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@@ -0,0 +1,100 @@
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+<!DOCTYPE html>
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+<html>
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+
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+<head>
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+ <meta charset="UTF-8">
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+ <meta name="viewport" content="width=device-width, initial-scale=1.0">
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+ <link rel="stylesheet" href="../../index.css">
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+ <script src="https://unpkg.com/canvaskit-wasm@latest/bin/canvaskit.js"></script>
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+ <script src="../dist/iife/spine-canvaskit.js"></script>
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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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+ </style>
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+</head>
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+
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+<body class="p-4 flex flex-col items-center">
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+ <h1>IK Following</h1>
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+ <p class="mb-4">Click/touch to set the aim</p>
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+ <canvas id=foo width=600 height=400 style="margin: 0 auto;"></canvas>
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+</body>
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+
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+<script type="module">
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+ async function readFile(path) {
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+ const response = await fetch(path);
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+ if (!response.ok) throw new Error("Could not load file " + path);
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+ return await response.arrayBuffer();
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+ }
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+
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+ const ck = await CanvasKitInit();
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+ const surface = ck.MakeCanvasSurface('foo');
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+
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+ const atlas = await spine.loadTextureAtlas(ck, "assets/spineboy.atlas", readFile);
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+ const skeletonData = await spine.loadSkeletonData("assets/spineboy-pro.skel", atlas, readFile);
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+ const drawable = new spine.SkeletonDrawable(skeletonData);
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+ drawable.skeleton.scaleX = drawable.skeleton.scaleY = 0.5;
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+ drawable.skeleton.x = 100;
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+ drawable.skeleton.y = 380;
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+
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+ // Set the walk animation on track 0 and the aim animation on track 1
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+ drawable.animationState.setAnimation(0, "walk", true);
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+ drawable.animationState.setAnimation(1, "aim", true);
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+
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+ // Set up touch and mouse listeners on the canvas element
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+ // and set the touch/mouse coordinate on the aim bone
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+ const canvasElement = document.querySelector("#foo");
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+ let mouseDown = false;
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+ canvasElement.addEventListener("touchmove", (ev) => setCrosshairPosition(ev.changedTouches[0].clientX, ev.changedTouches[0].clientY));
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+ canvasElement.addEventListener("mousedown", (ev) => {
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+ mouseDown = true;
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+ setCrosshairPosition(ev.clientX, ev.clientY);
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+ });
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+ canvasElement.addEventListener("mouseup", () => mouseDown = false)
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+ canvasElement.addEventListener("mousemove", (ev) => {
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+ if (mouseDown) setCrosshairPosition(ev.clientX, ev.clientY);
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+ })
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+
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+ // Get the crosshair bone. We will adjust its position based on the
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+ // touch/mouse coordinates
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+ const crosshair = drawable.skeleton.findBone("crosshair");
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+
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+ // Sets the crosshair bone position based on the touch/mouse position
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+ const setCrosshairPosition = (touchX, touchY) => {
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+ const clientRect = canvasElement.getBoundingClientRect();
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+ let x = touchX - clientRect.left;
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+ let y = touchY - clientRect.top;
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+ console.log(`${x}, ${y}`);
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+
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+ // Transform the touch/mouse position to the crosshair
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+ // bone's parent bone coordinate system
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+ const parent = crosshair.parent;
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+ const parentPosition = new spine.Vector2(x, y);
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+ parent.worldToLocal(parentPosition)
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+
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+ // Set the position on the bone (relative to its parent bone)
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+ crosshair.x = parentPosition.x;
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+ crosshair.y = parentPosition.y;
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+ }
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+
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+
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+ const renderer = new spine.SkeletonRenderer(ck);
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+ let lastTime = performance.now();
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+
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+ function drawFrame(canvas) {
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+ canvas.clear(ck.Color(52, 52, 54, 1));
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+
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+ const now = performance.now();
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+ const deltaTime = (now - lastTime) / 1000;
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+ lastTime = now;
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+
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+ drawable.update(deltaTime);
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+ renderer.render(canvas, drawable);
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+
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+ surface.requestAnimationFrame(drawFrame);
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+ }
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+ surface.requestAnimationFrame(drawFrame);
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+</script>
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+
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+</html>
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