支持spine4.3
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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import { AnimationState, AnimationStateData, AtlasAttachmentLoader, ClippingAttachment, Color, MeshAttachment, Physics, RegionAttachment, Skeleton, SkeletonBinary, SkeletonClipping, SkeletonData, SkeletonJson, SkeletonPhysicsMovement, Skin, Utils, Vector2, } from "@spine-particle/spine-core-4.3";
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import { Assets } from "@pixi/assets";
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import { Point, Ticker } from "@pixi/core";
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import { Bounds, Container } from "@pixi/display";
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import { Graphics } from "@pixi/graphics";
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import { DarkSlotMesh } from "./DarkSlotMesh.js";
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import { SlotMesh } from "./SlotMesh.js";
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import "@pixi/events";
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;
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/** A bounds provider that provides a fixed size given by the user. */
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export class AABBRectangleBoundsProvider {
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x;
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y;
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width;
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height;
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constructor(x, y, width, height) {
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this.x = x;
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this.y = y;
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this.width = width;
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this.height = height;
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}
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calculateBounds() {
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return { x: this.x, y: this.y, width: this.width, height: this.height };
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}
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}
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/** A bounds provider that calculates the bounding box from the setup pose. */
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export class SetupPoseBoundsProvider {
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clipping;
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/**
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* @param clipping If true, clipping attachments are used to compute the bounds. False, by default.
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*/
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constructor(clipping = false) {
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this.clipping = clipping;
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}
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calculateBounds(gameObject) {
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if (!gameObject.skeleton)
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return { x: 0, y: 0, width: 0, height: 0 };
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// Make a copy of animation state and skeleton as this might be called while
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// the skeleton in the GameObject has already been heavily modified. We can not
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// reconstruct that state.
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const skeleton = new Skeleton(gameObject.skeleton.data);
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skeleton.setupPose();
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skeleton.updateWorldTransform(Physics.update);
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const bounds = skeleton.getBoundsRect(this.clipping ? new SkeletonClipping() : undefined);
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return bounds.width === Number.NEGATIVE_INFINITY
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? { x: 0, y: 0, width: 0, height: 0 }
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: bounds;
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}
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}
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/** A bounds provider that calculates the bounding box by taking the maximumg bounding box for a combination of skins and specific animation. */
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export class SkinsAndAnimationBoundsProvider {
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animation;
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skins;
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timeStep;
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clipping;
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/**
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* @param animation The animation to use for calculating the bounds. If null, the setup pose is used.
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* @param skins The skins to use for calculating the bounds. If empty, the default skin is used.
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* @param timeStep The time step to use for calculating the bounds. A smaller time step means more precision, but slower calculation.
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* @param clipping If true, clipping attachments are used to compute the bounds. False, by default.
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*/
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constructor(animation, skins = [], timeStep = 0.05, clipping = false) {
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this.animation = animation;
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this.skins = skins;
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this.timeStep = timeStep;
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this.clipping = clipping;
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}
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calculateBounds(gameObject) {
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if (!gameObject.skeleton || !gameObject.state)
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return { x: 0, y: 0, width: 0, height: 0 };
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// Make a copy of animation state and skeleton as this might be called while
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// the skeleton in the GameObject has already been heavily modified. We can not
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// reconstruct that state.
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const animationState = new AnimationState(gameObject.state.data);
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const skeleton = new Skeleton(gameObject.skeleton.data);
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const clipper = this.clipping ? new SkeletonClipping() : undefined;
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const data = skeleton.data;
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if (this.skins.length > 0) {
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const customSkin = new Skin("custom-skin");
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for (const skinName of this.skins) {
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const skin = data.findSkin(skinName);
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if (skin == null)
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continue;
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customSkin.addSkin(skin);
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}
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skeleton.setSkin(customSkin);
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}
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skeleton.setupPose();
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const animation = this.animation != null ? data.findAnimation(this.animation) : null;
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if (animation == null) {
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skeleton.updateWorldTransform(Physics.update);
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const bounds = skeleton.getBoundsRect(clipper);
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return bounds.width === Number.NEGATIVE_INFINITY
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? { x: 0, y: 0, width: 0, height: 0 }
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: bounds;
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}
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else {
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let minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY;
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animationState.clearTracks();
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animationState.setAnimation(0, animation, false);
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const steps = Math.max(animation.duration / this.timeStep, 1.0);
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for (let i = 0; i < steps; i++) {
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const delta = i > 0 ? this.timeStep : 0;
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animationState.update(delta);
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animationState.apply(skeleton);
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skeleton.update(delta);
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skeleton.updateWorldTransform(Physics.update);
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const bounds = skeleton.getBoundsRect(clipper);
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minX = Math.min(minX, bounds.x);
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minY = Math.min(minY, bounds.y);
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maxX = Math.max(maxX, bounds.x + bounds.width);
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maxY = Math.max(maxY, bounds.y + bounds.height);
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}
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const bounds = {
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x: minX,
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y: minY,
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width: maxX - minX,
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height: maxY - minY,
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};
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return bounds.width === Number.NEGATIVE_INFINITY
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? { x: 0, y: 0, width: 0, height: 0 }
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: bounds;
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}
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}
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}
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/**
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* The class to instantiate a {@link Spine} game object in Pixi.
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* Create and customize the default configuration using the static method {@link Spine.createOptions},
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* then pass it to the constructor.
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*/
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export class Spine extends Container {
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/** The skeleton for this Spine game object. */
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skeleton;
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/** The animation state for this Spine game object. */
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state;
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/** Tracks this Pixi container's world movement and applies it to skeleton physics constraints. */
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skeletonPhysics;
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darkTint = false;
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hasNeverUpdated = true;
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_debug = undefined;
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get debug() {
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return this._debug;
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}
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/** Pass a {@link SpineDebugRenderer} or create your own {@link ISpineDebugRenderer} to render bones, meshes, ...
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* @example spineGO.debug = new SpineDebugRenderer();
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*/
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set debug(value) {
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if (this._debug) {
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this._debug.unregisterSpine(this);
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}
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if (value) {
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value.registerSpine(this);
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}
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this._debug = value;
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}
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slotMeshFactory = () => new SlotMesh();
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beforeUpdateWorldTransforms = () => { };
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afterUpdateWorldTransforms = () => { };
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_autoUpdate = false;
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_ticker = Ticker.shared;
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get autoUpdate() {
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return this._autoUpdate;
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}
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/** When `true`, the Spine AnimationState and the Skeleton will be automatically updated using the {@link ticker}. */
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set autoUpdate(value) {
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if (value && !this._autoUpdate) {
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this._ticker.add(this.internalUpdate, this);
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}
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else if (!value && this._autoUpdate) {
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this._ticker.remove(this.internalUpdate, this);
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}
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this._autoUpdate = value;
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}
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/** The ticker to use when {@link autoUpdate} is `true`. Defaults to {@link Ticker.shared}. */
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get ticker() {
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return this._ticker;
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}
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/** Sets the ticker to use when {@link autoUpdate} is `true`. If `autoUpdate` is already `true`, the update callback will be moved from the old ticker to the new one. */
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set ticker(value) {
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value = value ?? Ticker.shared;
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if (this._ticker === value)
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return;
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if (this._autoUpdate) {
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this._ticker.remove(this.internalUpdate, this);
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value.add(this.internalUpdate, this);
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}
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this._ticker = value;
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}
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meshesCache = new Map();
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static vectorAux = new Vector2();
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static clipper = new SkeletonClipping();
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static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
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static VERTEX_SIZE = 2 + 2 + 4;
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static DARK_VERTEX_SIZE = 2 + 2 + 4 + 4;
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lightColor = new Color();
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darkColor = new Color();
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clippingVertAux = new Float32Array(6);
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_boundsProvider;
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/** The bounds provider to use. If undefined the bounds will be dynamic, calculated when requested and based on the current frame. */
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get boundsProvider() {
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return this._boundsProvider;
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}
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set boundsProvider(value) {
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this._boundsProvider = value;
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if (value) {
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this._boundsSpineID = -1;
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this._boundsSpineDirty = true;
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this.interactiveChildren = false;
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}
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else {
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this.interactiveChildren = true;
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this.hitArea = null;
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}
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if (!this.hasNeverUpdated) {
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this.calculateBounds();
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}
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}
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_boundsPoint = new Point();
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_boundsSpineID = -1;
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_boundsSpineDirty = true;
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constructor(options) {
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super();
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if (options instanceof SkeletonData)
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options = { skeletonData: options };
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else if ("skeleton" in options)
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options = new.target.createOptions(options);
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const { autoUpdate = true, boundsProvider, darkTint, skeletonData, ticker } = options;
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this.skeleton = new Skeleton(skeletonData);
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this.skeletonPhysics = new SkeletonPhysicsMovement(this.skeleton, {
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readTransform: (out, readRotation) => this.readPhysicsTransform(out, readRotation),
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worldToSkeleton: point => this.pixiWorldCoordinatesToSkeleton(point),
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});
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this.state = new AnimationState(new AnimationStateData(skeletonData));
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if (ticker)
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this._ticker = ticker;
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this.autoUpdate = autoUpdate;
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this.boundsProvider = boundsProvider;
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// dark tint can be enabled by options, otherwise is enable if at least one slot has tint black
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this.darkTint = darkTint === undefined
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? this.skeleton.slots.some(slot => !!slot.data.setupPose.darkColor)
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: darkTint;
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if (this.darkTint)
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this.slotMeshFactory = () => new DarkSlotMesh();
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}
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/** If {@link Spine.autoUpdate} is `false`, this method allows to update the AnimationState and the Skeleton with the given delta. */
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update(deltaSeconds) {
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this.internalUpdate(0, deltaSeconds);
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}
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internalUpdate(_deltaFrame, deltaSeconds) {
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this.hasNeverUpdated = false;
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const delta = deltaSeconds ?? this._ticker.deltaMS / 1000;
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this.state.update(delta);
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this.state.apply(this.skeleton);
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this.skeletonPhysics.applyTransformMovement();
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this.beforeUpdateWorldTransforms(this);
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this.skeleton.update(delta);
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this.skeleton.updateWorldTransform(Physics.update);
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this.afterUpdateWorldTransforms(this);
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}
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readPhysicsTransform(out, readRotation) {
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const transform = this.worldTransform;
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out.x = transform.tx;
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out.y = transform.ty;
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out.z = 0;
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if (!readRotation)
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return;
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// Compose local rotation components instead of extracting an angle from worldTransform,
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// which is sheared by rotated children of non-uniformly scaled parents.
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let rotation = 0;
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for (let object = this; object; object = object.parent) {
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rotation += object.rotation
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+ (object.skew.y - object.skew.x) / 2;
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}
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out.rotation = rotation * 180 / Math.PI;
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}
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/** Render the meshes based on the current skeleton state, render debug information, then call {@link Container.updateTransform}. */
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updateTransform() {
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this.renderMeshes();
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this.sortChildren();
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this.debug?.renderDebug(this);
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super.updateTransform();
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}
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/** Destroy Spine game object elements, then call the {@link Container.destroy} with the given options */
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destroy(options) {
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if (this.autoUpdate)
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this.autoUpdate = false;
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this._ticker = null;
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for (const [, mesh] of this.meshesCache) {
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mesh?.destroy();
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}
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this.state.clearListeners();
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this.debug = undefined;
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this.meshesCache.clear();
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this.slotsObject.clear();
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for (const maskKey in this.clippingSlotToPixiMasks) {
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const mask = this.clippingSlotToPixiMasks[maskKey];
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mask.destroy();
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delete this.clippingSlotToPixiMasks[maskKey];
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}
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super.destroy(options);
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}
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/**
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* Unloads this Spine object's cached {@link SkeletonData}.
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*
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* Existing Spine objects that use this SkeletonData continue to work. Future Spine objects created with the same
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* skeleton, atlas, and scale will parse a new SkeletonData.
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* @returns `true` if the cached SkeletonData was removed, otherwise `false`.
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*/
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unloadFromCache() {
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const skeletonData = this.skeleton?.data;
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if (!skeletonData)
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return false;
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const cacheKey = Spine.skeletonDataCacheKeys.get(skeletonData);
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if (!cacheKey || Spine.skeletonCache[cacheKey] !== skeletonData)
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return false;
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delete Spine.skeletonCache[cacheKey];
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Spine.skeletonDataCacheKeys.delete(skeletonData);
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return true;
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}
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resetMeshes() {
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for (const [, mesh] of this.meshesCache) {
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mesh.zIndex = -1;
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mesh.visible = false;
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}
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}
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_calculateBounds() {
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if (this.hasNeverUpdated) {
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this.internalUpdate(0, 0);
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this.renderMeshes();
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}
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}
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/**
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* Check the existence of a mesh for the given slot.
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* If you want to manually handle which meshes go on which slot and how you cache, overwrite this method.
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*/
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hasMeshForSlot(slot) {
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return this.meshesCache.has(slot);
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}
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/**
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* Search the mesh corresponding to the given slot or create it, if it does not exists.
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* If you want to manually handle which meshes go on which slot and how you cache, overwrite this method.
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*/
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getMeshForSlot(slot) {
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let mesh = this.hasMeshForSlot(slot) ? this.meshesCache.get(slot) : null;
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if (!mesh) {
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mesh = this.slotMeshFactory();
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this.addChild(mesh);
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this.meshesCache.set(slot, mesh);
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}
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else {
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mesh.visible = true;
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}
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return mesh;
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}
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slotsObject = new Map();
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getSlotFromRef(slotRef) {
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let slot;
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if (typeof slotRef === 'number')
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slot = this.skeleton.slots[slotRef];
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else if (typeof slotRef === 'string')
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slot = this.skeleton.findSlot(slotRef);
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else
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slot = slotRef;
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if (!slot)
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throw new Error(`No slot found with the given slot reference: ${slotRef}`);
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return slot;
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}
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/**
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* Add a pixi Container as a child of the Spine object.
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* The Container will be rendered coherently with the draw order of the slot.
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* If an attachment is active on the slot, the pixi Container will be rendered on top of it.
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* If the Container is already attached to the given slot, nothing will happen.
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* If the Container is already attached to another slot, it will be removed from that slot
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* before adding it to the given one.
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* If another Container is already attached to this slot, the old one will be removed from this
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* slot before adding it to the current one.
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* @param slotRef - The slot index, or the slot name, or the Slot where the pixi object will be added to.
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* @param pixiObject - The pixi Container to add.
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* @param options - Optional settings for the attachment.
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* @param options.followAttachmentTimeline - If true, the attachment will follow the slot's attachment timeline.
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* @param options.followSlotColor - If true, the container tint will follow the skeleton and slot colors.
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*/
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addSlotObject(slotRef, pixiObject, options) {
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const slot = this.getSlotFromRef(slotRef);
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const oldPixiObject = this.slotsObject.get(slot)?.container;
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if (oldPixiObject && oldPixiObject === pixiObject)
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return;
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// search if the pixiObject was already in another slotObject
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||||
for (const [otherSlot, { container: oldPixiObjectAnotherSlot }] of this.slotsObject) {
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||||
if (otherSlot !== slot && oldPixiObjectAnotherSlot === pixiObject) {
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this.removeSlotObject(otherSlot, pixiObject);
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break;
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||||
}
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||||
}
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if (oldPixiObject)
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this.removeChild(oldPixiObject);
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this.slotsObject.set(slot, {
|
||||
container: pixiObject,
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||||
followAttachmentTimeline: options?.followAttachmentTimeline || false,
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||||
followSlotColor: options?.followSlotColor || false,
|
||||
});
|
||||
this.addChild(pixiObject);
|
||||
}
|
||||
/**
|
||||
* Return the Container connected to the given slot, if any.
|
||||
* Otherwise return undefined
|
||||
* @param pixiObject - The slot index, or the slot name, or the Slot to get the Container from.
|
||||
* @returns a Container if any, undefined otherwise.
|
||||
*/
|
||||
getSlotObject(slotRef) {
|
||||
const element = this.slotsObject.get(this.getSlotFromRef(slotRef));
|
||||
return element ? element.container : undefined;
|
||||
}
|
||||
/**
|
||||
* Remove a slot object from the given slot.
|
||||
* If `pixiObject` is passed and attached to the given slot, remove it from the slot.
|
||||
* If `pixiObject` is not passed and the given slot has an attached Container, remove it from the slot.
|
||||
* @param slotRef - The slot index, or the slot name, or the Slot where the pixi object will be remove from.
|
||||
* @param pixiObject - Optional, The pixi Container to remove.
|
||||
*/
|
||||
removeSlotObject(slotRef, pixiObject) {
|
||||
const slot = this.getSlotFromRef(slotRef);
|
||||
const slotObject = this.slotsObject.get(slot)?.container;
|
||||
if (!slotObject)
|
||||
return;
|
||||
// if pixiObject is passed, remove only if it is equal to the given one
|
||||
if (pixiObject && pixiObject !== slotObject)
|
||||
return;
|
||||
this.removeChild(slotObject);
|
||||
this.slotsObject.delete(slot);
|
||||
}
|
||||
/**
|
||||
* Removes all PixiJS containers attached to any slot.
|
||||
*/
|
||||
removeSlotObjects() {
|
||||
for (const [, slotObject] of this.slotsObject) {
|
||||
slotObject.container.removeFromParent();
|
||||
}
|
||||
this.slotsObject.clear();
|
||||
}
|
||||
verticesCache = Utils.newFloatArray(1024);
|
||||
clippingSlotToPixiMasks = {};
|
||||
pixiMaskCleanup(slot) {
|
||||
const mask = this.clippingSlotToPixiMasks[slot.data.name];
|
||||
if (mask) {
|
||||
delete this.clippingSlotToPixiMasks[slot.data.name];
|
||||
mask.destroy();
|
||||
}
|
||||
}
|
||||
updateSlotObject(element, slot, zIndex) {
|
||||
const { container: slotObject, followAttachmentTimeline } = element;
|
||||
const pose = slot.appliedPose;
|
||||
const followAttachmentValue = followAttachmentTimeline ? Boolean(pose.attachment) : true;
|
||||
const drawOrder = this.skeleton.drawOrder.appliedPose;
|
||||
slotObject.visible = drawOrder.includes(slot) && followAttachmentValue;
|
||||
if (slotObject.visible) {
|
||||
const applied = slot.bone.appliedPose;
|
||||
const matrix = slotObject.localTransform;
|
||||
matrix.a = applied.a;
|
||||
matrix.b = applied.c;
|
||||
matrix.c = -applied.b;
|
||||
matrix.d = -applied.d;
|
||||
matrix.tx = applied.worldX;
|
||||
matrix.ty = applied.worldY;
|
||||
slotObject.transform.setFromMatrix(matrix);
|
||||
slotObject.zIndex = zIndex + 1;
|
||||
slotObject.alpha = this.skeleton.color.a * pose.color.a;
|
||||
if (element.followSlotColor) {
|
||||
this.setSlotObjectTint(slotObject, ((255 * this.skeleton.color.r * pose.color.r) << 16) |
|
||||
((255 * this.skeleton.color.g * pose.color.g) << 8) |
|
||||
(255 * this.skeleton.color.b * pose.color.b));
|
||||
}
|
||||
}
|
||||
}
|
||||
setSlotObjectTint(slotObject, tint) {
|
||||
const tintable = slotObject;
|
||||
if ("tint" in tintable)
|
||||
tintable.tint = tint;
|
||||
for (const child of tintable.children ?? []) {
|
||||
this.setSlotObjectTint(child, tint);
|
||||
}
|
||||
}
|
||||
updateAndSetPixiMask(pixiMaskSource, pixiObject) {
|
||||
if (Spine.clipper.isClipping() && pixiMaskSource) {
|
||||
let mask = this.clippingSlotToPixiMasks[pixiMaskSource.slot.data.name];
|
||||
if (!mask) {
|
||||
mask = new Graphics();
|
||||
this.clippingSlotToPixiMasks[pixiMaskSource.slot.data.name] = mask;
|
||||
this.addChild(mask);
|
||||
}
|
||||
if (!pixiMaskSource.computed) {
|
||||
pixiMaskSource.computed = true;
|
||||
const clippingAttachment = pixiMaskSource.slot.appliedPose.attachment;
|
||||
const worldVerticesLength = clippingAttachment.worldVerticesLength;
|
||||
if (this.clippingVertAux.length < worldVerticesLength)
|
||||
this.clippingVertAux = new Float32Array(worldVerticesLength);
|
||||
clippingAttachment.computeWorldVertices(this.skeleton, pixiMaskSource.slot, 0, worldVerticesLength, this.clippingVertAux, 0, 2);
|
||||
mask.clear().lineStyle(0).beginFill(0x000000);
|
||||
mask.moveTo(this.clippingVertAux[0], this.clippingVertAux[1]);
|
||||
for (let i = 2; i < worldVerticesLength; i += 2) {
|
||||
mask.lineTo(this.clippingVertAux[i], this.clippingVertAux[i + 1]);
|
||||
}
|
||||
mask.finishPoly();
|
||||
}
|
||||
pixiObject.mask = mask;
|
||||
}
|
||||
else if (pixiObject.mask) {
|
||||
pixiObject.mask = null;
|
||||
}
|
||||
}
|
||||
/*
|
||||
* Colors in pixi are premultiplied.
|
||||
* Pixi blending modes are modified to work with premultiplied colors. We cannot create custom blending modes.
|
||||
* Textures are loaded as premultiplied (see assers/atlasLoader.ts: alphaMode: `page.pma ? ALPHA_MODES.PMA : ALPHA_MODES.UNPACK`):
|
||||
* - textures non premultiplied are premultiplied on GPU on upload
|
||||
* - textures premultiplied are uploaded on GPU as is since they are already premultiplied
|
||||
*
|
||||
* We need to take this into consideration and calculates final colors for both light and dark color as if textures were always premultiplied.
|
||||
* This implies for example that alpha for dark tint is always 1. This is way in DarkTintRenderer we have only the alpha of the light color.
|
||||
* If we ever want to load texture as non premultiplied on GPU, we must add a new dark alpha parameter to the TintMaterial and set the alpha.
|
||||
*/
|
||||
renderMeshes() {
|
||||
this.resetMeshes();
|
||||
let triangles = null;
|
||||
let uvs = null;
|
||||
let pixiMaskSource = null;
|
||||
const drawOrder = this.skeleton.drawOrder.appliedPose;
|
||||
const slots = drawOrder;
|
||||
for (let i = 0, n = drawOrder.length, slotObjectsCounter = 0; i < n; i++) {
|
||||
const slot = slots[i];
|
||||
// render pixi object on the current slot on top of the slot attachment
|
||||
const pixiObject = this.slotsObject.get(slot);
|
||||
const zIndex = i + slotObjectsCounter;
|
||||
if (pixiObject) {
|
||||
this.updateSlotObject(pixiObject, slot, zIndex + 1);
|
||||
slotObjectsCounter++;
|
||||
this.updateAndSetPixiMask(pixiMaskSource, pixiObject.container);
|
||||
}
|
||||
const pose = slot.appliedPose;
|
||||
const useDarkColor = !!pose.darkColor;
|
||||
const vertexSize = useDarkColor ? Spine.DARK_VERTEX_SIZE : Spine.VERTEX_SIZE;
|
||||
if (!slot.bone.active) {
|
||||
Spine.clipper.clipEnd(slot);
|
||||
this.pixiMaskCleanup(slot);
|
||||
continue;
|
||||
}
|
||||
const attachment = pose.attachment;
|
||||
let attachmentColor;
|
||||
let texture;
|
||||
let numFloats = 0;
|
||||
const skeleton = this.skeleton;
|
||||
if (attachment instanceof RegionAttachment) {
|
||||
const region = attachment;
|
||||
attachmentColor = region.color;
|
||||
numFloats = vertexSize * 4;
|
||||
const sequence = attachment.sequence;
|
||||
const sequenceIndex = sequence.resolveIndex(pose);
|
||||
attachment.computeWorldVertices(slot, attachment.getOffsets(pose), this.verticesCache, 0, vertexSize);
|
||||
triangles = Spine.QUAD_TRIANGLES;
|
||||
uvs = sequence.getUVs(sequenceIndex);
|
||||
texture = sequence.regions[sequenceIndex]?.texture;
|
||||
}
|
||||
else if (attachment instanceof MeshAttachment) {
|
||||
const mesh = attachment;
|
||||
attachmentColor = mesh.color;
|
||||
numFloats = (mesh.worldVerticesLength >> 1) * vertexSize;
|
||||
if (numFloats > this.verticesCache.length) {
|
||||
this.verticesCache = Utils.newFloatArray(numFloats);
|
||||
}
|
||||
mesh.computeWorldVertices(skeleton, slot, 0, mesh.worldVerticesLength, this.verticesCache, 0, vertexSize);
|
||||
triangles = mesh.triangles;
|
||||
const sequence = attachment.sequence;
|
||||
const sequenceIndex = sequence.resolveIndex(pose);
|
||||
uvs = sequence.getUVs(sequenceIndex);
|
||||
texture = sequence.regions[sequenceIndex]?.texture;
|
||||
}
|
||||
else if (attachment instanceof ClippingAttachment) {
|
||||
Spine.clipper.clipStart(skeleton, slot, attachment);
|
||||
pixiMaskSource = { slot, computed: false };
|
||||
continue;
|
||||
}
|
||||
else {
|
||||
if (this.hasMeshForSlot(slot)) {
|
||||
this.getMeshForSlot(slot).visible = false;
|
||||
}
|
||||
Spine.clipper.clipEnd(slot);
|
||||
this.pixiMaskCleanup(slot);
|
||||
continue;
|
||||
}
|
||||
if (texture != null) {
|
||||
const skeletonColor = skeleton.color;
|
||||
const slotColor = pose.color;
|
||||
const alpha = skeletonColor.a * slotColor.a * attachmentColor.a;
|
||||
this.lightColor.set(skeletonColor.r * slotColor.r * attachmentColor.r, skeletonColor.g * slotColor.g * attachmentColor.g, skeletonColor.b * slotColor.b * attachmentColor.b, alpha);
|
||||
if (pose.darkColor != null) {
|
||||
this.darkColor.set(pose.darkColor.r, pose.darkColor.g, pose.darkColor.b, 1);
|
||||
}
|
||||
else {
|
||||
this.darkColor.set(0, 0, 0, 1);
|
||||
}
|
||||
let finalVertices;
|
||||
let finalVerticesLength;
|
||||
let finalIndices;
|
||||
let finalIndicesLength;
|
||||
if (Spine.clipper.isClipping() && Spine.clipper.clipTriangles(this.verticesCache, triangles, triangles.length, uvs, this.lightColor, this.darkColor, useDarkColor, vertexSize)) {
|
||||
finalVertices = Spine.clipper.clippedVertices;
|
||||
finalVerticesLength = finalVertices.length;
|
||||
finalIndices = Spine.clipper.clippedTriangles;
|
||||
finalIndicesLength = finalIndices.length;
|
||||
}
|
||||
else {
|
||||
const verts = this.verticesCache;
|
||||
for (let v = 2, u = 0, n = numFloats; v < n; v += vertexSize, u += 2) {
|
||||
let tempV = v;
|
||||
verts[tempV++] = this.lightColor.r;
|
||||
verts[tempV++] = this.lightColor.g;
|
||||
verts[tempV++] = this.lightColor.b;
|
||||
verts[tempV++] = this.lightColor.a;
|
||||
verts[tempV++] = uvs[u];
|
||||
verts[tempV++] = uvs[u + 1];
|
||||
if (useDarkColor) {
|
||||
verts[tempV++] = this.darkColor.r;
|
||||
verts[tempV++] = this.darkColor.g;
|
||||
verts[tempV++] = this.darkColor.b;
|
||||
verts[tempV++] = this.darkColor.a;
|
||||
}
|
||||
}
|
||||
finalVertices = this.verticesCache;
|
||||
finalVerticesLength = numFloats;
|
||||
finalIndices = triangles;
|
||||
finalIndicesLength = triangles.length;
|
||||
}
|
||||
if (finalVerticesLength === 0 || finalIndicesLength === 0) {
|
||||
Spine.clipper.clipEnd(slot);
|
||||
continue;
|
||||
}
|
||||
const mesh = this.getMeshForSlot(slot);
|
||||
mesh.renderable = true;
|
||||
mesh.zIndex = zIndex;
|
||||
mesh.updateFromSpineData(texture, slot.data.blendMode, slot.data.name, finalVertices, finalVerticesLength, finalIndices, finalIndicesLength, useDarkColor);
|
||||
}
|
||||
Spine.clipper.clipEnd(slot);
|
||||
this.pixiMaskCleanup(slot);
|
||||
}
|
||||
Spine.clipper.clipEnd();
|
||||
}
|
||||
calculateBounds() {
|
||||
if (!this._boundsProvider) {
|
||||
super.calculateBounds();
|
||||
return;
|
||||
}
|
||||
const transform = this.transform;
|
||||
if (this._boundsSpineID === transform._worldID)
|
||||
return;
|
||||
this.updateBounds();
|
||||
const bounds = this._localBounds;
|
||||
const p = this._boundsPoint;
|
||||
p.set(bounds.minX, bounds.minY);
|
||||
transform.worldTransform.apply(p, p);
|
||||
this._bounds.minX = p.x;
|
||||
this._bounds.minY = p.y;
|
||||
p.set(bounds.maxX, bounds.maxY);
|
||||
transform.worldTransform.apply(p, p);
|
||||
this._bounds.maxX = p.x;
|
||||
this._bounds.maxY = p.y;
|
||||
}
|
||||
updateBounds() {
|
||||
if (!this._boundsProvider || !this._boundsSpineDirty)
|
||||
return;
|
||||
this._boundsSpineDirty = false;
|
||||
if (!this._localBounds) {
|
||||
this._localBounds = new Bounds();
|
||||
}
|
||||
const boundsSpine = this._boundsProvider.calculateBounds(this);
|
||||
const bounds = this._localBounds;
|
||||
bounds.clear();
|
||||
bounds.minX = boundsSpine.x;
|
||||
bounds.minY = boundsSpine.y;
|
||||
bounds.maxX = boundsSpine.x + boundsSpine.width;
|
||||
bounds.maxY = boundsSpine.y + boundsSpine.height;
|
||||
this.hitArea = this._localBounds.getRectangle();
|
||||
}
|
||||
/**
|
||||
* Set the position of the bone given in input through a {@link IPointData}.
|
||||
* @param bone: the bone name or the bone instance to set the position
|
||||
* @param outPos: the new position of the bone.
|
||||
* @throws {Error}: if the given bone is not found in the skeleton, an error is thrown
|
||||
*/
|
||||
setBonePosition(bone, position) {
|
||||
const actualBone = typeof bone === "string" ? this.skeleton.findBone(bone) : bone;
|
||||
if (!actualBone)
|
||||
throw Error(`Cannot set bone position, bone ${String(bone)} not found`);
|
||||
Spine.vectorAux.set(position.x, position.y);
|
||||
const applied = actualBone.appliedPose;
|
||||
if (actualBone.parent) {
|
||||
const aux = actualBone.parent.appliedPose.worldToLocal(Spine.vectorAux);
|
||||
applied.x = aux.x;
|
||||
applied.y = aux.y;
|
||||
}
|
||||
else {
|
||||
applied.x = Spine.vectorAux.x;
|
||||
applied.y = Spine.vectorAux.y;
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Return the position of the bone given in input into an {@link IPointData}.
|
||||
* @param bone: the bone name or the bone instance to get the position from
|
||||
* @param outPos: an optional {@link IPointData} to use to return the bone position, rathern than instantiating a new object.
|
||||
* @returns {IPointData | undefined}: the position of the bone, or undefined if no matching bone is found in the skeleton
|
||||
*/
|
||||
getBonePosition(bone, outPos) {
|
||||
const actualBone = typeof bone === "string" ? this.skeleton.findBone(bone) : bone;
|
||||
if (!actualBone) {
|
||||
console.error(`Cannot get bone position! Bone ${String(bone)} not found`);
|
||||
return outPos;
|
||||
}
|
||||
if (!outPos) {
|
||||
outPos = { x: 0, y: 0 };
|
||||
}
|
||||
outPos.x = actualBone.appliedPose.worldX;
|
||||
outPos.y = actualBone.appliedPose.worldY;
|
||||
return outPos;
|
||||
}
|
||||
/** Converts a point from the skeleton coordinate system to the Pixi world coordinate system. */
|
||||
skeletonToPixiWorldCoordinates(point) {
|
||||
this.worldTransform.apply(point, point);
|
||||
}
|
||||
/** Converts a point from the Pixi world coordinate system to the skeleton coordinate system. */
|
||||
pixiWorldCoordinatesToSkeleton(point) {
|
||||
this.worldTransform.applyInverse(point, point);
|
||||
}
|
||||
/** Converts a point from the Pixi world coordinate system to the bone's local coordinate system. */
|
||||
pixiWorldCoordinatesToBone(point, bone) {
|
||||
this.pixiWorldCoordinatesToSkeleton(point);
|
||||
if (bone.parent) {
|
||||
bone.parent.appliedPose.worldToLocal(point);
|
||||
}
|
||||
else {
|
||||
bone.appliedPose.worldToLocal(point);
|
||||
}
|
||||
}
|
||||
/** A cache containing skeleton data and atlases already loaded by {@link Spine.from}. */
|
||||
static skeletonCache = Object.create(null);
|
||||
static skeletonDataCacheKeys = new WeakMap();
|
||||
static getSkeletonCacheKey({ skeleton, atlas, scale = 1 }) {
|
||||
return `${skeleton}-${atlas}-${scale}`;
|
||||
}
|
||||
/**
|
||||
* Get a convenient initialization configuration for your Spine game object.
|
||||
* Before instantiating a Spine game object, the skeleton (`.skel` or `.json`) and the atlas text files must be loaded into the Assets. For example:
|
||||
* ```
|
||||
* PIXI.Assets.add("sackData", "/assets/sack-pro.skel");
|
||||
* PIXI.Assets.add("sackAtlas", "/assets/sack-pma.atlas");
|
||||
* await PIXI.Assets.load(["sackData", "sackAtlas"]);
|
||||
* ```
|
||||
* Once a Spine game object is created, its skeleton data is cached into {@link Spine.skeletonCache} using the key:
|
||||
* `${skeletonAssetName}-${atlasAssetName}-${options?.scale ?? 1}`
|
||||
*
|
||||
* @param options - Options to configure the Spine game object. See {@link SpineFromOptions}
|
||||
* @returns {SpineOptions} The configuration ready to be passed to the Spine constructor
|
||||
*/
|
||||
static createOptions({ skeleton, atlas, scale = 1, darkTint, autoUpdate = true, boundsProvider, allowMissingRegions, ticker }) {
|
||||
const cacheKey = Spine.getSkeletonCacheKey({ skeleton, atlas, scale });
|
||||
let skeletonData = Spine.skeletonCache[cacheKey];
|
||||
if (!skeletonData) {
|
||||
// biome-ignore lint/suspicious/noExplicitAny: json skeleton is any
|
||||
const skeletonAsset = Assets.get(skeleton);
|
||||
const atlasAsset = Assets.get(atlas);
|
||||
const attachmentLoader = new AtlasAttachmentLoader(atlasAsset, allowMissingRegions);
|
||||
const parser = skeletonAsset instanceof Uint8Array ? new SkeletonBinary(attachmentLoader) : new SkeletonJson(attachmentLoader);
|
||||
parser.scale = scale;
|
||||
skeletonData = parser.readSkeletonData(skeletonAsset);
|
||||
Spine.skeletonCache[cacheKey] = skeletonData;
|
||||
}
|
||||
Spine.skeletonDataCacheKeys.set(skeletonData, cacheKey);
|
||||
return { skeletonData, darkTint, autoUpdate, boundsProvider, ticker };
|
||||
}
|
||||
/**
|
||||
* @deprecated Use directly the Spine constructor or {@link createOptions} to make options and customize it to pass to the constructor
|
||||
* Before instantiating a Spine game object, the skeleton (`.skel` or `.json`) and the atlas text files must be loaded into the Assets. For example:
|
||||
* ```
|
||||
* PIXI.Assets.add("sackData", "/assets/sack-pro.skel");
|
||||
* PIXI.Assets.add("sackAtlas", "/assets/sack-pma.atlas");
|
||||
* await PIXI.Assets.load(["sackData", "sackAtlas"]);
|
||||
* ```
|
||||
* Once a Spine game object is created, its skeleton data is cached into {@link Spine.skeletonCache} using the key:
|
||||
* `${skeletonAssetName}-${atlasAssetName}-${options?.scale ?? 1}`
|
||||
*
|
||||
* @param options - Options to configure the Spine game object. See {@link SpineFromOptions}
|
||||
* @returns {Spine} The Spine game object instantiated
|
||||
*/
|
||||
static from(options) {
|
||||
return new Spine(Spine.createOptions(options));
|
||||
}
|
||||
get tint() {
|
||||
return this.skeleton.color.toRgb888();
|
||||
}
|
||||
set tint(value) {
|
||||
Color.rgb888ToColor(this.skeleton.color, value);
|
||||
}
|
||||
}
|
||||
Skeleton.yDown = true;
|
||||
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Reference in new issue
Block a user