.NON_HOVER_COLOR_INNER;
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var colorOuter = hoverTargets[i] !== null ? spineDemos.HOVER_COLOR_OUTER : spineDemos.NON_HOVER_COLOR_OUTER;
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renderer.circle(true, skeleton.x + bone.worldX, skeleton.y + bone.worldY, 20, colorInner);
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renderer.circle(false, skeleton.x + bone.worldX, skeleton.y + bone.worldY, 20, colorOuter);
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}
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gl.lineWidth(1);
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renderer.end();
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}
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transformsDemo.loadingComplete = loadingComplete;
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transformsDemo.render = render;
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transformsDemo.DEMO_NAME = DEMO_NAME;
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init();
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};
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