@safe-engine/cocos 2.4.1 → 2.4.2
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.
- package/dist/chipmunk/PhysicsSystem.js +1 -1
- package/dist/core/EnhancedComponent.d.ts.map +1 -1
- package/dist/core/EnhancedComponent.js +1 -1
- package/dist/core/Scene.d.ts.map +1 -1
- package/dist/core/Scene.js +1 -0
- package/dist/core/index.d.ts +6 -0
- package/dist/core/index.d.ts.map +1 -0
- package/dist/core/index.js +5 -0
- package/dist/dragonbones/PixiDragonBonesSprite.d.ts +19 -0
- package/dist/dragonbones/PixiDragonBonesSprite.d.ts.map +1 -0
- package/dist/dragonbones/PixiDragonBonesSprite.js +75 -0
- package/dist/gworld/EnhancedComponent.d.ts +22 -0
- package/dist/gworld/EnhancedComponent.d.ts.map +1 -0
- package/dist/gworld/EnhancedComponent.js +44 -0
- package/dist/gworld/NodeComp.d.ts +153 -0
- package/dist/gworld/NodeComp.d.ts.map +1 -0
- package/dist/gworld/NodeComp.js +337 -0
- package/dist/gworld/NodePool.d.ts +9 -0
- package/dist/gworld/NodePool.d.ts.map +1 -0
- package/dist/gworld/NodePool.js +23 -0
- package/dist/gworld/Scene.d.ts +5 -0
- package/dist/gworld/Scene.d.ts.map +1 -0
- package/dist/gworld/Scene.js +14 -0
- package/dist/gworld/decorator.d.ts +8 -0
- package/dist/gworld/decorator.d.ts.map +1 -0
- package/dist/gworld/decorator.js +12 -0
- package/dist/gworld/index.d.ts +8 -0
- package/dist/gworld/index.d.ts.map +1 -0
- package/dist/gworld/index.js +14 -0
- package/dist/render/TiledSprite.d.ts +13 -0
- package/dist/render/TiledSprite.d.ts.map +1 -0
- package/dist/render/TiledSprite.js +69 -0
- package/dist/safex.d.ts +10 -0
- package/dist/safex.d.ts.map +1 -0
- package/dist/safex.js +1 -0
- package/dist/spine/CCSkeleton.d.ts +189 -0
- package/dist/spine/CCSkeleton.d.ts.map +1 -0
- package/dist/spine/CCSkeleton.js +320 -0
- package/dist/spine/CCSkeletonAnimation.d.ts +146 -0
- package/dist/spine/CCSkeletonAnimation.d.ts.map +1 -0
- package/dist/spine/CCSkeletonAnimation.js +311 -0
- package/dist/spine/CCSkeletonCanvasRenderCmd.d.ts +2 -0
- package/dist/spine/CCSkeletonCanvasRenderCmd.d.ts.map +1 -0
- package/dist/spine/CCSkeletonCanvasRenderCmd.js +228 -0
- package/dist/spine/CCSkeletonTexture.d.ts +25 -0
- package/dist/spine/CCSkeletonTexture.d.ts.map +1 -0
- package/dist/spine/CCSkeletonTexture.js +60 -0
- package/dist/spine/CCSkeletonWebGLRenderCmd.d.ts +28 -0
- package/dist/spine/CCSkeletonWebGLRenderCmd.d.ts.map +1 -0
- package/dist/spine/CCSkeletonWebGLRenderCmd.js +277 -0
- package/dist/spine/PixiSpineSprite.d.ts +19 -0
- package/dist/spine/PixiSpineSprite.d.ts.map +1 -0
- package/dist/spine/PixiSpineSprite.js +72 -0
- package/package.json +1 -1
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import * as spine from '@esotericsoftware/spine-core';
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/****************************************************************************
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Copyright (c) 2013-2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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export const WebGLRenderCmd = function (renderableObject) {
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this._rootCtor(renderableObject);
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this._needDraw = true;
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this._matrix = new cc.math.Matrix4();
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this._matrix.identity();
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this._currTexture = null;
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this._currBlendFunc = {};
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this.vertexType = cc.renderer.VertexType.CUSTOM;
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this.setShaderProgram(cc.shaderCache.programForKey(cc.SHADER_SPRITE_POSITION_TEXTURECOLOR));
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};
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const proto = (WebGLRenderCmd.prototype = Object.create(cc.Node.WebGLRenderCmd.prototype));
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proto.constructor = WebGLRenderCmd;
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proto.uploadData = function (f32buffer, ui32buffer, vertexDataOffset) {
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const node = this._node;
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const color = this._displayedColor, locSkeleton = node._skeleton;
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let attachment, slot, i, n;
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const premultiAlpha = node._premultipliedAlpha;
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locSkeleton.r = color.r / 255;
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locSkeleton.g = color.g / 255;
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locSkeleton.b = color.b / 255;
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locSkeleton.a = this._displayedOpacity / 255;
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if (premultiAlpha) {
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locSkeleton.r *= locSkeleton.a;
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locSkeleton.g *= locSkeleton.a;
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locSkeleton.b *= locSkeleton.a;
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}
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let debugSlotsInfo = null;
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if (this._node._debugSlots) {
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debugSlotsInfo = [];
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}
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for (i = 0, n = locSkeleton.drawOrder.length; i < n; i++) {
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slot = locSkeleton.drawOrder[i];
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if (!slot.attachment)
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continue;
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attachment = slot.attachment;
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// get the vertices length
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let vertCount = 0;
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if (attachment instanceof spine.RegionAttachment) {
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vertCount = 6; // a quad = two triangles = six vertices
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}
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else if (attachment instanceof spine.MeshAttachment) {
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vertCount = attachment.regionUVs.length / 2;
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}
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else {
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continue;
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}
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// no vertices to render
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if (vertCount === 0) {
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continue;
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}
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const regionTextureAtlas = node.getTextureAtlas(attachment);
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// Broken for changing batch info
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let batchBroken;
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if (regionTextureAtlas.texture) {
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this._currTexture = regionTextureAtlas.texture.getRealTexture();
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batchBroken = cc.renderer._updateBatchedInfo(this._currTexture, this._getBlendFunc(slot.data.blendMode, premultiAlpha), this._glProgramState);
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}
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// keep the same logic with RendererWebGL.js, avoid vertex data overflow
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const uploadAll = vertexDataOffset / 6 + vertCount > (cc.BATCH_VERTEX_COUNT - 200) * 0.5;
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// Broken for vertex data overflow
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if (!batchBroken && uploadAll) {
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// render the cached data
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cc.renderer._batchRendering();
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batchBroken = true;
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}
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if (batchBroken) {
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vertexDataOffset = 0;
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}
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// update the vertex buffer
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let slotDebugPoints = null;
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if (attachment instanceof spine.RegionAttachment) {
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slotDebugPoints = this._uploadRegionAttachmentData(attachment, slot, premultiAlpha, f32buffer, ui32buffer, vertexDataOffset);
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}
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else if (attachment instanceof spine.MeshAttachment) {
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this._uploadMeshAttachmentData(attachment, slot, premultiAlpha, f32buffer, ui32buffer, vertexDataOffset);
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}
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else {
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continue;
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}
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if (this._node._debugSlots) {
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debugSlotsInfo[i] = slotDebugPoints;
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}
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// update the index buffer
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if (attachment instanceof spine.RegionAttachment) {
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cc.renderer._increaseBatchingSize(vertCount, cc.renderer.VertexType.TRIANGLE);
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}
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else {
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cc.renderer._increaseBatchingSize(vertCount, cc.renderer.VertexType.CUSTOM, attachment.triangles);
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}
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// update the index data
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vertexDataOffset += vertCount * 6;
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}
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if (node._debugBones || node._debugSlots) {
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// flush previous vertices
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cc.renderer._batchRendering();
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const wt = this._worldTransform, mat = this._matrix.mat;
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mat[0] = wt.a;
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mat[4] = wt.c;
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mat[12] = wt.tx;
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mat[1] = wt.b;
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mat[5] = wt.d;
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mat[13] = wt.ty;
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cc.kmGLMatrixMode(cc.KM_GL_MODELVIEW);
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cc.current_stack.stack.push(cc.current_stack.top);
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cc.current_stack.top = this._matrix;
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const drawingUtil = cc._drawingUtil;
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if (node._debugSlots && debugSlotsInfo && debugSlotsInfo.length > 0) {
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// Slots.
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drawingUtil.setDrawColor(0, 0, 255, 255);
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drawingUtil.setLineWidth(1);
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for (i = 0, n = locSkeleton.slots.length; i < n; i++) {
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const points = debugSlotsInfo[i];
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if (points) {
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drawingUtil.drawPoly(points, 4, true);
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}
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}
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}
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if (node._debugBones) {
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// Bone lengths.
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let bone;
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drawingUtil.setLineWidth(2);
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drawingUtil.setDrawColor(255, 0, 0, 255);
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for (i = 0, n = locSkeleton.bones.length; i < n; i++) {
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bone = locSkeleton.bones[i];
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const x = bone.data.length * bone.a + bone.worldX;
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const y = bone.data.length * bone.c + bone.worldY;
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drawingUtil.drawLine(cc.p(bone.worldX, bone.worldY), cc.p(x, y));
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}
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// Bone origins.
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drawingUtil.setPointSize(4);
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drawingUtil.setDrawColor(0, 0, 255, 255); // Root bone is blue.
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for (i = 0, n = locSkeleton.bones.length; i < n; i++) {
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bone = locSkeleton.bones[i];
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drawingUtil.drawPoint(cc.p(bone.worldX, bone.worldY));
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if (i == 0) {
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drawingUtil.setDrawColor(0, 255, 0, 255);
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}
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}
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}
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cc.kmGLPopMatrix();
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}
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return 0;
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};
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proto._getBlendFunc = function (blendMode, premultiAlpha) {
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let ret = this._currBlendFunc;
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switch (blendMode) {
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case spine.BlendMode.Normal:
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ret.src = premultiAlpha ? cc.ONE : cc.SRC_ALPHA;
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ret.dst = cc.ONE_MINUS_SRC_ALPHA;
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break;
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case spine.BlendMode.Additive:
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ret.src = premultiAlpha ? cc.ONE : cc.SRC_ALPHA;
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ret.dst = cc.ONE;
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break;
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case spine.BlendMode.Multiply:
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ret.src = cc.DST_COLOR;
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ret.dst = cc.ONE_MINUS_SRC_ALPHA;
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break;
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case spine.BlendMode.Screen:
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ret.src = cc.ONE;
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ret.dst = cc.ONE_MINUS_SRC_COLOR;
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break;
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default:
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ret = this._node._blendFunc;
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break;
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}
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return ret;
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};
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proto._createChildFormSkeletonData = function () { };
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proto._updateChild = function () { };
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proto._uploadRegionAttachmentData = function (attachment, slot, premultipliedAlpha, f32buffer, ui32buffer, vertexDataOffset) {
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// the vertices in format:
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// [
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// X1, Y1, C1R, C1G, C1B, C1A, U1, V1, // bottom left
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// X2, Y2, C2R, C2G, C2B, C2A, U2, V2, // top left
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// X3, Y3, C3R, C3G, C3B, C3A, U3, V3, // top right
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// X4, Y4, C4R, C4G, C4B, C4A, U4, V4 // bottom right
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// ]
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//
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const nodeColor = this._displayedColor;
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const nodeR = nodeColor.r, nodeG = nodeColor.g, nodeB = nodeColor.b, nodeA = this._displayedOpacity;
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const vertices = spine.Utils.setArraySize([], 8, 0);
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attachment.computeWorldVertices(slot, vertices, 0, 2);
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const uvs = attachment.uvs;
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// get the colors data
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const skeleton = slot.bone.skeleton;
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const skeletonColor = skeleton.color;
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const slotColor = slot.color;
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const regionColor = attachment.color;
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const alpha = skeletonColor.a * slotColor.a * regionColor.a;
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const multiplier = premultipliedAlpha ? alpha : 1;
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const colors = attachment.tempColor;
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colors.set(skeletonColor.r * slotColor.r * regionColor.r * multiplier, skeletonColor.g * slotColor.g * regionColor.g * multiplier, skeletonColor.b * slotColor.b * regionColor.b * multiplier, alpha);
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const wt = this._worldTransform, wa = wt.a, wb = wt.b, wc = wt.c, wd = wt.d, wx = wt.tx, wy = wt.ty, z = this._node.vertexZ;
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let offset = vertexDataOffset;
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// generate 6 vertices data (two triangles) from the quad vertices
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// using two angles : (0, 1, 2) & (0, 2, 3)
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for (let i = 0; i < 6; i++) {
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const srcIdx = i < 4 ? i % 3 : i - 2;
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const vx = vertices[srcIdx * 2], vy = vertices[srcIdx * 2 + 1];
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const x = vx * wa + vy * wc + wx, y = vx * wb + vy * wd + wy;
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const r = colors.r * nodeR, g = colors.g * nodeG, b = colors.b * nodeB, a = colors.a * nodeA;
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const color = (a << 24) | (b << 16) | (g << 8) | r;
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f32buffer[offset] = x;
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f32buffer[offset + 1] = y;
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f32buffer[offset + 2] = z;
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ui32buffer[offset + 3] = color;
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f32buffer[offset + 4] = uvs[srcIdx * 2];
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f32buffer[offset + 5] = uvs[srcIdx * 2 + 1];
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offset += 6;
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}
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if (this._node._debugSlots) {
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// return the quad points info if debug slot enabled
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const VERTEX = spine.RegionAttachment;
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return [
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cc.p(vertices[VERTEX.X1], vertices[VERTEX.Y1]),
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cc.p(vertices[VERTEX.X2], vertices[VERTEX.Y2]),
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cc.p(vertices[VERTEX.X3], vertices[VERTEX.Y3]),
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cc.p(vertices[VERTEX.X4], vertices[VERTEX.Y4]),
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];
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}
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};
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proto._uploadMeshAttachmentData = function (attachment, slot, premultipliedAlpha, f32buffer, ui32buffer, vertexDataOffset) {
|
|
248
|
+
const wt = this._worldTransform, wa = wt.a, wb = wt.b, wc = wt.c, wd = wt.d, wx = wt.tx, wy = wt.ty, z = this._node.vertexZ;
|
|
249
|
+
// get the vertex data
|
|
250
|
+
const verticesLength = attachment.worldVerticesLength;
|
|
251
|
+
const vertices = spine.Utils.setArraySize([], verticesLength, 0);
|
|
252
|
+
attachment.computeWorldVertices(slot, 0, verticesLength, vertices, 0, 2);
|
|
253
|
+
const uvs = attachment.uvs;
|
|
254
|
+
// get the colors data
|
|
255
|
+
const skeleton = slot.bone.skeleton;
|
|
256
|
+
const skeletonColor = skeleton.color, slotColor = slot.color, meshColor = attachment.color;
|
|
257
|
+
const alpha = skeletonColor.a * slotColor.a * meshColor.a;
|
|
258
|
+
const multiplier = premultipliedAlpha ? alpha : 1;
|
|
259
|
+
const colors = attachment.tempColor;
|
|
260
|
+
colors.set(skeletonColor.r * slotColor.r * meshColor.r * multiplier, skeletonColor.g * slotColor.g * meshColor.g * multiplier, skeletonColor.b * slotColor.b * meshColor.b * multiplier, alpha);
|
|
261
|
+
let offset = vertexDataOffset;
|
|
262
|
+
const nodeColor = this._displayedColor;
|
|
263
|
+
const nodeR = nodeColor.r, nodeG = nodeColor.g, nodeB = nodeColor.b, nodeA = this._displayedOpacity;
|
|
264
|
+
for (let i = 0, n = vertices.length; i < n; i += 2) {
|
|
265
|
+
const vx = vertices[i], vy = vertices[i + 1];
|
|
266
|
+
const x = vx * wa + vy * wb + wx, y = vx * wc + vy * wd + wy;
|
|
267
|
+
const r = colors.r * nodeR, g = colors.g * nodeG, b = colors.b * nodeB, a = colors.a * nodeA;
|
|
268
|
+
const color = (a << 24) | (b << 16) | (g << 8) | r;
|
|
269
|
+
f32buffer[offset] = x;
|
|
270
|
+
f32buffer[offset + 1] = y;
|
|
271
|
+
f32buffer[offset + 2] = z;
|
|
272
|
+
ui32buffer[offset + 3] = color;
|
|
273
|
+
f32buffer[offset + 4] = uvs[i];
|
|
274
|
+
f32buffer[offset + 5] = uvs[i + 1];
|
|
275
|
+
offset += 6;
|
|
276
|
+
}
|
|
277
|
+
};
|
|
@@ -0,0 +1,19 @@
|
|
|
1
|
+
import { Spine } from '@esotericsoftware/spine-pixi-v8';
|
|
2
|
+
import { Application } from 'pixi.js';
|
|
3
|
+
export declare function loadSpineAssets({ skeleton, atlas, texture }: {
|
|
4
|
+
skeleton: any;
|
|
5
|
+
atlas: any;
|
|
6
|
+
texture: any;
|
|
7
|
+
}): Promise<any>;
|
|
8
|
+
export declare class PixiSpineSprite extends cc.Sprite {
|
|
9
|
+
_canvas: any;
|
|
10
|
+
_pixiApp: Application;
|
|
11
|
+
_texture: cc.Texture2D;
|
|
12
|
+
_config: any;
|
|
13
|
+
_armatureDisplay: Spine;
|
|
14
|
+
constructor(config: any);
|
|
15
|
+
_setupSpine(): void;
|
|
16
|
+
updateTexture(): void;
|
|
17
|
+
onExit(): void;
|
|
18
|
+
}
|
|
19
|
+
//# sourceMappingURL=PixiSpineSprite.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"PixiSpineSprite.d.ts","sourceRoot":"","sources":["../../src/spine/PixiSpineSprite.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,MAAM,iCAAiC,CAAA;AACvD,OAAO,EAAE,WAAW,EAAU,MAAM,SAAS,CAAA;AAE7C,wBAAgB,eAAe,CAAC,EAAE,QAAQ,EAAE,KAAK,EAAE,OAAO,EAAE;;;;CAAA,gBAE3D;AAED,qBAAa,eAAgB,SAAQ,EAAE,CAAC,MAAM;IAC5C,OAAO,EAAE,GAAG,CAAA;IACZ,QAAQ,EAAE,WAAW,CAAA;IACrB,QAAQ,EAAE,EAAE,CAAC,SAAS,CAAA;IACtB,OAAO,MAAA;IACP,gBAAgB,EAAE,KAAK,CAAA;gBACX,MAAM,KAAA;IA4BlB,WAAW;IAsBX,aAAa;IAUb,MAAM;CAMP"}
|
|
@@ -0,0 +1,72 @@
|
|
|
1
|
+
import { Spine } from '@esotericsoftware/spine-pixi-v8';
|
|
2
|
+
import { Application, Assets } from 'pixi.js';
|
|
3
|
+
export function loadSpineAssets({ skeleton, atlas, texture }) {
|
|
4
|
+
return Assets.load([skeleton, atlas, texture]);
|
|
5
|
+
}
|
|
6
|
+
export class PixiSpineSprite extends cc.Sprite {
|
|
7
|
+
_canvas;
|
|
8
|
+
_pixiApp;
|
|
9
|
+
_texture;
|
|
10
|
+
_config;
|
|
11
|
+
_armatureDisplay;
|
|
12
|
+
constructor(config) {
|
|
13
|
+
super();
|
|
14
|
+
super.ctor(); // always call this for compatibility with cocos2dx JS Javascript class system
|
|
15
|
+
this._canvas = document.createElement('canvas');
|
|
16
|
+
this._canvas.width = config.width || 1024;
|
|
17
|
+
this._canvas.height = config.height || 1024;
|
|
18
|
+
this._pixiApp = new Application();
|
|
19
|
+
this._pixiApp.init({
|
|
20
|
+
view: this._canvas,
|
|
21
|
+
width: this._canvas.width,
|
|
22
|
+
height: this._canvas.height,
|
|
23
|
+
backgroundAlpha: 0, // nền trong suốt
|
|
24
|
+
// transparent: true, // bắt buộc để alpha hoạt động
|
|
25
|
+
clearBeforeRender: true, // xoá trước khi vẽ frame mới
|
|
26
|
+
preserveDrawingBuffer: true, // giúp lấy ảnh từ canvas
|
|
27
|
+
antialias: true,
|
|
28
|
+
});
|
|
29
|
+
this._texture = new cc.Texture2D();
|
|
30
|
+
this._texture.initWithElement(this._canvas);
|
|
31
|
+
this._texture.handleLoadedTexture();
|
|
32
|
+
this.initWithTexture(this._texture);
|
|
33
|
+
this._config = config;
|
|
34
|
+
this._setupSpine();
|
|
35
|
+
}
|
|
36
|
+
_setupSpine() {
|
|
37
|
+
const { skeleton, atlas, loop, skin, timeScale, animationName } = this._config;
|
|
38
|
+
// console.log('_setupSpine', this._config, Assets.get(this._config.texture))
|
|
39
|
+
const display = Spine.from({ skeleton, atlas, scale: timeScale });
|
|
40
|
+
if (!display) {
|
|
41
|
+
console.error('Cannot build spine:', skeleton);
|
|
42
|
+
return;
|
|
43
|
+
}
|
|
44
|
+
if (skin) {
|
|
45
|
+
const skeletonData = display.skeleton.data;
|
|
46
|
+
const newSkin = skeletonData.findSkin(skin);
|
|
47
|
+
display.skeleton.setSkin(newSkin);
|
|
48
|
+
display.skeleton.setSlotsToSetupPose();
|
|
49
|
+
}
|
|
50
|
+
if (animationName)
|
|
51
|
+
display.state.setAnimation(0, animationName, loop);
|
|
52
|
+
display.x = this._canvas.width / 2;
|
|
53
|
+
display.y = this._canvas.height;
|
|
54
|
+
this._pixiApp.stage.addChild(display);
|
|
55
|
+
this._armatureDisplay = display;
|
|
56
|
+
}
|
|
57
|
+
updateTexture() {
|
|
58
|
+
if (this._armatureDisplay && this._pixiApp.renderer && this._texture) {
|
|
59
|
+
this._pixiApp.renderer.render(this._pixiApp.stage);
|
|
60
|
+
this._texture.initWithElement(this._canvas);
|
|
61
|
+
this._texture.handleLoadedTexture();
|
|
62
|
+
// console.log('updateTexture', this._texture.getPixelsHigh(), this._texture.getPixelsWide())
|
|
63
|
+
this.setTexture(this._texture);
|
|
64
|
+
}
|
|
65
|
+
}
|
|
66
|
+
onExit() {
|
|
67
|
+
// console.log('onExit')
|
|
68
|
+
this._pixiApp.destroy(true, { children: true });
|
|
69
|
+
this._canvas.remove();
|
|
70
|
+
super.onExit();
|
|
71
|
+
}
|
|
72
|
+
}
|