vine.js 4.9 KB

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  1. var vineDemo = 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, state, bounds;
  8. var timeKeeper;
  9. var target = null;
  10. var hoverTargets = [null, null, null, null, null, null];
  11. var controlBones = ["base", "vine-control1", "vine-control2", "vine-control3", "vine-control4"];
  12. var coords = new spine.Vector3(), temp = new spine.Vector3(), temp2 = new spine.Vector2();
  13. var playButton, timeLine, isPlaying = true, playTime = 0;
  14. if (!bgColor) bgColor = new spine.Color(235 / 255, 239 / 255, 244 / 255, 1);
  15. function init() {
  16. gl = canvas.context.gl;
  17. renderer = new spine.SceneRenderer(canvas, gl);
  18. input = new spine.Input(canvas);
  19. assetManager = new spine.AssetManager(gl, spineDemos.path, spineDemos.downloader);
  20. assetManager.loadTextureAtlas("atlas2.atlas");
  21. assetManager.loadJson("demos.json");
  22. timeKeeper = new spine.TimeKeeper();
  23. }
  24. function loadingComplete() {
  25. var atlasLoader = new spine.AtlasAttachmentLoader(assetManager.get("atlas2.atlas"));
  26. var skeletonJson = new spine.SkeletonJson(atlasLoader);
  27. var skeletonData = skeletonJson.readSkeletonData(assetManager.get("demos.json").vine);
  28. skeleton = new spine.Skeleton(skeletonData);
  29. skeleton.setToSetupPose();
  30. skeleton.updateWorldTransform(spine.Physics.update);
  31. var offset = new spine.Vector2();
  32. bounds = new spine.Vector2();
  33. skeleton.getBounds(offset, bounds, []);
  34. state = new spine.AnimationState(new spine.AnimationStateData(skeleton.data));
  35. state.setAnimation(0, "animation", true);
  36. state.apply(skeleton);
  37. skeleton.updateWorldTransform(spine.Physics.update);
  38. renderer.camera.position.x = offset.x + bounds.x / 2;
  39. renderer.camera.position.y = offset.y + bounds.y / 2;
  40. renderer.skeletonDebugRenderer.drawMeshHull = false;
  41. renderer.skeletonDebugRenderer.drawMeshTriangles = false;
  42. setupUI();
  43. setupInput();
  44. }
  45. function setupUI() {
  46. playButton = $("#vine-playbutton");
  47. var playButtonUpdate = function () {
  48. isPlaying = !isPlaying;
  49. if (isPlaying)
  50. playButton.addClass("pause").removeClass("play");
  51. else
  52. playButton.addClass("play").removeClass("pause");
  53. }
  54. playButton.click(playButtonUpdate);
  55. playButton.addClass("pause");
  56. timeLine = $("#vine-timeline").data("slider");
  57. timeLine.changed = function (percent) {
  58. if (isPlaying) playButton.click();
  59. if (!isPlaying) {
  60. var animationDuration = state.getCurrent(0).animation.duration;
  61. time = animationDuration * percent;
  62. state.update(time - playTime);
  63. state.apply(skeleton);
  64. skeleton.updateWorldTransform(spine.Physics.update);
  65. playTime = time;
  66. }
  67. };
  68. renderer.skeletonDebugRenderer.drawPaths = false;
  69. renderer.skeletonDebugRenderer.drawBones = false;
  70. var checkbox = $("#vine-drawbones");
  71. checkbox.change(function () {
  72. renderer.skeletonDebugRenderer.drawPaths = this.checked;
  73. renderer.skeletonDebugRenderer.drawBones = this.checked;
  74. });
  75. }
  76. function setupInput() {
  77. input.addListener({
  78. down: function (x, y) {
  79. target = spineDemos.closest(canvas, renderer, skeleton, controlBones, hoverTargets, x, y);
  80. },
  81. up: function (x, y) {
  82. target = null;
  83. },
  84. dragged: function (x, y) {
  85. spineDemos.dragged(canvas, renderer, target, x, y);
  86. },
  87. moved: function (x, y) {
  88. spineDemos.closest(canvas, renderer, skeleton, controlBones, hoverTargets, x, y);
  89. }
  90. });
  91. }
  92. function render() {
  93. timeKeeper.update();
  94. var delta = timeKeeper.delta;
  95. if (isPlaying) {
  96. var animationDuration = state.getCurrent(0).animation.duration;
  97. playTime += delta;
  98. while (playTime >= animationDuration) {
  99. playTime -= animationDuration;
  100. }
  101. timeLine.set(playTime / animationDuration);
  102. state.update(delta);
  103. state.apply(skeleton);
  104. }
  105. skeleton.updateWorldTransform(spine.Physics.update);
  106. renderer.camera.viewportWidth = bounds.x * 1.2;
  107. renderer.camera.viewportHeight = bounds.y * 1.2;
  108. renderer.resize(spine.ResizeMode.Fit);
  109. gl.clearColor(bgColor.r, bgColor.g, bgColor.b, bgColor.a);
  110. gl.clear(gl.COLOR_BUFFER_BIT);
  111. renderer.begin();
  112. renderer.drawSkeleton(skeleton, true);
  113. renderer.drawSkeletonDebug(skeleton);
  114. gl.lineWidth(2);
  115. for (var i = 0; i < controlBones.length; i++) {
  116. var bone = skeleton.findBone(controlBones[i]);
  117. var colorInner = hoverTargets[i] !== null ? spineDemos.HOVER_COLOR_INNER : spineDemos.NON_HOVER_COLOR_INNER;
  118. var colorOuter = hoverTargets[i] !== null ? spineDemos.HOVER_COLOR_OUTER : spineDemos.NON_HOVER_COLOR_OUTER;
  119. renderer.circle(true, skeleton.x + bone.worldX, skeleton.y + bone.worldY, 20, colorInner);
  120. renderer.circle(false, skeleton.x + bone.worldX, skeleton.y + bone.worldY, 20, colorOuter);
  121. }
  122. gl.lineWidth(1);
  123. renderer.end();
  124. }
  125. init();
  126. vineDemo.assetManager = assetManager;
  127. vineDemo.loadingComplete = loadingComplete;
  128. vineDemo.render = render;
  129. };