修复pma 皮肤渲染
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@@ -35,8 +35,13 @@ function imageForCanvas(image, context, premultipliedAlpha) {
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try {
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const ownerDocument = context.canvas && context.canvas.ownerDocument;
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const doc = ownerDocument || (typeof document !== 'undefined' ? document : null);
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if (!doc || !image.width || !image.height) return image;
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const canvas = doc.createElement('canvas');
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if (!image.width || !image.height) return image;
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let canvas;
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if (doc) canvas = doc.createElement('canvas');
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else {
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try { canvas = require('@napi-rs/canvas').createCanvas(image.width, image.height); }
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catch (e) { return image; }
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}
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canvas.width = image.width;
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canvas.height = image.height;
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const ctx = canvas.getContext('2d', { willReadFrequently: true });
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+9
-3
@@ -152,6 +152,7 @@ async function renderThumbnail({ skeletonPath, atlasPath, texturePaths, version,
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const isBinary = /\.skel(\.bytes)?$/i.test(skeletonPath);
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const dir = path.dirname(skeletonPath);
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const atlasText = fs.readFileSync(atlasPath, 'utf8');
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const premultipliedAlpha = utils.parseAtlasPma(atlasText) === true;
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const spine = loadRuntime(runtimeDir);
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const atlas = await buildTextureAtlas(spine, atlasText, dir, texturePaths);
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@@ -162,6 +163,7 @@ async function renderThumbnail({ skeletonPath, atlasPath, texturePaths, version,
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throw new Error('骨骼数据为空:' + name);
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}
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const skeleton = new spine.Skeleton(skeletonData);
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utils.applySkin(skeleton, utils.preferredSkin(skeletonData));
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// 计算所有动画的包围盒,取最合适的姿态用于缩略图。
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// 默认使用 setup pose(编辑器内的标准站姿),保证缩略图稳定、接近编辑视图。
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@@ -191,13 +193,17 @@ async function renderThumbnail({ skeletonPath, atlasPath, texturePaths, version,
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ctx.translate(-cx, -cy);
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let renderer = null;
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if (runtimeDir === '3.4' || runtimeDir === '3.5') renderer = require('./spine-canvas-clipping.js').createRenderer(spine, ctx, runtimeDir);
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else if (spine.canvas && spine.canvas.SkeletonRenderer) renderer = new spine.canvas.SkeletonRenderer(ctx);
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else if (spine.SkeletonRenderer) renderer = new spine.SkeletonRenderer(ctx);
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try { renderer = require('./spine-canvas-clipping.js').createRenderer(spine, ctx, runtimeDir); }
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catch (e) {
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if (spine.canvas && spine.canvas.SkeletonRenderer) renderer = new spine.canvas.SkeletonRenderer(ctx);
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else if (spine.SkeletonRenderer) renderer = new spine.SkeletonRenderer(ctx);
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}
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if (renderer) {
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// 使用三角渲染,正确处理 mesh 附件(如角色身体的网格)
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if ('triangleRendering' in renderer) renderer.triangleRendering = true;
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renderer.premultipliedAlpha = premultipliedAlpha;
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renderer.draw(skeleton);
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if (renderer.dispose) renderer.dispose();
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}
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ctx.restore();
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}
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@@ -644,6 +644,37 @@ function parseAtlasPages(atlasText) {
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return pages.filter((p) => !/[=,:]/.test(p));
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}
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/**
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* 读取 Atlas 页面声明的预乘设置。Spine 4.x 会为每个页面写入
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* `pma:true/false`;旧版 Atlas 通常没有该字段,此时返回 undefined。
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* Spine 的一次导出会让所有页面使用同一设置。若遇到手工拼接且声明冲突
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* 的 Atlas,采用第一个页面的声明,保持与页面/区域读取顺序一致。
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*/
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function parseAtlasPma(atlasText) {
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if (typeof atlasText !== 'string') return undefined;
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const matches = Array.from(atlasText.matchAll(/^\s*pma\s*:\s*(true|false)\s*$/gim));
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return matches.length ? matches[0][1].toLowerCase() === 'true' : undefined;
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}
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/** 找到应在首次预览时使用的皮肤:defaultSkin、名为 default 的皮肤、第一个皮肤。 */
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function preferredSkin(skeletonData) {
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if (!skeletonData) return null;
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if (skeletonData.defaultSkin) return skeletonData.defaultSkin;
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const skins = skeletonData.skins || [];
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return skins.find((skin) => skin && skin.name === 'default') || skins[0] || null;
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}
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/** 应用皮肤并按 setup pose 重新解析槽位附件,跨 Spine 3.4–4.3 使用。 */
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function applySkin(skeleton, skin) {
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if (!skeleton || !skin) return false;
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if (typeof skeleton.setSkin === 'function') skeleton.setSkin(skin);
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else if (typeof skeleton.setSkinByName === 'function') skeleton.setSkinByName(skin.name);
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else return false;
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if (typeof skeleton.setSlotsToSetupPose === 'function') skeleton.setSlotsToSetupPose();
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else if (typeof skeleton.setToSetupPose === 'function') skeleton.setToSetupPose();
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return true;
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}
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module.exports = {
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SKELETON_EXTS,
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ATLAS_EXTS,
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@@ -663,6 +694,9 @@ module.exports = {
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looksLikeSkeletonJson,
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discoverAssets,
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parseAtlasPages,
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parseAtlasPma,
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preferredSkin,
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applySkin,
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isEagleItemDir,
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getSearchRoots,
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collectSpineFiles,
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