@pixi-ui-editor/runtime-pixi 0.5.1 → 0.6.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (66) hide show
  1. package/dist/controls.d.ts +19 -0
  2. package/dist/controls.d.ts.map +1 -1
  3. package/dist/controls.js +40 -0
  4. package/dist/controls.js.map +1 -1
  5. package/dist/index.d.ts +3 -0
  6. package/dist/index.d.ts.map +1 -1
  7. package/dist/index.js +3 -0
  8. package/dist/index.js.map +1 -1
  9. package/dist/layoutGroups.js.map +1 -1
  10. package/dist/pageGroup.d.ts +17 -0
  11. package/dist/pageGroup.d.ts.map +1 -0
  12. package/dist/pageGroup.js +20 -0
  13. package/dist/pageGroup.js.map +1 -0
  14. package/dist/particles.d.ts +5 -2
  15. package/dist/particles.d.ts.map +1 -1
  16. package/dist/particles.js +57 -12
  17. package/dist/particles.js.map +1 -1
  18. package/dist/scene.d.ts.map +1 -1
  19. package/dist/scene.js +43 -2
  20. package/dist/scene.js.map +1 -1
  21. package/dist/views/NodeView.d.ts +2 -2
  22. package/dist/views/NodeView.d.ts.map +1 -1
  23. package/dist/views/NodeView.js.map +1 -1
  24. package/dist/views/PageGroupNodeView.d.ts +42 -0
  25. package/dist/views/PageGroupNodeView.d.ts.map +1 -0
  26. package/dist/views/PageGroupNodeView.js +72 -0
  27. package/dist/views/PageGroupNodeView.js.map +1 -0
  28. package/dist/views/PaginationNodeView.d.ts +59 -0
  29. package/dist/views/PaginationNodeView.d.ts.map +1 -0
  30. package/dist/views/PaginationNodeView.js +238 -0
  31. package/dist/views/PaginationNodeView.js.map +1 -0
  32. package/dist/views/ParticleEmitterNodeView.d.ts +13 -0
  33. package/dist/views/ParticleEmitterNodeView.d.ts.map +1 -1
  34. package/dist/views/ParticleEmitterNodeView.js +164 -32
  35. package/dist/views/ParticleEmitterNodeView.js.map +1 -1
  36. package/dist/views/SpineNodeView.d.ts +23 -2
  37. package/dist/views/SpineNodeView.d.ts.map +1 -1
  38. package/dist/views/SpineNodeView.js +131 -2
  39. package/dist/views/SpineNodeView.js.map +1 -1
  40. package/dist/views/basic.d.ts.map +1 -1
  41. package/dist/views/basic.js +3 -1
  42. package/dist/views/basic.js.map +1 -1
  43. package/dist/views/createNodeView.d.ts.map +1 -1
  44. package/dist/views/createNodeView.js +9 -0
  45. package/dist/views/createNodeView.js.map +1 -1
  46. package/package.json +5 -3
  47. package/dist/assets/spine.test.d.ts +0 -2
  48. package/dist/assets/spine.test.d.ts.map +0 -1
  49. package/dist/assets/spine.test.js +0 -42
  50. package/dist/assets/spine.test.js.map +0 -1
  51. package/dist/index.test.d.ts +0 -2
  52. package/dist/index.test.d.ts.map +0 -1
  53. package/dist/index.test.js +0 -485
  54. package/dist/index.test.js.map +0 -1
  55. package/dist/particles.test.d.ts +0 -2
  56. package/dist/particles.test.d.ts.map +0 -1
  57. package/dist/particles.test.js +0 -210
  58. package/dist/particles.test.js.map +0 -1
  59. package/dist/test.setup.d.ts +0 -2
  60. package/dist/test.setup.d.ts.map +0 -1
  61. package/dist/test.setup.js +0 -6
  62. package/dist/test.setup.js.map +0 -1
  63. package/dist/views/ParticleEmitterNodeView.test.d.ts +0 -2
  64. package/dist/views/ParticleEmitterNodeView.test.d.ts.map +0 -1
  65. package/dist/views/ParticleEmitterNodeView.test.js +0 -148
  66. package/dist/views/ParticleEmitterNodeView.test.js.map +0 -1
@@ -1,33 +1,45 @@
1
- import { Container, Sprite, Texture } from "pixi.js";
2
- import { lerp, lerpColorHex, ParticleSimulator } from "../particles.js";
1
+ import { Container, Particle, ParticleContainer, Texture } from "pixi.js";
2
+ import { lerp, ParticleSimulator } from "../particles.js";
3
3
  import { NodeView } from "./NodeView.js";
4
4
  const DEG_TO_RAD = Math.PI / 180;
5
5
  /** Thin Pixi adapter: NodeView continues to own transforms, layout and hit testing. */
6
6
  export class ParticleEmitterNodeView extends NodeView {
7
7
  contentRoot = new Container();
8
8
  simulator;
9
+ renderGroups = new Map();
9
10
  simulationSpace = "local";
10
11
  autoplayHandled = false;
12
+ renderDirty = true;
13
+ tintStart = 0xffffff;
14
+ tintEnd = 0xffffff;
15
+ staticColor = 0xffffffff;
16
+ dynamicProperties = { position: true, rotation: false, vertex: false, uvs: false, color: false };
17
+ spawnContext = { width: 0, height: 0, space: "local" };
18
+ renderSignature = "";
19
+ sourceSignature = "";
20
+ sourceTextures = [];
11
21
  constructor(effect, textures) {
12
22
  super(textures);
13
23
  this.setContent(this.contentRoot);
24
+ this.cacheEffect(effect);
14
25
  this.simulator = new ParticleSimulator(effect, {
15
26
  createRender: () => {
16
- const sprite = new Sprite(Texture.EMPTY);
17
- sprite.anchor.set(0.5);
18
- sprite.visible = false;
19
- this.contentRoot.addChild(sprite);
20
- return sprite;
27
+ return new Particle({ texture: Texture.EMPTY, anchorX: 0.5, anchorY: 0.5 });
21
28
  },
22
- hideRender: (sprite) => { sprite.visible = false; },
23
- destroyRender: (sprite) => { this.contentRoot.removeChild(sprite); sprite.destroy(); },
29
+ hideRender: () => undefined,
30
+ destroyRender: () => undefined,
24
31
  getWorldTransform: () => this.worldTransform,
25
32
  });
26
33
  }
27
34
  updateParticles(deltaSeconds) {
28
- const rect = this.layoutRectangle;
29
- this.simulator.update(deltaSeconds, { width: rect.width, height: rect.height, space: this.simulationSpace });
30
- this.syncRender();
35
+ this.spawnContext.width = this.layoutWidth;
36
+ this.spawnContext.height = this.layoutHeight;
37
+ this.spawnContext.space = this.simulationSpace;
38
+ const advanced = this.simulator.update(deltaSeconds, this.spawnContext);
39
+ // World-space particles must also be reprojected when an ancestor moves between simulation
40
+ // steps. Local particles need no work: Pixi applies their container transform itself.
41
+ if (advanced || this.renderDirty || (this.simulationSpace === "world" && this.simulator.activeSlots.size > 0))
42
+ this.syncRender();
31
43
  }
32
44
  play() { this.simulator.play(); }
33
45
  pause() { this.simulator.pause(); }
@@ -35,14 +47,22 @@ export class ParticleEmitterNodeView extends NodeView {
35
47
  stop() { this.simulator.stop(); }
36
48
  /** Advances exactly one fixed step even while paused, preserving the current playing/paused state. */
37
49
  step() {
38
- const rect = this.layoutRectangle;
39
- this.simulator.step({ width: rect.width, height: rect.height, space: this.simulationSpace });
50
+ this.spawnContext.width = this.layoutWidth;
51
+ this.spawnContext.height = this.layoutHeight;
52
+ this.spawnContext.space = this.simulationSpace;
53
+ this.simulator.step(this.spawnContext);
40
54
  this.syncRender();
41
55
  }
42
- dispose() { this.simulator.dispose(); }
56
+ dispose() {
57
+ this.simulator.dispose();
58
+ this.destroyRenderGroups();
59
+ }
43
60
  setEmissionMultiplier(value) { this.simulator.setEmissionMultiplier(value); }
44
61
  getDiagnostics() { return this.simulator.getDiagnostics(); }
45
- syncEffect(effect) { this.simulator.syncEffect(effect); }
62
+ syncEffect(effect) {
63
+ this.simulator.syncEffect(effect);
64
+ this.renderDirty ||= this.cacheEffect(effect);
65
+ }
46
66
  destroy(options) {
47
67
  this.dispose();
48
68
  super.destroy(options);
@@ -50,6 +70,8 @@ export class ParticleEmitterNodeView extends NodeView {
50
70
  syncContent(node) {
51
71
  if (node.type !== "particle-emitter")
52
72
  return;
73
+ if (this.simulationSpace !== node.simulationSpace)
74
+ this.renderDirty = true;
53
75
  this.simulationSpace = node.simulationSpace;
54
76
  // Autoplay only fires once, right after construction: syncContent also runs on every unrelated
55
77
  // document edit (via the shared node-sync pass), and re-arming play() there would silently
@@ -65,32 +87,115 @@ export class ParticleEmitterNodeView extends NodeView {
65
87
  const source = p.visual.source;
66
88
  const space = this.simulationSpace;
67
89
  const inverse = space === "world" ? this.worldTransform : undefined;
90
+ const determinant = inverse === undefined ? 0 : inverse.a * inverse.d - inverse.b * inverse.c;
91
+ const inverseDeterminant = determinant === 0 ? 0 : 1 / determinant;
92
+ for (const group of this.renderGroups.values()) {
93
+ group.nextCount = 0;
94
+ group.dirty ||= this.renderDirty;
95
+ }
68
96
  for (const slot of this.simulator.activeSlots) {
69
- const sprite = slot.render;
97
+ const particle = slot.render;
70
98
  const t = slot.lifetime > 0 ? Math.min(1, slot.age / slot.lifetime) : 1;
71
- sprite.alpha = lerp(p.visual.alpha.start, p.visual.alpha.end, t);
72
- sprite.tint = lerpColorHex(p.visual.tint.start, p.visual.tint.end, t);
73
- sprite.scale.set(lerp(slot.scaleStart, slot.scaleEnd, t));
74
- sprite.rotation = slot.rotationDegrees * DEG_TO_RAD;
75
- sprite.blendMode = p.visual.blendMode;
76
- const assetId = source.type === "single" ? source.assetId
77
- : source.type === "random" ? source.assetIds[slot.sourceIndex]
78
- : source.assetIds[sequenceFrame(source, slot)];
79
- const texture = this.textureFor(assetId);
80
- if (texture)
81
- sprite.texture = texture;
99
+ const sourceIndex = source.type === "single" ? 0 : source.type === "random" ? slot.sourceIndex : sequenceFrame(source, slot);
100
+ const texture = this.sourceTextures[sourceIndex] ?? Texture.EMPTY;
101
+ const textureChanged = particle.texture !== texture;
102
+ if (textureChanged)
103
+ particle.texture = texture;
104
+ const initializeStatic = slot.renderDirty || this.renderDirty;
105
+ if (this.dynamicProperties.vertex || initializeStatic) {
106
+ const scale = lerp(slot.scaleStart, slot.scaleEnd, t);
107
+ particle.scaleX = scale;
108
+ particle.scaleY = scale;
109
+ }
110
+ if (this.dynamicProperties.rotation || initializeStatic)
111
+ particle.rotation = slot.rotationDegrees * DEG_TO_RAD;
112
+ if (this.dynamicProperties.color)
113
+ particle.color = packParticleColor(lerpRgb(this.tintStart, this.tintEnd, t), lerp(p.visual.alpha.start, p.visual.alpha.end, t));
114
+ else if (initializeStatic)
115
+ particle.color = this.staticColor;
82
116
  if (space === "world" && inverse !== undefined) {
83
117
  const dx = slot.x - slot.spawnX, dy = slot.y - slot.spawnY;
84
118
  const worldX = slot.worldSpawnX + slot.spawnMatrixA * dx + slot.spawnMatrixC * dy;
85
119
  const worldY = slot.worldSpawnY + slot.spawnMatrixB * dx + slot.spawnMatrixD * dy;
86
- const local = inverse.applyInverse({ x: worldX, y: worldY });
87
- sprite.position.set(local.x, local.y);
120
+ // Inline Matrix.applyInverse to avoid allocating one point per particle per rendered frame.
121
+ const translatedX = worldX - inverse.tx;
122
+ const translatedY = worldY - inverse.ty;
123
+ particle.x = (inverse.d * translatedX - inverse.c * translatedY) * inverseDeterminant;
124
+ particle.y = (-inverse.b * translatedX + inverse.a * translatedY) * inverseDeterminant;
88
125
  }
89
126
  else {
90
- sprite.position.set(slot.x, slot.y);
127
+ particle.x = slot.x;
128
+ particle.y = slot.y;
91
129
  }
92
- sprite.visible = true;
130
+ const group = this.groupFor(texture, p.visual.blendMode);
131
+ group.dirty ||= slot.renderDirty || textureChanged || group.container.particleChildren[group.nextCount] !== particle;
132
+ group.container.particleChildren[group.nextCount++] = particle;
133
+ slot.renderDirty = false;
134
+ }
135
+ for (const group of this.renderGroups.values()) {
136
+ const children = group.container.particleChildren;
137
+ if (children.length !== group.nextCount) {
138
+ children.length = group.nextCount;
139
+ group.dirty = true;
140
+ }
141
+ if (group.dirty)
142
+ group.container.update();
143
+ group.dirty = false;
144
+ }
145
+ this.renderDirty = false;
146
+ }
147
+ cacheEffect(effect) {
148
+ const visual = effect.particle.visual;
149
+ const sourceIds = visual.source.type === "single" ? [visual.source.assetId] : visual.source.assetIds;
150
+ const sourceTextures = sourceIds.map((id) => this.textureFor(id));
151
+ const signature = JSON.stringify(visual);
152
+ const sourceSignature = JSON.stringify(visual.source);
153
+ const sourceChanged = sourceSignature !== this.sourceSignature
154
+ || sourceTextures.length !== this.sourceTextures.length
155
+ || sourceTextures.some((texture, index) => texture !== this.sourceTextures[index]);
156
+ const changed = signature !== this.renderSignature
157
+ || sourceChanged;
158
+ if (!changed)
159
+ return false;
160
+ this.renderSignature = signature;
161
+ this.sourceSignature = sourceSignature;
162
+ this.sourceTextures = sourceTextures;
163
+ // Source edits and late texture loads invalidate the source-keyed groups. Rebuild containers,
164
+ // but keep every pooled Particle and live simulation slot intact.
165
+ if (sourceChanged)
166
+ this.destroyRenderGroups();
167
+ const dynamicProperties = particleDynamicProperties(effect);
168
+ if (!sameDynamicProperties(this.dynamicProperties, dynamicProperties)) {
169
+ this.destroyRenderGroups();
170
+ this.dynamicProperties = dynamicProperties;
93
171
  }
172
+ this.tintStart = parseRgb(effect.particle.visual.tint.start);
173
+ this.tintEnd = parseRgb(effect.particle.visual.tint.end);
174
+ this.staticColor = packParticleColor(this.tintStart, effect.particle.visual.alpha.start);
175
+ for (const group of this.renderGroups.values())
176
+ group.container.blendMode = effect.particle.visual.blendMode;
177
+ return true;
178
+ }
179
+ groupFor(texture, blendMode) {
180
+ let group = this.renderGroups.get(texture.source);
181
+ if (group !== undefined)
182
+ return group;
183
+ const container = new ParticleContainer({
184
+ texture,
185
+ dynamicProperties: this.dynamicProperties,
186
+ });
187
+ container.blendMode = blendMode;
188
+ this.contentRoot.addChild(container);
189
+ group = { container, nextCount: 0, dirty: true };
190
+ this.renderGroups.set(texture.source, group);
191
+ return group;
192
+ }
193
+ destroyRenderGroups() {
194
+ for (const group of this.renderGroups.values()) {
195
+ this.contentRoot.removeChild(group.container);
196
+ group.container.destroy();
197
+ }
198
+ this.renderGroups.clear();
94
199
  }
95
200
  }
96
201
  function sequenceFrame(source, slot) {
@@ -98,4 +203,31 @@ function sequenceFrame(source, slot) {
98
203
  const raw = slot.sequenceStart + Math.floor(slot.age * source.fps);
99
204
  return source.loop ? ((raw % length) + length) % length : Math.min(raw, length - 1);
100
205
  }
206
+ function parseRgb(hex) { return Number.parseInt(hex.slice(1, 7), 16); }
207
+ function lerpRgb(start, end, t) {
208
+ const r = Math.round(lerp((start >>> 16) & 0xff, (end >>> 16) & 0xff, t));
209
+ const g = Math.round(lerp((start >>> 8) & 0xff, (end >>> 8) & 0xff, t));
210
+ const b = Math.round(lerp(start & 0xff, end & 0xff, t));
211
+ return (r << 16) | (g << 8) | b;
212
+ }
213
+ /** Pixi Particle buffers store packed ABGR, unlike the public RGB tint number. */
214
+ function packParticleColor(rgb, alpha) {
215
+ const bgr = ((rgb & 0xff) << 16) | (rgb & 0xff00) | ((rgb >>> 16) & 0xff);
216
+ return (bgr | (Math.round(Math.max(0, Math.min(1, alpha)) * 255) << 24)) >>> 0;
217
+ }
218
+ function particleDynamicProperties(effect) {
219
+ const visual = effect.particle.visual;
220
+ const angular = visual.rotation.angularVelocityDegrees;
221
+ const scale = visual.scale;
222
+ return {
223
+ position: true,
224
+ rotation: angular.min !== 0 || angular.max !== 0,
225
+ vertex: !(scale.start.min === scale.start.max && scale.start.min === scale.end.min && scale.start.min === scale.end.max),
226
+ uvs: visual.source.type === "sequence",
227
+ color: visual.tint.start !== visual.tint.end || visual.alpha.start !== visual.alpha.end,
228
+ };
229
+ }
230
+ function sameDynamicProperties(a, b) {
231
+ return a.rotation === b.rotation && a.vertex === b.vertex && a.uvs === b.uvs && a.color === b.color;
232
+ }
101
233
  //# sourceMappingURL=ParticleEmitterNodeView.js.map
@@ -1 +1 @@
1
- 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type { ParticleEffectDefinition, UINode } from \"@pixi-ui-editor/schema\";\r\nimport { Container, Sprite, Texture, type DestroyOptions } from \"pixi.js\";\r\nimport { lerp, lerpColorHex, ParticleSimulator, type ParticleSlot } from \"../particles.js\";\r\nimport { NodeView } from \"./NodeView.js\";\r\n\r\nconst DEG_TO_RAD = Math.PI / 180;\r\n\r\n/** Thin Pixi adapter: NodeView continues to own transforms, layout and hit testing. */\r\nexport class ParticleEmitterNodeView extends NodeView {\r\n private readonly contentRoot = new Container();\r\n private readonly simulator: ParticleSimulator<Sprite>;\r\n private simulationSpace: \"local\" | \"world\" = \"local\";\r\n private autoplayHandled = false;\r\n\r\n constructor(effect: ParticleEffectDefinition, textures?: ReadonlyMap<string, Texture>) {\r\n super(textures);\r\n this.setContent(this.contentRoot);\r\n this.simulator = new ParticleSimulator<Sprite>(effect, {\r\n createRender: () => {\r\n const sprite = new Sprite(Texture.EMPTY);\r\n sprite.anchor.set(0.5);\r\n sprite.visible = false;\r\n this.contentRoot.addChild(sprite);\r\n return sprite;\r\n },\r\n hideRender: (sprite) => { sprite.visible = false; },\r\n destroyRender: (sprite) => { this.contentRoot.removeChild(sprite); sprite.destroy(); },\r\n getWorldTransform: () => this.worldTransform,\r\n });\r\n }\r\n\r\n updateParticles(deltaSeconds: number): void {\r\n const rect = this.layoutRectangle;\r\n this.simulator.update(deltaSeconds, { width: rect.width, height: rect.height, space: this.simulationSpace });\r\n this.syncRender();\r\n }\r\n\r\n play(): void { this.simulator.play(); }\r\n pause(): void { this.simulator.pause(); }\r\n restart(): void { this.simulator.restart(); }\r\n stop(): void { this.simulator.stop(); }\r\n /** Advances exactly one fixed step even while paused, preserving the current playing/paused state. */\r\n step(): void {\r\n const rect = this.layoutRectangle;\r\n this.simulator.step({ width: rect.width, height: rect.height, space: this.simulationSpace });\r\n this.syncRender();\r\n }\r\n dispose(): void { this.simulator.dispose(); }\r\n setEmissionMultiplier(value: number): void { this.simulator.setEmissionMultiplier(value); }\r\n getDiagnostics() { return this.simulator.getDiagnostics(); }\r\n\r\n syncEffect(effect: ParticleEffectDefinition): void { this.simulator.syncEffect(effect); }\r\n\r\n override destroy(options?: DestroyOptions): void {\r\n this.dispose();\r\n super.destroy(options);\r\n }\r\n\r\n protected syncContent(node: UINode): void {\r\n if (node.type !== \"particle-emitter\") return;\r\n this.simulationSpace = node.simulationSpace;\r\n // Autoplay only fires once, right after construction: syncContent also runs on every unrelated\r\n // document edit (via the shared node-sync pass), and re-arming play() there would silently\r\n // override an explicit pause()/stop() the moment the author touches anything else in the project.\r\n if (!this.autoplayHandled) {\r\n this.autoplayHandled = true;\r\n if (node.autoplay) this.simulator.play();\r\n }\r\n }\r\n\r\n private syncRender(): void {\r\n const p = this.simulator.definition.particle;\r\n const source = p.visual.source;\r\n const space = this.simulationSpace;\r\n const inverse = space === \"world\" ? this.worldTransform : undefined;\r\n for (const slot of this.simulator.activeSlots) {\r\n const sprite = slot.render;\r\n const t = slot.lifetime > 0 ? Math.min(1, slot.age / slot.lifetime) : 1;\r\n sprite.alpha = lerp(p.visual.alpha.start, p.visual.alpha.end, t);\r\n sprite.tint = lerpColorHex(p.visual.tint.start, p.visual.tint.end, t);\r\n sprite.scale.set(lerp(slot.scaleStart, slot.scaleEnd, t));\r\n sprite.rotation = slot.rotationDegrees * DEG_TO_RAD;\r\n sprite.blendMode = p.visual.blendMode;\r\n const assetId = source.type === \"single\" ? source.assetId\r\n : source.type === \"random\" ? source.assetIds[slot.sourceIndex]!\r\n : source.assetIds[sequenceFrame(source, slot)]!;\r\n const texture = this.textureFor(assetId);\r\n if (texture) sprite.texture = texture;\r\n if (space === \"world\" && inverse !== undefined) {\r\n const dx = slot.x - slot.spawnX, dy = slot.y - slot.spawnY;\r\n const worldX = slot.worldSpawnX + slot.spawnMatrixA * dx + slot.spawnMatrixC * dy;\r\n const worldY = slot.worldSpawnY + slot.spawnMatrixB * dx + slot.spawnMatrixD * dy;\r\n const local = inverse.applyInverse({ x: worldX, y: worldY });\r\n sprite.position.set(local.x, local.y);\r\n } else {\r\n sprite.position.set(slot.x, slot.y);\r\n }\r\n sprite.visible = true;\r\n }\r\n }\r\n}\r\n\r\ntype SequenceSource = Extract<ParticleEffectDefinition[\"particle\"][\"visual\"][\"source\"], { type: \"sequence\" }>;\r\nfunction sequenceFrame(source: SequenceSource, slot: ParticleSlot<Sprite>): number {\r\n const length = source.assetIds.length;\r\n const raw = slot.sequenceStart + Math.floor(slot.age * source.fps);\r\n return source.loop ? ((raw % length) + length) % length : Math.min(raw, length - 1);\r\n}\r\n"]}
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type { ParticleEffectDefinition, UINode } from \"@pixi-ui-editor/schema\";\nimport { Container, Particle, ParticleContainer, Texture, type DestroyOptions } from \"pixi.js\";\nimport { lerp, ParticleSimulator, type ParticleSlot, type ParticleSpawnContext } from \"../particles.js\";\nimport { NodeView } from \"./NodeView.js\";\n\r\nconst DEG_TO_RAD = Math.PI / 180;\r\n\r\n/** Thin Pixi adapter: NodeView continues to own transforms, layout and hit testing. */\r\nexport class ParticleEmitterNodeView extends NodeView {\n private readonly contentRoot = new Container();\n private readonly simulator: ParticleSimulator<Particle>;\n private readonly renderGroups = new Map<Texture[\"source\"], ParticleRenderGroup>();\n private simulationSpace: \"local\" | \"world\" = \"local\";\n private autoplayHandled = false;\n private renderDirty = true;\n private tintStart = 0xffffff;\n private tintEnd = 0xffffff;\n private staticColor = 0xffffffff;\n private dynamicProperties: DynamicParticleProperties = { position: true, rotation: false, vertex: false, uvs: false, color: false };\n private readonly spawnContext: ParticleSpawnContext = { width: 0, height: 0, space: \"local\" };\n private renderSignature = \"\";\n private sourceSignature = \"\";\n private sourceTextures: readonly (Texture | undefined)[] = [];\n\r\n constructor(effect: ParticleEffectDefinition, textures?: ReadonlyMap<string, Texture>) {\r\n super(textures);\n this.setContent(this.contentRoot);\n this.cacheEffect(effect);\n this.simulator = new ParticleSimulator<Particle>(effect, {\n createRender: () => {\n return new Particle({ texture: Texture.EMPTY, anchorX: 0.5, anchorY: 0.5 });\n },\n hideRender: () => undefined,\n destroyRender: () => undefined,\n getWorldTransform: () => this.worldTransform,\n });\n }\n\n updateParticles(deltaSeconds: number): void {\n this.spawnContext.width = this.layoutWidth;\n this.spawnContext.height = this.layoutHeight;\n this.spawnContext.space = this.simulationSpace;\n const advanced = this.simulator.update(deltaSeconds, this.spawnContext);\n // World-space particles must also be reprojected when an ancestor moves between simulation\n // steps. Local particles need no work: Pixi applies their container transform itself.\n if (advanced || this.renderDirty || (this.simulationSpace === \"world\" && this.simulator.activeSlots.size > 0)) this.syncRender();\n }\r\n\r\n play(): void { this.simulator.play(); }\r\n pause(): void { this.simulator.pause(); }\r\n restart(): void { this.simulator.restart(); }\r\n stop(): void { this.simulator.stop(); }\r\n /** Advances exactly one fixed step even while paused, preserving the current playing/paused state. */\r\n step(): void {\n this.spawnContext.width = this.layoutWidth;\n this.spawnContext.height = this.layoutHeight;\n this.spawnContext.space = this.simulationSpace;\n this.simulator.step(this.spawnContext);\n this.syncRender();\r\n }\r\n dispose(): void {\n this.simulator.dispose();\n this.destroyRenderGroups();\n }\n setEmissionMultiplier(value: number): void { this.simulator.setEmissionMultiplier(value); }\r\n getDiagnostics() { return this.simulator.getDiagnostics(); }\r\n\r\n syncEffect(effect: ParticleEffectDefinition): void {\n this.simulator.syncEffect(effect);\n this.renderDirty ||= this.cacheEffect(effect);\n }\n\r\n override destroy(options?: DestroyOptions): void {\r\n this.dispose();\r\n super.destroy(options);\r\n }\r\n\r\n protected syncContent(node: UINode): void {\n if (node.type !== \"particle-emitter\") return;\n if (this.simulationSpace !== node.simulationSpace) this.renderDirty = true;\n this.simulationSpace = node.simulationSpace;\n // Autoplay only fires once, right after construction: syncContent also runs on every unrelated\r\n // document edit (via the shared node-sync pass), and re-arming play() there would silently\r\n // override an explicit pause()/stop() the moment the author touches anything else in the project.\r\n if (!this.autoplayHandled) {\r\n this.autoplayHandled = true;\r\n if (node.autoplay) this.simulator.play();\r\n }\r\n }\r\n\r\n private syncRender(): void {\n const p = this.simulator.definition.particle;\r\n const source = p.visual.source;\r\n const space = this.simulationSpace;\r\n const inverse = space === \"world\" ? this.worldTransform : undefined;\n const determinant = inverse === undefined ? 0 : inverse.a * inverse.d - inverse.b * inverse.c;\n const inverseDeterminant = determinant === 0 ? 0 : 1 / determinant;\n for (const group of this.renderGroups.values()) {\n group.nextCount = 0;\n group.dirty ||= this.renderDirty;\n }\n for (const slot of this.simulator.activeSlots) {\n const particle = slot.render;\n const t = slot.lifetime > 0 ? Math.min(1, slot.age / slot.lifetime) : 1;\n const sourceIndex = source.type === \"single\" ? 0 : source.type === \"random\" ? slot.sourceIndex : sequenceFrame(source, slot);\n const texture = this.sourceTextures[sourceIndex] ?? Texture.EMPTY;\n const textureChanged = particle.texture !== texture;\n if (textureChanged) particle.texture = texture;\n const initializeStatic = slot.renderDirty || this.renderDirty;\n if (this.dynamicProperties.vertex || initializeStatic) {\n const scale = lerp(slot.scaleStart, slot.scaleEnd, t);\n particle.scaleX = scale;\n particle.scaleY = scale;\n }\n if (this.dynamicProperties.rotation || initializeStatic) particle.rotation = slot.rotationDegrees * DEG_TO_RAD;\n if (this.dynamicProperties.color) particle.color = packParticleColor(lerpRgb(this.tintStart, this.tintEnd, t), lerp(p.visual.alpha.start, p.visual.alpha.end, t));\n else if (initializeStatic) particle.color = this.staticColor;\n if (space === \"world\" && inverse !== undefined) {\n const dx = slot.x - slot.spawnX, dy = slot.y - slot.spawnY;\n const worldX = slot.worldSpawnX + slot.spawnMatrixA * dx + slot.spawnMatrixC * dy;\n const worldY = slot.worldSpawnY + slot.spawnMatrixB * dx + slot.spawnMatrixD * dy;\n // Inline Matrix.applyInverse to avoid allocating one point per particle per rendered frame.\n const translatedX = worldX - inverse.tx;\n const translatedY = worldY - inverse.ty;\n particle.x = (inverse.d * translatedX - inverse.c * translatedY) * inverseDeterminant;\n particle.y = (-inverse.b * translatedX + inverse.a * translatedY) * inverseDeterminant;\n } else {\n particle.x = slot.x;\n particle.y = slot.y;\n }\n const group = this.groupFor(texture, p.visual.blendMode);\n group.dirty ||= slot.renderDirty || textureChanged || group.container.particleChildren[group.nextCount] !== particle;\n group.container.particleChildren[group.nextCount++] = particle;\n slot.renderDirty = false;\n }\n for (const group of this.renderGroups.values()) {\n const children = group.container.particleChildren;\n if (children.length !== group.nextCount) {\n children.length = group.nextCount;\n group.dirty = true;\n }\n if (group.dirty) group.container.update();\n group.dirty = false;\n }\n this.renderDirty = false;\n }\n\n private cacheEffect(effect: ParticleEffectDefinition): boolean {\n const visual = effect.particle.visual;\n const sourceIds = visual.source.type === \"single\" ? [visual.source.assetId] : visual.source.assetIds;\n const sourceTextures = sourceIds.map((id) => this.textureFor(id));\n const signature = JSON.stringify(visual);\n const sourceSignature = JSON.stringify(visual.source);\n const sourceChanged = sourceSignature !== this.sourceSignature\n || sourceTextures.length !== this.sourceTextures.length\n || sourceTextures.some((texture, index) => texture !== this.sourceTextures[index]);\n const changed = signature !== this.renderSignature\n || sourceChanged;\n if (!changed) return false;\n this.renderSignature = signature;\n this.sourceSignature = sourceSignature;\n this.sourceTextures = sourceTextures;\n // Source edits and late texture loads invalidate the source-keyed groups. Rebuild containers,\n // but keep every pooled Particle and live simulation slot intact.\n if (sourceChanged) this.destroyRenderGroups();\n const dynamicProperties = particleDynamicProperties(effect);\n if (!sameDynamicProperties(this.dynamicProperties, dynamicProperties)) {\n this.destroyRenderGroups();\n this.dynamicProperties = dynamicProperties;\n }\n this.tintStart = parseRgb(effect.particle.visual.tint.start);\n this.tintEnd = parseRgb(effect.particle.visual.tint.end);\n this.staticColor = packParticleColor(this.tintStart, effect.particle.visual.alpha.start);\n for (const group of this.renderGroups.values()) group.container.blendMode = effect.particle.visual.blendMode;\n return true;\n }\n\n private groupFor(texture: Texture, blendMode: ParticleEffectDefinition[\"particle\"][\"visual\"][\"blendMode\"]): ParticleRenderGroup {\n let group = this.renderGroups.get(texture.source);\n if (group !== undefined) return group;\n const container = new ParticleContainer<Particle>({\n texture,\n dynamicProperties: this.dynamicProperties,\n });\n container.blendMode = blendMode;\n this.contentRoot.addChild(container);\n group = { container, nextCount: 0, dirty: true };\n this.renderGroups.set(texture.source, group);\n return group;\n }\n\n private destroyRenderGroups(): void {\n for (const group of this.renderGroups.values()) {\n this.contentRoot.removeChild(group.container);\n group.container.destroy();\n }\n this.renderGroups.clear();\n }\n}\n\ntype SequenceSource = Extract<ParticleEffectDefinition[\"particle\"][\"visual\"][\"source\"], { type: \"sequence\" }>;\ntype ParticleRenderGroup = { container: ParticleContainer<Particle>; nextCount: number; dirty: boolean };\ntype DynamicParticleProperties = { position: true; rotation: boolean; vertex: boolean; uvs: boolean; color: boolean };\n\nfunction sequenceFrame(source: SequenceSource, slot: ParticleSlot<Particle>): number {\n const length = source.assetIds.length;\r\n const raw = slot.sequenceStart + Math.floor(slot.age * source.fps);\r\n return source.loop ? ((raw % length) + length) % length : Math.min(raw, length - 1);\r\n}\n\nfunction parseRgb(hex: string): number { return Number.parseInt(hex.slice(1, 7), 16); }\nfunction lerpRgb(start: number, end: number, t: number): number {\n const r = Math.round(lerp((start >>> 16) & 0xff, (end >>> 16) & 0xff, t));\n const g = Math.round(lerp((start >>> 8) & 0xff, (end >>> 8) & 0xff, t));\n const b = Math.round(lerp(start & 0xff, end & 0xff, t));\n return (r << 16) | (g << 8) | b;\n}\n/** Pixi Particle buffers store packed ABGR, unlike the public RGB tint number. */\nfunction packParticleColor(rgb: number, alpha: number): number {\n const bgr = ((rgb & 0xff) << 16) | (rgb & 0xff00) | ((rgb >>> 16) & 0xff);\n return (bgr | (Math.round(Math.max(0, Math.min(1, alpha)) * 255) << 24)) >>> 0;\n}\n\nfunction particleDynamicProperties(effect: ParticleEffectDefinition): DynamicParticleProperties {\n const visual = effect.particle.visual;\n const angular = visual.rotation.angularVelocityDegrees;\n const scale = visual.scale;\n return {\n position: true,\n rotation: angular.min !== 0 || angular.max !== 0,\n vertex: !(scale.start.min === scale.start.max && scale.start.min === scale.end.min && scale.start.min === scale.end.max),\n uvs: visual.source.type === \"sequence\",\n color: visual.tint.start !== visual.tint.end || visual.alpha.start !== visual.alpha.end,\n };\n}\n\nfunction sameDynamicProperties(a: DynamicParticleProperties, b: DynamicParticleProperties): boolean {\n return a.rotation === b.rotation && a.vertex === b.vertex && a.uvs === b.uvs && a.color === b.color;\n}\n"]}
@@ -1,12 +1,33 @@
1
1
  import { type SkeletonData } from "@esotericsoftware/spine-pixi-v8";
2
- import { type LayoutProfileId, type SpineReferenceFrame, type UINode } from "@pixi-ui-editor/schema";
3
- import { type Ticker } from "pixi.js";
2
+ import { type LayoutProfileId, type SpineConnector, type SpineReferenceFrame, type UINode } from "@pixi-ui-editor/schema";
3
+ import { Container, type Ticker } from "pixi.js";
4
4
  import { NodeView } from "./NodeView.js";
5
+ type ConnectorBinding = SpineConnector & {
6
+ target: Container;
7
+ };
8
+ type RuntimeConnectorBinding = ConnectorBinding | ({
9
+ boneName: string;
10
+ targetNodeId: string;
11
+ target: Container;
12
+ } & Partial<ConnectorBinding>);
5
13
  export declare class SpineNodeView extends NodeView {
6
14
  private referenceFrame;
7
15
  private readonly initializeForAuthoring;
16
+ private connectorBindings;
17
+ private activeConnectors;
18
+ private connectorBonesActive;
8
19
  constructor(skeletonData: SkeletonData | undefined, animation: string | undefined, autoplay: boolean, loop: boolean, animationSpeed: number, initializeForAuthoring: boolean, referenceFrame?: SpineReferenceFrame, ticker?: Ticker);
20
+ /** Runtime switch used by game code; authored connector definitions are inactive by default. */
21
+ get activeConnectorBones(): boolean;
22
+ set activeConnectorBones(active: boolean);
23
+ /** Replaces the scene-resolved connector targets, preserving the current active state. */
24
+ setConnectorBones(bindings: readonly RuntimeConnectorBinding[]): void;
25
+ setConnectorBonesActive(active: boolean): void;
26
+ /** Reapplies bone matrices and the target's required zero local transform. */
27
+ refreshConnectorBones(): void;
28
+ private restoreConnectorTargets;
9
29
  setReferenceFrame(referenceFrame: SpineReferenceFrame | undefined): void;
10
30
  protected syncContent(node: UINode, transform: UINode["transform"], profile: LayoutProfileId): void;
11
31
  }
32
+ export {};
12
33
  //# sourceMappingURL=SpineNodeView.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"SpineNodeView.d.ts","sourceRoot":"","sources":["../../src/views/SpineNodeView.ts"],"names":[],"mappings":"AAAA,OAAO,EAAS,KAAK,YAAY,EAAE,MAAM,iCAAiC,CAAC;AAC3E,OAAO,EAAE,KAAK,eAAe,EAAE,KAAK,mBAAmB,EAAE,KAAK,MAAM,EAAE,MAAM,wBAAwB,CAAC;AACrG,OAAO,EAAY,KAAK,MAAM,EAAE,MAAM,SAAS,CAAC;AAEhD,OAAO,EAAE,QAAQ,EAAE,MAAM,eAAe,CAAC;AAEzC,qBAAa,aAAc,SAAQ,QAAQ;IACzC,OAAO,CAAC,cAAc,CAAkC;IACxD,OAAO,CAAC,QAAQ,CAAC,sBAAsB,CAAU;gBAErC,YAAY,EAAE,YAAY,GAAG,SAAS,EAAE,SAAS,EAAE,MAAM,GAAG,SAAS,EAAE,QAAQ,EAAE,OAAO,EAAE,IAAI,EAAE,OAAO,EAAE,cAAc,EAAE,MAAM,EAAE,sBAAsB,EAAE,OAAO,EAAE,cAAc,CAAC,EAAE,mBAAmB,EAAE,MAAM,CAAC,EAAE,MAAM;IAuBnO,iBAAiB,CAAC,cAAc,EAAE,mBAAmB,GAAG,SAAS,GAAG,IAAI;IAIxE,SAAS,CAAC,WAAW,CAAC,IAAI,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,CAAC,WAAW,CAAC,EAAE,OAAO,EAAE,eAAe,GAAG,IAAI;CA2BpG"}
1
+ {"version":3,"file":"SpineNodeView.d.ts","sourceRoot":"","sources":["../../src/views/SpineNodeView.ts"],"names":[],"mappings":"AAAA,OAAO,EAAqD,KAAK,YAAY,EAAE,MAAM,iCAAiC,CAAC;AACvH,OAAO,EAAE,KAAK,eAAe,EAAE,KAAK,cAAc,EAAE,KAAK,mBAAmB,EAAE,KAAK,MAAM,EAAE,MAAM,wBAAwB,CAAC;AAC1H,OAAO,EAAE,SAAS,EAAoB,KAAK,MAAM,EAAE,MAAM,SAAS,CAAC;AAEnE,OAAO,EAAE,QAAQ,EAAE,MAAM,eAAe,CAAC;AAEzC,KAAK,gBAAgB,GAAG,cAAc,GAAG;IAAE,MAAM,EAAE,SAAS,CAAA;CAAE,CAAC;AAC/D,KAAK,uBAAuB,GAAG,gBAAgB,GAAG,CAAC;IAAE,QAAQ,EAAE,MAAM,CAAC;IAAC,YAAY,EAAE,MAAM,CAAC;IAAC,MAAM,EAAE,SAAS,CAAA;CAAE,GAAG,OAAO,CAAC,gBAAgB,CAAC,CAAC,CAAC;AAqB9I,qBAAa,aAAc,SAAQ,QAAQ;IACzC,OAAO,CAAC,cAAc,CAAkC;IACxD,OAAO,CAAC,QAAQ,CAAC,sBAAsB,CAAU;IACjD,OAAO,CAAC,iBAAiB,CAAiC;IAC1D,OAAO,CAAC,gBAAgB,CAAyB;IACjD,OAAO,CAAC,oBAAoB,CAAS;gBAEzB,YAAY,EAAE,YAAY,GAAG,SAAS,EAAE,SAAS,EAAE,MAAM,GAAG,SAAS,EAAE,QAAQ,EAAE,OAAO,EAAE,IAAI,EAAE,OAAO,EAAE,cAAc,EAAE,MAAM,EAAE,sBAAsB,EAAE,OAAO,EAAE,cAAc,CAAC,EAAE,mBAAmB,EAAE,MAAM,CAAC,EAAE,MAAM;IAwBnO,gGAAgG;IAChG,IAAI,oBAAoB,IAAI,OAAO,CAElC;IAED,IAAI,oBAAoB,CAAC,MAAM,EAAE,OAAO,EAEvC;IAED,0FAA0F;IAC1F,iBAAiB,CAAC,QAAQ,EAAE,SAAS,uBAAuB,EAAE,GAAG,IAAI;IAOrE,uBAAuB,CAAC,MAAM,EAAE,OAAO,GAAG,IAAI;IAwC9C,8EAA8E;IAC9E,qBAAqB,IAAI,IAAI;IA+C7B,OAAO,CAAC,uBAAuB;IAiB/B,iBAAiB,CAAC,cAAc,EAAE,mBAAmB,GAAG,SAAS,GAAG,IAAI;IAIxE,SAAS,CAAC,WAAW,CAAC,IAAI,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,CAAC,WAAW,CAAC,EAAE,OAAO,EAAE,eAAe,GAAG,IAAI;CA2BpG"}
@@ -1,10 +1,20 @@
1
- import { Spine } from "@esotericsoftware/spine-pixi-v8";
2
- import { Graphics } from "pixi.js";
1
+ import { PointAttachment, RegionAttachment, Spine, Vector2 } from "@esotericsoftware/spine-pixi-v8";
2
+ import { Container, Graphics, Matrix } from "pixi.js";
3
3
  import { fitSpineToTransform, resolveSpineSettings } from "../layout.js";
4
4
  import { NodeView } from "./NodeView.js";
5
+ function resolveConnectorPart(binding) {
6
+ if ((binding.partType === "bone" || binding.partType === "slot") && typeof binding.partName === "string" && binding.partName.length > 0) {
7
+ return { partType: binding.partType, partName: binding.partName };
8
+ }
9
+ const boneName = "boneName" in binding ? binding.boneName : undefined;
10
+ return typeof boneName === "string" && boneName.length > 0 ? { partType: "bone", partName: boneName } : undefined;
11
+ }
5
12
  export class SpineNodeView extends NodeView {
6
13
  referenceFrame;
7
14
  initializeForAuthoring;
15
+ connectorBindings = [];
16
+ activeConnectors = [];
17
+ connectorBonesActive = false;
8
18
  constructor(skeletonData, animation, autoplay, loop, animationSpeed, initializeForAuthoring, referenceFrame, ticker) {
9
19
  super();
10
20
  this.referenceFrame = referenceFrame;
@@ -22,12 +32,131 @@ export class SpineNodeView extends NodeView {
22
32
  // A runtime view always keeps it on: it carries no track until game code starts an animation,
23
33
  // and that animation must then advance without the game touching `autoUpdate` itself.
24
34
  const spine = new Spine({ skeletonData, autoUpdate: initializeForAuthoring ? autoplay : true, ...(ticker === undefined ? {} : { ticker }) });
35
+ spine.afterUpdateWorldTransforms = () => this.refreshConnectorBones();
25
36
  // Runtime leaves a disabled animation without a track, ready for game code to start on an event.
26
37
  // Authoring still creates the track so its frame scrubber can inspect either initial state.
27
38
  if ((autoplay || initializeForAuthoring) && animation !== undefined && skeletonData.findAnimation(animation) !== null)
28
39
  spine.state.setAnimation(0, animation, loop).timeScale = animationSpeed;
29
40
  this.setContent(spine);
30
41
  }
42
+ /** Runtime switch used by game code; authored connector definitions are inactive by default. */
43
+ get activeConnectorBones() {
44
+ return this.connectorBonesActive;
45
+ }
46
+ set activeConnectorBones(active) {
47
+ this.setConnectorBonesActive(active);
48
+ }
49
+ /** Replaces the scene-resolved connector targets, preserving the current active state. */
50
+ setConnectorBones(bindings) {
51
+ const wasActive = this.connectorBonesActive;
52
+ if (wasActive)
53
+ this.setConnectorBonesActive(false);
54
+ this.connectorBindings = [...bindings];
55
+ if (wasActive)
56
+ this.setConnectorBonesActive(true);
57
+ }
58
+ setConnectorBonesActive(active) {
59
+ if (active === this.connectorBonesActive)
60
+ return;
61
+ this.connectorBonesActive = active;
62
+ if (!active) {
63
+ this.restoreConnectorTargets();
64
+ return;
65
+ }
66
+ const spine = this.getSpine();
67
+ if (spine === undefined)
68
+ return;
69
+ for (const binding of this.connectorBindings) {
70
+ const part = resolveConnectorPart(binding);
71
+ if (part === undefined)
72
+ continue;
73
+ if (part.partType === "bone" ? spine.skeleton.findBone(part.partName) === null : spine.skeleton.findSlot(part.partName) === null)
74
+ continue;
75
+ const parent = binding.target.parent;
76
+ if (parent === null || parent.destroyed)
77
+ continue;
78
+ const host = new Container();
79
+ const snapshot = {
80
+ partType: part.partType,
81
+ partName: part.partName,
82
+ target: binding.target,
83
+ parent,
84
+ index: parent.getChildIndex(binding.target),
85
+ position: { x: binding.target.position.x, y: binding.target.position.y },
86
+ scale: { x: binding.target.scale.x, y: binding.target.scale.y },
87
+ skew: { x: binding.target.skew.x, y: binding.target.skew.y },
88
+ pivot: { x: binding.target.pivot.x, y: binding.target.pivot.y },
89
+ rotation: binding.target.rotation,
90
+ host,
91
+ };
92
+ // The host genuinely belongs to the Spine view, so the authored skeleton offset inherits the
93
+ // visual Spine fit. refreshConnectorBones compensates the host's linear transform only, so the
94
+ // target keeps its original UI size/orientation.
95
+ spine.addChild(host);
96
+ host.addChild(binding.target);
97
+ this.activeConnectors.push(snapshot);
98
+ }
99
+ this.refreshConnectorBones();
100
+ }
101
+ /** Reapplies bone matrices and the target's required zero local transform. */
102
+ refreshConnectorBones() {
103
+ const spine = this.getSpine();
104
+ if (spine === undefined)
105
+ return;
106
+ for (const connector of this.activeConnectors) {
107
+ const slot = connector.partType === "slot" ? spine.skeleton.findSlot(connector.partName) : null;
108
+ const bone = connector.partType === "bone" ? spine.skeleton.findBone(connector.partName) : slot?.bone;
109
+ if (bone === null || bone === undefined || connector.parent.destroyed)
110
+ continue;
111
+ // A slot itself has no transform beyond its bone, but a region attachment does: Spine stores
112
+ // its authored Point offset in attachment.x/y. Project that attachment origin, otherwise
113
+ // changing Point from e.g. -650 to -850 moves the visual attachment but not the UI connector.
114
+ const attachment = slot?.attachment;
115
+ let spineX = bone.worldX;
116
+ let spineY = bone.worldY;
117
+ if (attachment instanceof PointAttachment) {
118
+ const point = attachment.computeWorldPosition(bone, new Vector2());
119
+ spineX = point.x;
120
+ spineY = point.y;
121
+ }
122
+ else if (attachment instanceof RegionAttachment) {
123
+ spineX += attachment.x * bone.a + attachment.y * bone.b;
124
+ spineY += attachment.x * bone.c + attachment.y * bone.d;
125
+ }
126
+ const spineWorld = spine.getGlobalTransform();
127
+ const parentWorld = connector.parent.getGlobalTransform();
128
+ const determinant = spineWorld.a * spineWorld.d - spineWorld.b * spineWorld.c;
129
+ if (!Number.isFinite(determinant) || Math.abs(determinant) < 1e-8)
130
+ continue;
131
+ // The attachment position remains in original Spine source units and therefore inherits the
132
+ // fitted Spine scale. For example, y=-650 at a 1/3 fit becomes roughly -217 on the UI scene.
133
+ // Only the host's linear transform is compensated, so the target itself does not shrink.
134
+ const hostA = (spineWorld.d * parentWorld.a - spineWorld.c * parentWorld.b) / determinant;
135
+ const hostB = (-spineWorld.b * parentWorld.a + spineWorld.a * parentWorld.b) / determinant;
136
+ const hostC = (spineWorld.d * parentWorld.c - spineWorld.c * parentWorld.d) / determinant;
137
+ const hostD = (-spineWorld.b * parentWorld.c + spineWorld.a * parentWorld.d) / determinant;
138
+ connector.host.setFromMatrix(new Matrix(hostA, hostB, hostC, hostD, spineX, spineY));
139
+ connector.host.visible = slot === null
140
+ || (spine.skeleton.drawOrder.includes(slot) && slot.attachment !== null && spine.alpha > 0 && spine.skeleton.color.a * slot.color.a > 0);
141
+ connector.target.position.set(0, 0);
142
+ }
143
+ }
144
+ restoreConnectorTargets() {
145
+ for (const connector of this.activeConnectors) {
146
+ const { target, parent } = connector;
147
+ if (!target.destroyed && !parent.destroyed) {
148
+ const index = Math.min(connector.index, parent.children.length);
149
+ parent.addChildAt(target, index);
150
+ target.position.set(connector.position.x, connector.position.y);
151
+ target.scale.set(connector.scale.x, connector.scale.y);
152
+ target.skew.set(connector.skew.x, connector.skew.y);
153
+ target.pivot.set(connector.pivot.x, connector.pivot.y);
154
+ target.rotation = connector.rotation;
155
+ }
156
+ connector.host.destroy({ children: false });
157
+ }
158
+ this.activeConnectors = [];
159
+ }
31
160
  setReferenceFrame(referenceFrame) {
32
161
  this.referenceFrame = referenceFrame;
33
162
  }
@@ -1 +1 @@
1
- {"version":3,"file":"SpineNodeView.js","sourceRoot":"","sources":["../../src/views/SpineNodeView.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAqB,MAAM,iCAAiC,CAAC;AAE3E,OAAO,EAAE,QAAQ,EAAe,MAAM,SAAS,CAAC;AAChD,OAAO,EAAE,mBAAmB,EAAE,oBAAoB,EAAE,MAAM,cAAc,CAAC;AACzE,OAAO,EAAE,QAAQ,EAAE,MAAM,eAAe,CAAC;AAEzC,MAAM,OAAO,aAAc,SAAQ,QAAQ;IACjC,cAAc,CAAkC;IACvC,sBAAsB,CAAU;IAEjD,YAAY,YAAsC,EAAE,SAA6B,EAAE,QAAiB,EAAE,IAAa,EAAE,cAAsB,EAAE,sBAA+B,EAAE,cAAoC,EAAE,MAAe;QACjO,KAAK,EAAE,CAAC;QACR,IAAI,CAAC,cAAc,GAAG,cAAc,CAAC;QACrC,IAAI,CAAC,sBAAsB,GAAG,sBAAsB,CAAC;QACrD,IAAI,YAAY,KAAK,SAAS,EAAE,CAAC;YAC/B,IAAI,CAAC,UAAU,CAAC,IAAI,QAAQ,EAAE,CAAC,CAAC;YAChC,OAAO;QACT,CAAC;QACD,qFAAqF;QACrF,4FAA4F;QAC5F,0BAA0B;QAC1B,EAAE;QACF,yFAAyF;QACzF,yFAAyF;QACzF,8FAA8F;QAC9F,sFAAsF;QACtF,MAAM,KAAK,GAAG,IAAI,KAAK,CAAC,EAAE,YAAY,EAAE,UAAU,EAAE,sBAAsB,CAAC,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,EAAE,GAAG,CAAC,MAAM,KAAK,SAAS,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,CAAC;QAC7I,iGAAiG;QACjG,4FAA4F;QAC5F,IAAI,CAAC,QAAQ,IAAI,sBAAsB,CAAC,IAAI,SAAS,KAAK,SAAS,IAAI,YAAY,CAAC,aAAa,CAAC,SAAS,CAAC,KAAK,IAAI;YAAE,KAAK,CAAC,KAAK,CAAC,YAAY,CAAC,CAAC,EAAE,SAAS,EAAE,IAAI,CAAC,CAAC,SAAS,GAAG,cAAc,CAAC;QAC/L,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;IACzB,CAAC;IAED,iBAAiB,CAAC,cAA+C;QAC/D,IAAI,CAAC,cAAc,GAAG,cAAc,CAAC;IACvC,CAAC;IAES,WAAW,CAAC,IAAY,EAAE,SAA8B,EAAE,OAAwB;QAC1F,IAAI,IAAI,CAAC,OAAO,YAAY,KAAK,EAAE,CAAC;YAClC,IAAI,IAAI,CAAC,IAAI,KAAK,OAAO,EAAE,CAAC;gBAC1B,MAAM,QAAQ,GAAG,oBAAoB,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC;gBACrD,MAAM,KAAK,GAAG,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;gBAC3C,MAAM,gBAAgB,GAAG,KAAK,EAAE,SAAS,EAAE,IAAI,KAAK,QAAQ,CAAC,SAAS,CAAC;gBACvE,MAAM,WAAW,GAAG,KAAK,KAAK,IAAI,IAAI,KAAK,KAAK,SAAS,IAAI,KAAK,CAAC,IAAI,KAAK,QAAQ,CAAC,IAAI,CAAC;gBAC1F,IAAI,QAAQ,CAAC,SAAS,KAAK,SAAS,IAAI,CAAC,CAAC,QAAQ,CAAC,QAAQ,IAAI,CAAC,IAAI,CAAC,sBAAsB,CAAC,EAAE,CAAC;oBAC7F,IAAI,KAAK,KAAK,IAAI,IAAI,KAAK,KAAK,SAAS;wBAAE,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;gBAC9E,CAAC;qBAAM,IAAI,CAAC,gBAAgB,IAAI,WAAW,CAAC,IAAI,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAC,aAAa,CAAC,QAAQ,CAAC,SAAS,CAAC,KAAK,IAAI,EAAE,CAAC;oBACtH,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,YAAY,CAAC,CAAC,EAAE,QAAQ,CAAC,SAAS,EAAE,QAAQ,CAAC,IAAI,CAAC,CAAC,SAAS,GAAG,QAAQ,CAAC,cAAc,CAAC;gBAC5G,CAAC;qBAAM,IAAI,KAAK,KAAK,IAAI,IAAI,KAAK,KAAK,SAAS,EAAE,CAAC;oBACjD,KAAK,CAAC,SAAS,GAAG,QAAQ,CAAC,cAAc,CAAC;gBAC5C,CAAC;YACH,CAAC;YACD,MAAM,GAAG,GAAG,mBAAmB,CAAC,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,IAAI,EAAE,SAAS,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;YAC5F,IAAI,GAAG,KAAK,SAAS,EAAE,CAAC;gBACtB,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,CAAC,MAAM,EAAE,GAAG,CAAC,MAAM,CAAC,CAAC;gBAC/C,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;YAC1C,CAAC;YACD,wFAAwF;YACxF,0FAA0F;YAC1F,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;QACzB,CAAC;aAAM,IAAI,IAAI,CAAC,OAAO,YAAY,QAAQ,EAAE,CAAC;YAC5C,IAAI,CAAC,OAAO,CAAC,KAAK,EAAE,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,SAAS,CAAC,KAAK,EAAE,SAAS,CAAC,MAAM,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACpF,CAAC;IACH,CAAC;CACF","sourcesContent":["import { Spine, type SkeletonData } from \"@esotericsoftware/spine-pixi-v8\";\r\nimport { type LayoutProfileId, type SpineReferenceFrame, type UINode } from \"@pixi-ui-editor/schema\";\nimport { Graphics, type Ticker } from \"pixi.js\";\r\nimport { fitSpineToTransform, resolveSpineSettings } from \"../layout.js\";\nimport { NodeView } from \"./NodeView.js\";\r\n\r\nexport class SpineNodeView extends NodeView {\n private referenceFrame: SpineReferenceFrame | undefined;\n private readonly initializeForAuthoring: boolean;\n\r\n constructor(skeletonData: SkeletonData | undefined, animation: string | undefined, autoplay: boolean, loop: boolean, animationSpeed: number, initializeForAuthoring: boolean, referenceFrame?: SpineReferenceFrame, ticker?: Ticker) {\r\n super();\n this.referenceFrame = referenceFrame;\n this.initializeForAuthoring = initializeForAuthoring;\n if (skeletonData === undefined) {\r\n this.setContent(new Graphics());\r\n return;\r\n }\r\n // The host's own Application ticker, when it passed one: a Spine left on the default\r\n // `Ticker.shared` advances its skeleton in a second rAF loop, out of band with the renderer\r\n // that actually draws it.\r\n //\r\n // An authoring view starts at the node's own autoplay setting, so a scene full of paused\r\n // skeletons subscribes to no ticker at all — the editor toggles `autoUpdate` from there.\r\n // A runtime view always keeps it on: it carries no track until game code starts an animation,\r\n // and that animation must then advance without the game touching `autoUpdate` itself.\r\n const spine = new Spine({ skeletonData, autoUpdate: initializeForAuthoring ? autoplay : true, ...(ticker === undefined ? {} : { ticker }) });\r\n // Runtime leaves a disabled animation without a track, ready for game code to start on an event.\r\n // Authoring still creates the track so its frame scrubber can inspect either initial state.\r\n if ((autoplay || initializeForAuthoring) && animation !== undefined && skeletonData.findAnimation(animation) !== null) spine.state.setAnimation(0, animation, loop).timeScale = animationSpeed;\r\n this.setContent(spine);\r\n }\r\n\r\n setReferenceFrame(referenceFrame: SpineReferenceFrame | undefined): void {\r\n this.referenceFrame = referenceFrame;\r\n }\r\n\r\n protected syncContent(node: UINode, transform: UINode[\"transform\"], profile: LayoutProfileId): void {\n if (this.content instanceof Spine) {\n if (node.type === \"spine\") {\n const settings = resolveSpineSettings(node, profile);\n const track = this.content.state.tracks[0];\n const animationChanged = track?.animation?.name !== settings.animation;\n const loopChanged = track !== null && track !== undefined && track.loop !== settings.loop;\n if (settings.animation === undefined || (!settings.autoplay && !this.initializeForAuthoring)) {\n if (track !== null && track !== undefined) this.content.state.clearTrack(0);\n } else if ((animationChanged || loopChanged) && this.content.skeleton.data.findAnimation(settings.animation) !== null) {\n this.content.state.setAnimation(0, settings.animation, settings.loop).timeScale = settings.animationSpeed;\n } else if (track !== null && track !== undefined) {\n track.timeScale = settings.animationSpeed;\n }\n }\n const fit = fitSpineToTransform(this.content.skeleton.data, transform, this.referenceFrame);\r\n if (fit !== undefined) {\r\n this.content.scale.set(fit.scaleX, fit.scaleY);\r\n this.content.position.set(fit.x, fit.y);\r\n }\r\n // A paused Spine does not receive a ticker update. Refresh its world transforms after a\r\n // layout/viewport change so its displayed pose immediately matches the new fitted bounds.\r\n this.content.update(0);\r\n } else if (this.content instanceof Graphics) {\r\n this.content.clear().rect(0, 0, transform.width, transform.height).fill(0xff00ff);\r\n }\r\n }\r\n}\r\n"]}
1
+ 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{ PointAttachment, RegionAttachment, Spine, Vector2, type SkeletonData } from \"@esotericsoftware/spine-pixi-v8\";\nimport { type LayoutProfileId, type SpineConnector, type SpineReferenceFrame, type UINode } from \"@pixi-ui-editor/schema\";\nimport { Container, Graphics, Matrix, type Ticker } from \"pixi.js\";\nimport { fitSpineToTransform, resolveSpineSettings } from \"../layout.js\";\nimport { NodeView } from \"./NodeView.js\";\n\ntype ConnectorBinding = SpineConnector & { target: Container };\ntype RuntimeConnectorBinding = ConnectorBinding | ({ boneName: string; targetNodeId: string; target: Container } & Partial<ConnectorBinding>);\ntype ConnectorSnapshot = {\n target: Container;\n parent: Container;\n index: number;\n position: { x: number; y: number };\n scale: { x: number; y: number };\n skew: { x: number; y: number };\n pivot: { x: number; y: number };\n rotation: number;\n};\ntype ActiveConnector = ConnectorSnapshot & Pick<SpineConnector, \"partType\" | \"partName\"> & { host: Container };\n\nfunction resolveConnectorPart(binding: RuntimeConnectorBinding): Pick<SpineConnector, \"partType\" | \"partName\"> | undefined {\n if ((binding.partType === \"bone\" || binding.partType === \"slot\") && typeof binding.partName === \"string\" && binding.partName.length > 0) {\n return { partType: binding.partType, partName: binding.partName };\n }\n const boneName = \"boneName\" in binding ? binding.boneName : undefined;\n return typeof boneName === \"string\" && boneName.length > 0 ? { partType: \"bone\", partName: boneName } : undefined;\n}\n\nexport class SpineNodeView extends NodeView {\n private referenceFrame: SpineReferenceFrame | undefined;\n private readonly initializeForAuthoring: boolean;\n private connectorBindings: RuntimeConnectorBinding[] = [];\n private activeConnectors: ActiveConnector[] = [];\n private connectorBonesActive = false;\n\r\n constructor(skeletonData: SkeletonData | undefined, animation: string | undefined, autoplay: boolean, loop: boolean, animationSpeed: number, initializeForAuthoring: boolean, referenceFrame?: SpineReferenceFrame, ticker?: Ticker) {\r\n super();\n this.referenceFrame = referenceFrame;\n this.initializeForAuthoring = initializeForAuthoring;\n if (skeletonData === undefined) {\r\n this.setContent(new Graphics());\r\n return;\r\n }\r\n // The host's own Application ticker, when it passed one: a Spine left on the default\r\n // `Ticker.shared` advances its skeleton in a second rAF loop, out of band with the renderer\r\n // that actually draws it.\r\n //\r\n // An authoring view starts at the node's own autoplay setting, so a scene full of paused\r\n // skeletons subscribes to no ticker at all — the editor toggles `autoUpdate` from there.\r\n // A runtime view always keeps it on: it carries no track until game code starts an animation,\r\n // and that animation must then advance without the game touching `autoUpdate` itself.\r\n const spine = new Spine({ skeletonData, autoUpdate: initializeForAuthoring ? autoplay : true, ...(ticker === undefined ? {} : { ticker }) });\n spine.afterUpdateWorldTransforms = () => this.refreshConnectorBones();\n // Runtime leaves a disabled animation without a track, ready for game code to start on an event.\r\n // Authoring still creates the track so its frame scrubber can inspect either initial state.\r\n if ((autoplay || initializeForAuthoring) && animation !== undefined && skeletonData.findAnimation(animation) !== null) spine.state.setAnimation(0, animation, loop).timeScale = animationSpeed;\r\n this.setContent(spine);\n }\n\n /** Runtime switch used by game code; authored connector definitions are inactive by default. */\n get activeConnectorBones(): boolean {\n return this.connectorBonesActive;\n }\n\n set activeConnectorBones(active: boolean) {\n this.setConnectorBonesActive(active);\n }\n\n /** Replaces the scene-resolved connector targets, preserving the current active state. */\n setConnectorBones(bindings: readonly RuntimeConnectorBinding[]): void {\n const wasActive = this.connectorBonesActive;\n if (wasActive) this.setConnectorBonesActive(false);\n this.connectorBindings = [...bindings];\n if (wasActive) this.setConnectorBonesActive(true);\n }\n\n setConnectorBonesActive(active: boolean): void {\n if (active === this.connectorBonesActive) return;\n this.connectorBonesActive = active;\n if (!active) {\n this.restoreConnectorTargets();\n return;\n }\n\n const spine = this.getSpine();\n if (spine === undefined) return;\n for (const binding of this.connectorBindings) {\n const part = resolveConnectorPart(binding);\n if (part === undefined) continue;\n if (part.partType === \"bone\" ? spine.skeleton.findBone(part.partName) === null : spine.skeleton.findSlot(part.partName) === null) continue;\n const parent = binding.target.parent;\n if (parent === null || parent.destroyed) continue;\n const host = new Container();\n const snapshot: ActiveConnector = {\n partType: part.partType,\n partName: part.partName,\n target: binding.target,\n parent,\n index: parent.getChildIndex(binding.target),\n position: { x: binding.target.position.x, y: binding.target.position.y },\n scale: { x: binding.target.scale.x, y: binding.target.scale.y },\n skew: { x: binding.target.skew.x, y: binding.target.skew.y },\n pivot: { x: binding.target.pivot.x, y: binding.target.pivot.y },\n rotation: binding.target.rotation,\n host,\n };\n // The host genuinely belongs to the Spine view, so the authored skeleton offset inherits the\n // visual Spine fit. refreshConnectorBones compensates the host's linear transform only, so the\n // target keeps its original UI size/orientation.\n spine.addChild(host);\n host.addChild(binding.target);\n this.activeConnectors.push(snapshot);\n }\n this.refreshConnectorBones();\n }\n\n /** Reapplies bone matrices and the target's required zero local transform. */\n refreshConnectorBones(): void {\n const spine = this.getSpine();\n if (spine === undefined) return;\n for (const connector of this.activeConnectors) {\n const slot = connector.partType === \"slot\" ? spine.skeleton.findSlot(connector.partName) : null;\n const bone = connector.partType === \"bone\" ? spine.skeleton.findBone(connector.partName) : slot?.bone;\n if (bone === null || bone === undefined || connector.parent.destroyed) continue;\n // A slot itself has no transform beyond its bone, but a region attachment does: Spine stores\n // its authored Point offset in attachment.x/y. Project that attachment origin, otherwise\n // changing Point from e.g. -650 to -850 moves the visual attachment but not the UI connector.\n const attachment = slot?.attachment;\n let spineX = bone.worldX;\n let spineY = bone.worldY;\n if (attachment instanceof PointAttachment) {\n const point = attachment.computeWorldPosition(bone, new Vector2());\n spineX = point.x;\n spineY = point.y;\n } else if (attachment instanceof RegionAttachment) {\n spineX += attachment.x * bone.a + attachment.y * bone.b;\n spineY += attachment.x * bone.c + attachment.y * bone.d;\n }\n const spineWorld = spine.getGlobalTransform();\n const parentWorld = connector.parent.getGlobalTransform();\n const determinant = spineWorld.a * spineWorld.d - spineWorld.b * spineWorld.c;\n if (!Number.isFinite(determinant) || Math.abs(determinant) < 1e-8) continue;\n\n // The attachment position remains in original Spine source units and therefore inherits the\n // fitted Spine scale. For example, y=-650 at a 1/3 fit becomes roughly -217 on the UI scene.\n // Only the host's linear transform is compensated, so the target itself does not shrink.\n const hostA = (spineWorld.d * parentWorld.a - spineWorld.c * parentWorld.b) / determinant;\n const hostB = (-spineWorld.b * parentWorld.a + spineWorld.a * parentWorld.b) / determinant;\n const hostC = (spineWorld.d * parentWorld.c - spineWorld.c * parentWorld.d) / determinant;\n const hostD = (-spineWorld.b * parentWorld.c + spineWorld.a * parentWorld.d) / determinant;\n connector.host.setFromMatrix(new Matrix(\n hostA,\n hostB,\n hostC,\n hostD,\n spineX,\n spineY,\n ));\n connector.host.visible = slot === null\n || (spine.skeleton.drawOrder.includes(slot) && slot.attachment !== null && spine.alpha > 0 && spine.skeleton.color.a * slot.color.a > 0);\n connector.target.position.set(0, 0);\n }\n }\n\n private restoreConnectorTargets(): void {\n for (const connector of this.activeConnectors) {\n const { target, parent } = connector;\n if (!target.destroyed && !parent.destroyed) {\n const index = Math.min(connector.index, parent.children.length);\n parent.addChildAt(target, index);\n target.position.set(connector.position.x, connector.position.y);\n target.scale.set(connector.scale.x, connector.scale.y);\n target.skew.set(connector.skew.x, connector.skew.y);\n target.pivot.set(connector.pivot.x, connector.pivot.y);\n target.rotation = connector.rotation;\n }\n connector.host.destroy({ children: false });\n }\n this.activeConnectors = [];\n }\n\r\n setReferenceFrame(referenceFrame: SpineReferenceFrame | undefined): void {\r\n this.referenceFrame = referenceFrame;\r\n }\r\n\r\n protected syncContent(node: UINode, transform: UINode[\"transform\"], profile: LayoutProfileId): void {\n if (this.content instanceof Spine) {\n if (node.type === \"spine\") {\n const settings = resolveSpineSettings(node, profile);\n const track = this.content.state.tracks[0];\n const animationChanged = track?.animation?.name !== settings.animation;\n const loopChanged = track !== null && track !== undefined && track.loop !== settings.loop;\n if (settings.animation === undefined || (!settings.autoplay && !this.initializeForAuthoring)) {\n if (track !== null && track !== undefined) this.content.state.clearTrack(0);\n } else if ((animationChanged || loopChanged) && this.content.skeleton.data.findAnimation(settings.animation) !== null) {\n this.content.state.setAnimation(0, settings.animation, settings.loop).timeScale = settings.animationSpeed;\n } else if (track !== null && track !== undefined) {\n track.timeScale = settings.animationSpeed;\n }\n }\n const fit = fitSpineToTransform(this.content.skeleton.data, transform, this.referenceFrame);\r\n if (fit !== undefined) {\r\n this.content.scale.set(fit.scaleX, fit.scaleY);\r\n this.content.position.set(fit.x, fit.y);\r\n }\r\n // A paused Spine does not receive a ticker update. Refresh its world transforms after a\r\n // layout/viewport change so its displayed pose immediately matches the new fitted bounds.\r\n this.content.update(0);\r\n } else if (this.content instanceof Graphics) {\r\n this.content.clear().rect(0, 0, transform.width, transform.height).fill(0xff00ff);\r\n }\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
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