stretchyman.js 6.4 KB

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  1. var stretchymanDemo = function (canvas, bgColor) {
  2. var COLOR_INNER = new spine.Color(0.8, 0, 0, 0.5);
  3. var COLOR_OUTER = new spine.Color(0.8, 0, 0, 0.8);
  4. var COLOR_INNER_SELECTED = new spine.Color(0.0, 0, 0.8, 0.5);
  5. var COLOR_OUTER_SELECTED = new spine.Color(0.0, 0, 0.8, 0.8);
  6. var canvas, gl, renderer, input, assetManager;
  7. var skeleton, bounds, state;
  8. var timeKeeper;
  9. var target = null;
  10. var hoverTargets = [];
  11. var controlBones = [
  12. "back leg controller",
  13. "front leg controller",
  14. "back arm controller",
  15. "front arm controller",
  16. "head controller",
  17. "hip controller"
  18. ];
  19. var coords = new spine.Vector3(), temp = new spine.Vector3(), temp2 = new spine.Vector2(), temp3 = new spine.Vector3();
  20. var kneePos = new spine.Vector2();
  21. var playButton, timeLine, spacing, isPlaying = true, playTime = 0;
  22. if (!bgColor) bgColor = new spine.Color(235 / 255, 239 / 255, 244 / 255, 1);
  23. function init() {
  24. gl = canvas.context.gl;
  25. renderer = new spine.SceneRenderer(canvas, gl);
  26. assetManager = new spine.AssetManager(gl, spineDemos.path, spineDemos.downloader);
  27. assetManager.loadTextureAtlas("atlas2.atlas");
  28. assetManager.loadJson("demos.json");
  29. timeKeeper = new spine.TimeKeeper();
  30. input = new spine.Input(canvas);
  31. }
  32. function loadingComplete() {
  33. var atlasLoader = new spine.AtlasAttachmentLoader(assetManager.get("atlas2.atlas"));
  34. var skeletonJson = new spine.SkeletonJson(atlasLoader);
  35. var skeletonData = skeletonJson.readSkeletonData(assetManager.get("demos.json").stretchyman);
  36. skeleton = new spine.Skeleton(skeletonData);
  37. skeleton.setToSetupPose();
  38. skeleton.updateWorldTransform(spine.Physics.update);
  39. var offset = new spine.Vector2();
  40. bounds = new spine.Vector2();
  41. skeleton.getBounds(offset, bounds, []);
  42. for (var i = 0; i < controlBones.length; i++) hoverTargets.push(null);
  43. state = new spine.AnimationState(new spine.AnimationStateData(skeleton.data));
  44. state.setAnimation(0, "idle", true);
  45. renderer.camera.position.x = offset.x + bounds.x / 2;
  46. renderer.camera.position.y = offset.y + bounds.y / 2;
  47. renderer.skeletonDebugRenderer.drawMeshHull = false;
  48. renderer.skeletonDebugRenderer.drawMeshTriangles = false;
  49. setupUI();
  50. setupInput();
  51. }
  52. function setupUI() {
  53. var checkbox = $("#stretchyman-drawbones");
  54. renderer.skeletonDebugRenderer.drawPaths = false;
  55. renderer.skeletonDebugRenderer.drawBones = false;
  56. checkbox.change(function () {
  57. renderer.skeletonDebugRenderer.drawPaths = this.checked;
  58. renderer.skeletonDebugRenderer.drawBones = this.checked;
  59. });
  60. }
  61. function setupInput() {
  62. input.addListener({
  63. down: function (x, y) {
  64. target = spineDemos.closest(canvas, renderer, skeleton, controlBones, hoverTargets, x, y);
  65. },
  66. up: function (x, y) {
  67. target = null;
  68. },
  69. dragged: function (x, y) {
  70. spineDemos.dragged(canvas, renderer, target, x, y);
  71. if (target && target.data.name === "head controller") {
  72. var hipControl = skeleton.findBone("hip controller");
  73. target.x = spine.MathUtils.clamp(target.x, -65, 65);
  74. target.y = Math.max(260, target.y);
  75. }
  76. },
  77. moved: function (x, y) {
  78. spineDemos.closest(canvas, renderer, skeleton, controlBones, hoverTargets, x, y);
  79. }
  80. });
  81. }
  82. function center(middleBone, hipBone, footBone, amount, dir) {
  83. temp.set(footBone.worldX + skeleton.x, footBone.worldY + skeleton.y, 0)
  84. .sub(temp3.set(hipBone.worldX + skeleton.x, hipBone.worldY + skeleton.y, 0));
  85. var dist = Math.sqrt(temp.x * temp.x + temp.y * temp.y);
  86. temp3.set(hipBone.worldX + skeleton.x, hipBone.worldY + skeleton.y, 0);
  87. temp.scale(0.5).add(temp3);
  88. middleBone.parent.worldToLocal(kneePos.set(temp.x, temp.y));
  89. middleBone.x = kneePos.x;
  90. middleBone.y = kneePos.y;
  91. middleBone.children[0].y = (22 + Math.max(0, amount - dist * 0.3)) * dir;
  92. }
  93. function rotate(handBone, elbowBone) {
  94. // can do all this in world space cause handBone is essentially in world space
  95. var v = coords.set(handBone.worldX, handBone.worldY, 0).sub(new spine.Vector3(elbowBone.worldX, elbowBone.worldY, 0)).normalize();
  96. var angle = Math.acos(v.x) * spine.MathUtils.radiansToDegrees + 180;
  97. if (v.y < 0) angle = 360 - angle;
  98. handBone.rotation = angle;
  99. }
  100. function render() {
  101. timeKeeper.update();
  102. var delta = timeKeeper.delta;
  103. state.update(delta);
  104. state.apply(skeleton);
  105. center(skeleton.findBone("back leg middle"), skeleton.findBone("back leg 1"), skeleton.findBone("back leg controller"), 65, 1);
  106. center(skeleton.findBone("front leg middle"), skeleton.findBone("front leg 1"), skeleton.findBone("front leg controller"), 65, 1);
  107. center(skeleton.findBone("front arm middle"), skeleton.findBone("front arm 1"), skeleton.findBone("front arm controller"), 90, -1);
  108. center(skeleton.findBone("back arm middle"), skeleton.findBone("back arm 1"), skeleton.findBone("back arm controller"), 90, -1);
  109. rotate(skeleton.findBone("front arm controller"), skeleton.findBone("front arm elbow"));
  110. rotate(skeleton.findBone("back arm controller"), skeleton.findBone("back arm elbow"));
  111. var headControl = skeleton.findBone("head controller"), hipControl = skeleton.findBone("hip controller")
  112. var head = skeleton.findBone("head");
  113. var angle = Math.atan2(headControl.worldY - hipControl.worldY, headControl.worldX - hipControl.worldX) * spine.MathUtils.radDeg;
  114. angle = (angle - 90) * 2.5;
  115. head.rotation = head.data.rotation + Math.min(90, Math.abs(angle)) * Math.sign(angle);
  116. skeleton.updateWorldTransform(spine.Physics.update);
  117. renderer.camera.viewportWidth = bounds.x * 1.2;
  118. renderer.camera.viewportHeight = bounds.y * 1.5;
  119. renderer.resize(spine.ResizeMode.Fit);
  120. gl.clearColor(bgColor.r, bgColor.g, bgColor.b, bgColor.a);
  121. gl.clear(gl.COLOR_BUFFER_BIT);
  122. renderer.begin();
  123. renderer.drawSkeleton(skeleton, true);
  124. renderer.drawSkeletonDebug(skeleton, false, ["root"]);
  125. gl.lineWidth(2);
  126. for (var i = 0; i < controlBones.length; i++) {
  127. var bone = skeleton.findBone(controlBones[i]);
  128. var colorInner = hoverTargets[i] !== null ? spineDemos.HOVER_COLOR_INNER : spineDemos.NON_HOVER_COLOR_INNER;
  129. var colorOuter = hoverTargets[i] !== null ? spineDemos.HOVER_COLOR_OUTER : spineDemos.NON_HOVER_COLOR_OUTER;
  130. renderer.circle(true, skeleton.x + bone.worldX, skeleton.y + bone.worldY, 20, colorInner);
  131. renderer.circle(false, skeleton.x + bone.worldX, skeleton.y + bone.worldY, 20, colorOuter);
  132. }
  133. renderer.end();
  134. gl.lineWidth(1);
  135. }
  136. init();
  137. stretchymanDemo.assetManager = assetManager;
  138. stretchymanDemo.loadingComplete = loadingComplete;
  139. stretchymanDemo.render = render;
  140. };