411 lines
15 KiB
JavaScript
411 lines
15 KiB
JavaScript
// Spine 4.2 逻辑适配器 (基于 V30 + 全局配置 + Timeline + DebugDraw)
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window.startSpine42 = async function(canvas, files) {
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console.log("启动 Spine 4.2 引擎...");
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// =============================================================
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// 动态增强 UI
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// =============================================================
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const uiPanel = document.getElementById('ui');
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// 适配新版 UI:绑定现有的 PMA checkbox
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const chkPma = document.getElementById('chk-pma');
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if (chkPma) {
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chkPma.onchange = (e) => {
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// 4.2 可能需要特定的处理,或者只是重绘
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// 这里假设 render loop 会读取 global pma setting
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window.viewerConfig.pmaEnabled = e.target.checked;
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};
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}
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// 物理重置按钮保留,但样式微调
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if (!document.getElementById('btn-reset-phy')) {
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const btn = document.createElement('button');
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btn.id = 'btn-reset-phy';
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btn.innerText = "💥 重置物理";
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btn.className = 'btn-export'; // 复用导出按钮的样式
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btn.style.marginTop = '15px';
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btn.style.background = '#880000'; // 特殊颜色
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btn.onclick = () => resetPhysics();
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uiPanel.appendChild(btn);
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}
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// =============================================================
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// 核心变量
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// =============================================================
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const ui = {
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log: (msg, type) => {
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console.log(msg);
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const box = document.getElementById('log');
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if(box) box.innerText = msg;
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},
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updateSliders: () => {
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const sx = document.getElementById('posX');
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const sy = document.getElementById('posY');
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if(sx) sx.value = cam.x;
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if(sy) sy.value = cam.y;
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}
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};
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const Mat4 = {
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create: () => new Float32Array([1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1]),
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ortho: (out, l, r, b, t, n, f) => {
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const lr = 1/(l-r), bt = 1/(b-t), nf = 1/(n-f);
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out[0]=-2*lr; out[5]=-2*bt; out[10]=2*nf; out[12]=(l+r)*lr; out[13]=(t+b)*bt; out[14]=(f+n)*nf; out[15]=1;
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}
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};
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let gl, shader, batcher, renderer;
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let skeleton, state, mvp = Mat4.create();
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let lastTime = Date.now();
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let cam = {x:0, y:0, zoom:1.0};
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window.cam42 = cam; // 暴露给导出脚本使用
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let globalTexture = null;
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const Physics = { None: 0, Update: 1, Reset: 2 };
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// =============================================================
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// 初始化 WebGL
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// =============================================================
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try {
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// 关键修复:添加 premultipliedAlpha: false,解决半透明黑边问题
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gl = canvas.getContext('webgl', { alpha: true, preserveDrawingBuffer: true, premultipliedAlpha: false });
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if(!gl) throw "WebGL 不可用";
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// 确保 WebGL 不自动预乘 (因为 PMA 图片本身已经是预乘过的)
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gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
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shader = spine.Shader.newTwoColoredTextured(gl);
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batcher = new spine.PolygonBatcher(gl, true);
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renderer = new spine.SkeletonRenderer(gl);
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renderer.twoColor = true;
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renderer.premultipliedAlpha = true;
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bindInput();
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// 开始处理文件
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handleFiles(files);
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// 启动循环
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requestAnimationFrame(loop);
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} catch(e) { ui.log("初始化失败: " + e, 'err'); }
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// =============================================================
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// 输入绑定
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// =============================================================
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function bindInput() {
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// 鼠标/滚轮控制
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canvas.onwheel = e => {
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cam.zoom *= (e.deltaY>0 ? 0.9 : 1.1);
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if(cam.zoom < 0.1) cam.zoom = 0.1;
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if(cam.zoom > 10) cam.zoom = 10;
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};
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let drag=false, lx, ly, isRight=false;
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canvas.oncontextmenu = e => e.preventDefault();
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canvas.onmousedown = e => {
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drag=true;
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isRight = (e.button === 2);
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lx=e.clientX; ly=e.clientY;
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};
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window.onmouseup = () => drag=false;
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window.onmousemove = e => {
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if(drag) {
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let dx = e.clientX - lx;
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let dy = e.clientY - ly;
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if(isRight) {
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let newZoom = cam.zoom * (1 + dy * 0.005);
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if(newZoom > 0.1 && newZoom < 10) cam.zoom = newZoom;
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} else {
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cam.x -= dx / cam.zoom;
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cam.y += dy / cam.zoom;
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// 物理惯性
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if (skeleton) {
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skeleton.x += dx / cam.zoom;
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skeleton.y -= dy / cam.zoom;
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}
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ui.updateSliders();
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}
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lx = e.clientX; ly = e.clientY;
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}
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};
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const sx = document.getElementById('posX');
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const sy = document.getElementById('posY');
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if(sx) sx.oninput = () => cam.x = parseFloat(sx.value);
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if(sy) sy.oninput = () => cam.y = parseFloat(sy.value);
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// 绑定全局归位函数
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window.resetView = function() {
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if(skeleton) {
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// 4.2 需要同时重置摄像机和骨骼位置(如果有物理惯性)
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cam.x = 0;
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cam.y = -200; // 4.2 默认稍微向下偏移一点
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cam.zoom = 1.0;
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// 重置滑块
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if(sx) sx.value = 0;
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if(sy) sy.value = -200;
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ui.log("视图已重置");
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}
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};
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}
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function resetPhysics() {
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if(skeleton && spine.Physics) {
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skeleton.updateWorldTransform(spine.Physics.reset);
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ui.log("物理已重置");
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}
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}
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// =============================================================
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// 文件处理
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// =============================================================
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async function handleFiles(fileList) {
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let map = {};
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for(let f of fileList) {
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let n = f.name.toLowerCase();
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if(n.includes('.atlas')) map.atlas = f;
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else if(n.includes('.png') || n.includes('.jpg') || n.includes('.webp')) map.png = f;
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else if(n.includes('.skel') || n.includes('.json')) map.main = f;
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}
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if(!map.atlas || !map.png || !map.main) {
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ui.log("文件缺失: 需要 .json/.skel + .atlas + .png", 'err');
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return;
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}
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try {
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const imgBlob = URL.createObjectURL(map.png);
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const img = new Image();
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img.onload = () => processSpine(map, img);
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img.src = imgBlob;
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} catch(e) { ui.log(e, 'err'); }
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}
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async function processSpine(map, img) {
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try {
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ui.log("正在加载 (Spine 4.2)...");
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const atlasText = await readFile(map.atlas, 'text');
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globalTexture = new spine.GLTexture(gl, img, false);
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globalTexture.setFilters(gl.LINEAR, gl.LINEAR);
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globalTexture.setWraps(gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE);
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const atlas = new spine.TextureAtlas(atlasText, path => globalTexture);
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// 强制修正 Atlas 尺寸
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for(let page of atlas.pages) { page.width = img.width; page.height = img.height; }
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const loader = new spine.AtlasAttachmentLoader(atlas);
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let skelData;
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if(map.main.name.includes('.skel')) {
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ui.log("解析二进制文件...");
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const buffer = await readFile(map.main, 'array');
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skelData = new spine.SkeletonBinary(loader).readSkeletonData(new Uint8Array(buffer));
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} else {
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ui.log("解析 JSON 文件...");
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const text = await readFile(map.main, 'text');
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skelData = new spine.SkeletonJson(loader).readSkeletonData(JSON.parse(text));
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}
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ui.log(`版本: ${skelData.version}`);
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skeleton = new spine.Skeleton(skelData);
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window.skeleton = skeleton; // 暴露给导出脚本
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// 自动注入纹理
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let fixCount = 0;
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for(let skin of skeleton.data.skins) {
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let entries = skin.getAttachments ? skin.getAttachments() : skin.attachments;
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for(let entry of entries) {
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let att = entry ? entry.attachment : null;
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if(att && att.region) {
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att.region.texture = globalTexture;
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att.region.renderObject = att.region;
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fixCount++;
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}
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}
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}
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skeleton.setToSetupPose();
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if(spine.Physics) skeleton.updateWorldTransform(spine.Physics.reset);
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state = new spine.AnimationState(new spine.AnimationStateData(skelData));
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setupUI(skelData);
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// 预热两帧
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state.update(0); state.apply(skeleton); skeleton.updateWorldTransform(spine.Physics.update);
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state.update(0); state.apply(skeleton); skeleton.updateWorldTransform(spine.Physics.update);
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// 自动对焦
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const offset = new spine.Vector2(), size = new spine.Vector2();
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skeleton.getBounds(offset, size, []);
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if(size.x > 0) {
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cam.x = offset.x + size.x/2;
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cam.y = offset.y + size.y/2;
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cam.zoom = Math.min(canvas.width/size.x, canvas.height/size.y) * 0.8;
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} else {
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cam.x = 0; cam.y = -200;
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}
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ui.updateSliders();
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// 显示UI
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document.getElementById('ui').style.display = 'block';
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document.getElementById('controls').style.display = 'flex';
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} catch(e) { ui.log(e.message, 'err'); }
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}
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function setupUI(data) {
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const animSelect = document.getElementById('anim-select');
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const skinSelect = document.getElementById('skin-select');
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if(!animSelect || !skinSelect) return;
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animSelect.innerHTML = "";
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skinSelect.innerHTML = "";
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data.animations.forEach(a => {
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const opt = document.createElement('option');
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opt.value = a.name; opt.text = a.name; animSelect.appendChild(opt);
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});
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if(data.animations.length > 0) {
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state.setAnimation(0, data.animations[0].name, true);
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}
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data.skins.forEach(s => {
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const opt = document.createElement('option');
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opt.value = s.name; opt.text = s.name; skinSelect.appendChild(opt);
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});
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if(data.defaultSkin) skinSelect.value = data.defaultSkin.name;
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animSelect.onchange = () => state.setAnimation(0, animSelect.value, true);
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skinSelect.onchange = () => {
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skeleton.setSkinByName(skinSelect.value);
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skeleton.setSlotsToSetupPose();
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skeleton.setToSetupPose();
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if(spine.Physics) skeleton.updateWorldTransform(spine.Physics.reset);
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};
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}
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function readFile(f, type) {
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return new Promise(r => {
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const fr = new FileReader();
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fr.onload = () => r(fr.result);
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if(type==='text') fr.readAsText(f); else fr.readAsArrayBuffer(f);
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});
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}
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// =============================================================
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// 渲染循环
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// =============================================================
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function loop() {
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requestAnimationFrame(loop);
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const now = Date.now();
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const targetFps = window.viewerConfig.targetFps || 30;
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const interval = 1000 / targetFps;
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const elapsed = now - lastTime;
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if (elapsed < interval) return;
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lastTime = now - (elapsed % interval);
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let dt = elapsed / 1000;
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// 应用倍速
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const speed = window.viewerConfig.speed || 1.0;
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dt *= speed;
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// === 导出模式判断 ===
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const isExporting = window.viewerConfig.isExporting;
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if (!isExporting) {
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if(canvas.width !== window.innerWidth) { canvas.width = window.innerWidth; canvas.height = window.innerHeight; }
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}
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gl.viewport(0, 0, canvas.width, canvas.height);
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if (isExporting) {
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gl.clearColor(0, 0, 0, 0); // 强制全透明
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} else {
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const bg = window.viewerConfig ? window.viewerConfig.bgColor : [0.2, 0.2, 0.2, 1];
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gl.clearColor(bg[0], bg[1], bg[2], bg[3]);
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}
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gl.clear(gl.COLOR_BUFFER_BIT);
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if(!skeleton || !state) return;
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try {
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// === 时间轴核心控制 ===
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const ctrl = window.animControl;
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let track = state.getCurrent(0);
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if (track) {
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if (ctrl) ctrl.updateUI(track.trackTime, track.animation.duration);
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if (ctrl && ctrl.isScrubbing && ctrl.targetTime >= 0) {
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track.trackTime = ctrl.targetTime;
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}
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else if (ctrl && !ctrl.isPlaying) {
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if (skeleton.update) skeleton.update(0);
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state.update(0);
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}
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else {
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state.update(dt);
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}
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} else {
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state.update(dt);
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}
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state.apply(skeleton);
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// 物理更新逻辑
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if(skeleton.update && (!ctrl || (ctrl.isPlaying && !ctrl.isScrubbing))) {
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skeleton.update(dt);
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}
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if(spine.Physics) skeleton.updateWorldTransform(spine.Physics.update);
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else skeleton.updateWorldTransform(1);
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if(!Number.isFinite(cam.zoom)) cam.zoom=0.1;
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const w = canvas.width, h = canvas.height;
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Mat4.ortho(mvp, cam.x - w/cam.zoom/2, cam.x + w/cam.zoom/2, cam.y - h/cam.zoom/2, cam.y + h/cam.zoom/2, -2000, 2000);
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shader.bind();
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shader.setUniform4x4f(spine.Shader.MVP_MATRIX, mvp);
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shader.setUniformi(spine.Shader.SAMPLER, 0);
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// 从全局配置读取 PMA
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const pma = window.viewerConfig ? window.viewerConfig.pmaEnabled : true;
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gl.enable(gl.BLEND);
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gl.blendFunc(pma ? gl.ONE : gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
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batcher.begin(shader);
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renderer.draw(batcher, skeleton);
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batcher.end();
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shader.unbind();
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// === 绘制骨骼调试线 (导出时不绘制) ===
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if(!isExporting) {
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if(window.debugRenderer && window.viewerConfig.showBones) {
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window.debugRenderer.drawBones(
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skeleton,
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cam.x,
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cam.y,
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cam.zoom,
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h
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);
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} else if(window.debugRenderer) {
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window.debugRenderer.drawBones(null, 0,0,1,0);
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}
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}
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} catch(e) { }
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}
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};
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