var meshesDemo = function(canvas, bgColor) { var canvas, gl, renderer, input, assetManager; var skeleton, bounds; var timeKeeper; var skeletons = {}; var activeSkeleton = "Orange Girl"; var playButton, timeline, isPlaying = true; if (!bgColor) bgColor = new spine.Color(235 / 255, 239 / 255, 244 / 255, 1); function init () { gl = canvas.context.gl; renderer = new spine.webgl.SceneRenderer(canvas, gl); renderer.skeletonDebugRenderer.drawRegionAttachments = false; assetManager = new spine.webgl.AssetManager(gl, spineDemos.path, spineDemos.downloader); assetManager.loadTextureAtlas("atlas2.atlas"); assetManager.loadJson("demos.json"); timeKeeper = new spine.TimeKeeper(); } function loadingComplete () { timeKeeper.update(); skeletons["Orange Girl"] = loadSkeleton("orangegirl", "animation"); skeletons["Green Girl"] = loadSkeleton("greengirl", "animation"); skeletons["Armor Girl"] = loadSkeleton("armorgirl", "animation"); setupUI(); } function setupUI() { playButton = $("#meshes-playbutton"); var playButtonUpdate = function () { isPlaying = !isPlaying; if (isPlaying) playButton.addClass("pause").removeClass("play"); else playButton.addClass("play").removeClass("pause"); } playButton.click(playButtonUpdate); playButton.addClass("pause"); timeline = $("#meshes-timeline").data("slider"); timeline.changed = function (percent) { if (isPlaying) playButton.click(); if (!isPlaying) { var active = skeletons[activeSkeleton]; var animationDuration = active.state.getCurrent(0).animation.duration; var time = animationDuration * percent; active.state.update(time - active.playTime); active.state.apply(active.skeleton); active.skeleton.updateWorldTransform(); active.playTime = time; } }; var list = $("#meshes-skeleton"); for (var skeletonName in skeletons) { var option = $(""); option.attr("value", skeletonName).text(skeletonName); if (skeletonName === activeSkeleton) option.attr("selected", "selected"); list.append(option); } list.change(function() { activeSkeleton = $("#meshes-skeleton option:selected").text(); var active = skeletons[activeSkeleton]; var animationDuration = active.state.getCurrent(0).animation.duration; timeline.set(active.playTime / animationDuration); }) renderer.skeletonDebugRenderer.drawBones = false; $("#meshes-drawbonescheckbox").click(function() { renderer.skeletonDebugRenderer.drawBones = this.checked; }) renderer.skeletonDebugRenderer.drawMeshHull = false; renderer.skeletonDebugRenderer.drawMeshTriangles = false; $("#meshes-drawmeshtrianglescheckbox").click(function() { renderer.skeletonDebugRenderer.drawMeshHull = this.checked; renderer.skeletonDebugRenderer.drawMeshTriangles = this.checked; }) } function loadSkeleton(name, animation, sequenceSlots) { var atlasLoader = new spine.AtlasAttachmentLoader(assetManager.get("atlas2.atlas")); var skeletonJson = new spine.SkeletonJson(atlasLoader); var skeletonData = skeletonJson.readSkeletonData(assetManager.get("demos.json")[name]); var skeleton = new spine.Skeleton(skeletonData); skeleton.setSkinByName("default"); var state = new spine.AnimationState(new spine.AnimationStateData(skeletonData)); state.setAnimation(0, animation, true); state.apply(skeleton); skeleton.updateWorldTransform(); var offset = new spine.Vector2(); var size = new spine.Vector2(); skeleton.getBounds(offset, size, []); return { skeleton: skeleton, state: state, playTime: 0, bounds: { offset: offset, size: size } }; } function render () { timeKeeper.update(); var delta = timeKeeper.delta; var active = skeletons[activeSkeleton]; var skeleton = active.skeleton; var state = active.state; var offset = active.bounds.offset; var size = active.bounds.size; renderer.camera.position.x = offset.x + size.x / 2; renderer.camera.position.y = offset.y + size.y / 2 + 20; renderer.camera.viewportWidth = size.x * 1.1; renderer.camera.viewportHeight = size.y * 1.1; renderer.resize(spine.webgl.ResizeMode.Fit); gl.clearColor(bgColor.r, bgColor.g, bgColor.b, bgColor.a); gl.clear(gl.COLOR_BUFFER_BIT); if (isPlaying) { var animationDuration = state.getCurrent(0).animation.duration; active.playTime += delta; while (active.playTime >= animationDuration) active.playTime -= animationDuration; timeline.set(active.playTime / animationDuration); state.update(delta); state.apply(skeleton); skeleton.updateWorldTransform(); } renderer.begin(); renderer.drawSkeleton(skeleton, true); renderer.drawSkeletonDebug(skeleton); renderer.end(); } init(); meshesDemo.assetManager = assetManager; meshesDemo.loadingComplete = loadingComplete; meshesDemo.render = render; };