-
Notifications
You must be signed in to change notification settings - Fork 144
/
Copy pathFlxSpine.hx
618 lines (512 loc) · 16 KB
/
FlxSpine.hx
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
package flixel.addons.editors.spine;
import flixel.FlxCamera;
import flixel.FlxG;
import flixel.FlxObject;
import flixel.FlxSprite;
import flixel.FlxStrip;
import flixel.addons.editors.spine.texture.FlixelTextureLoader;
import flixel.graphics.FlxGraphic;
import flixel.graphics.frames.FlxAtlasFrames;
import flixel.graphics.frames.FlxImageFrame;
import flixel.math.FlxAngle;
import flixel.math.FlxMath;
import flixel.math.FlxMatrix;
import flixel.math.FlxPoint;
import flixel.math.FlxRect;
import flixel.util.FlxColor;
import flixel.util.FlxDestroyUtil;
import haxe.ds.ObjectMap;
import openfl.Assets;
import openfl.Vector;
import openfl.display.BitmapData;
import openfl.display.BlendMode;
import openfl.display.Graphics;
import openfl.display.Sprite;
import spinehaxe.Bone;
import spinehaxe.Skeleton;
import spinehaxe.SkeletonData;
import spinehaxe.SkeletonJson;
import spinehaxe.Slot;
import spinehaxe.animation.AnimationState;
import spinehaxe.animation.AnimationStateData;
import spinehaxe.atlas.Atlas;
import spinehaxe.atlas.AtlasRegion;
import spinehaxe.attachments.AtlasAttachmentLoader;
import spinehaxe.attachments.Attachment;
import spinehaxe.attachments.MeshAttachment;
import spinehaxe.attachments.RegionAttachment;
/**
* A Sprite that can play animations exported by Spine (http://esotericsoftware.com/)
*
* @author Big thanks to the work on spinehx by nitrobin (https://github.com/nitrobin/spinehx).
* HaxeFlixel Port by: Sasha (Beeblerox), Sam Batista (crazysam), Kuris Makku (xraven13)
*
* The current version is using https://github.com/bendmorris/spinehaxe
* since the original lib by nitrobin isn't supported anymore.
*/
class FlxSpine extends FlxSprite
{
/**
* Get Spine animation data (atlas + animation).
*
* @param AtlasName The name of the atlas data files exported from Spine (.atlas and .png).
* @param AnimationName The name of the animation data file exported from Spine (.json).
* @param DataPath The directory these files are located at
* @param Scale Animation scale
*/
public static function readSkeletonData(AtlasName:String, AnimationName:String, DataPath:String, Scale:Float = 1):SkeletonData
{
if (DataPath.lastIndexOf("/") < 0)
DataPath += "/"; // append / at the end of the folder path
var spineAtlas:Atlas = new Atlas(Assets.getText(DataPath + AtlasName + ".atlas"), new FlixelTextureLoader(DataPath));
var json:SkeletonJson = new SkeletonJson(new AtlasAttachmentLoader(spineAtlas));
json.scale = Scale;
var skeletonData:SkeletonData = json.readSkeletonData(Assets.getText(DataPath + AnimationName + ".json"), AnimationName);
return skeletonData;
}
public var skeleton(default, null):Skeleton;
public var skeletonData(default, null):SkeletonData;
public var state(default, null):AnimationState;
public var stateData(default, null):AnimationStateData;
/**
* Helper FlxObject, which you can use for colliding with other flixel objects.
* Collider have additional offsetX and offsetY properties which helps you to adjust hitbox.
* Change of position of this sprite causes change of collider's position and vice versa.
* But you should apply velocity and acceleration to collider rather than to this spine sprite.
*/
public var collider(default, null):FlxSpineCollider;
public var renderMeshes:Bool = false;
var _tempVertices:Array<Float>;
var _quadTriangles:Array<Int>;
var _regionWrappers = new Map<RegionAttachment, FlxSprite>();
/**
* Instantiate a new Spine Sprite.
* @param skeletonData Animation data from Spine (.json .skel .png), get it like this: FlxSpineSprite.readSkeletonData( "mySpriteData", "assets/" );
* @param X The initial X position of the sprite.
* @param Y The initial Y position of the sprite.
* @param Width The maximum width of this sprite (avoid very large sprites since they are performance intensive).
* @param Height The maximum height of this sprite (avoid very large sprites since they are performance intensive).
* @param OffsetX The X offset of the sprite.
* @param OffsetY The Y offset of the sprite.
* @param renderMeshes If true, then graphic will be rendered with drawTriangles(), if false (by default), then it will be rendered with drawTiles().
*/
public function new(skeletonData:SkeletonData, X:Float = 0, Y:Float = 0, Width:Float = 0, Height:Float = 0, OffsetX:Float = 0, OffsetY:Float = 0,
renderMeshes:Bool = false)
{
super(X, Y);
Bone.yDown = true;
width = Width;
height = Height;
this.skeletonData = skeletonData;
stateData = new AnimationStateData(skeletonData);
state = new AnimationState(stateData);
skeleton = new Skeleton(skeletonData);
skeleton.updateWorldTransform();
flipX = false;
flipY = false;
collider = new FlxSpineCollider(this, X, Y, Width, Height, OffsetX, OffsetY);
setPosition(x, y);
setSize(width, height);
var drawOrder:Array<Slot> = skeleton.drawOrder;
for (slot in drawOrder)
{
if (slot.attachment == null)
{
continue;
}
if ((slot.attachment is MeshAttachment))
{
renderMeshes = true;
break;
}
}
this.renderMeshes = renderMeshes;
_tempVertices = new Array<Float>();
_quadTriangles = new Array<Int>();
_quadTriangles[0] = 0; // = Vector.fromArray([0, 1, 2, 2, 3, 0]);
_quadTriangles[1] = 1;
_quadTriangles[2] = 2;
_quadTriangles[3] = 2;
_quadTriangles[4] = 3;
_quadTriangles[5] = 0;
}
override public function destroy():Void
{
collider = FlxDestroyUtil.destroy(collider);
skeletonData = null;
skeleton = null;
state = null;
stateData = null;
_tempVertices = null;
_quadTriangles = null;
super.destroy();
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
skeleton.update(elapsed);
state.update(elapsed);
state.apply(skeleton);
skeleton.updateWorldTransform();
}
/**
* Called by game loop, updates then blits or renders current frame of animation to the screen
*/
override public function draw():Void
{
if (alpha == 0)
return;
if (renderMeshes)
renderWithTriangles();
else
renderWithQuads();
collider.draw();
}
function renderWithTriangles():Void
{
var drawOrder:Array<Slot> = skeleton.drawOrder;
var n:Int = drawOrder.length;
var graph:FlxGraphic = null;
var wrapper:FlxStrip;
var worldVertices:Array<Float> = _tempVertices;
var triangles:Array<Int> = null;
var uvtData:Array<Float> = null;
var verticesLength:Int = 0;
var numVertices:Int;
var r:Float = 0, g:Float = 0, b:Float = 0, a:Float = 0;
var wrapperColor:Int;
for (i in 0...n)
{
var slot:Slot = drawOrder[i];
if (slot.attachment != null)
{
wrapper = null;
if ((slot.attachment is RegionAttachment))
{
var region:RegionAttachment = cast slot.attachment;
verticesLength = 8;
region.computeWorldVertices(0, 0, slot.bone, worldVertices);
uvtData = region.uvs;
triangles = _quadTriangles;
if (_regionWrappers.exists(region))
{
wrapper = cast _regionWrappers[region];
}
else
{
var atlasRegion:AtlasRegion = cast region.rendererObject;
var graphic:FlxGraphic = cast atlasRegion.page.rendererObject;
wrapper = new FlxStrip(0, 0, graphic);
_regionWrappers[region] = wrapper;
}
r = region.r;
g = region.g;
b = region.b;
a = region.a;
}
else if ((slot.attachment is MeshAttachment))
{
var mesh:MeshAttachment = cast slot.attachment;
verticesLength = mesh.vertices.length;
mesh.computeWorldVertices(slot, worldVertices);
uvtData = mesh.uvs;
triangles = mesh.triangles;
if ((mesh.rendererObject is FlxStrip))
{
wrapper = cast mesh.rendererObject;
}
else
{
var atlasRegion:AtlasRegion = cast mesh.rendererObject;
var graphic:FlxGraphic = cast atlasRegion.page.rendererObject;
wrapper = new FlxStrip(0, 0, graphic);
mesh.rendererObject = wrapper;
}
r = mesh.r;
g = mesh.g;
b = mesh.b;
a = mesh.a;
}
if (wrapper != null)
{
wrapper.x = 0;
wrapper.y = 0;
wrapper._cameras = _cameras;
wrapper.vertices.length = verticesLength;
for (i in 0...verticesLength)
{
wrapper.vertices[i] = worldVertices[i];
}
wrapper.indices = Vector.ofArray(triangles);
wrapper.uvtData = Vector.ofArray(uvtData);
wrapperColor = FlxColor.fromRGBFloat(skeleton.r * slot.r * r * color.redFloat, skeleton.g * slot.g * g * color.greenFloat,
skeleton.b * slot.b * b * color.blueFloat, 1);
wrapper.color = wrapperColor;
wrapper.alpha = skeleton.a * slot.a * a * alpha;
wrapper.blend = (slot.data.blendMode == spinehaxe.BlendMode.additive) ? BlendMode.ADD : null;
wrapper.draw();
}
}
}
}
function renderWithQuads():Void
{
var flipX:Int = skeleton.flipX ? -1 : 1;
var flipY:Int = skeleton.flipY ? -1 : 1;
var flip:Int = flipX * flipY;
var drawOrder:Array<Slot> = skeleton.drawOrder;
var i:Int = 0, n:Int = drawOrder.length;
while (i < n)
{
var slot:Slot = drawOrder[i];
if (slot.attachment == null)
{
i++;
continue;
}
var regionAttachment:RegionAttachment = null;
if ((slot.attachment is RegionAttachment))
regionAttachment = cast slot.attachment;
if (regionAttachment != null)
{
var wrapper:FlxSprite = getSprite(regionAttachment);
wrapper.blend = (slot.data.blendMode == spinehaxe.BlendMode.additive) ? BlendMode.ADD : BlendMode.NORMAL;
wrapper.color = FlxColor.fromRGBFloat(skeleton.r * slot.r * regionAttachment.r * color.redFloat,
skeleton.g * slot.g * regionAttachment.g * color.greenFloat, skeleton.b * slot.b * regionAttachment.b * color.blueFloat);
wrapper.alpha = skeleton.a * slot.a * regionAttachment.a * this.alpha;
var bone:Bone = slot.bone;
var wrapperAngle:Float = wrapper.angle;
var wrapperScaleX:Float = wrapper.scale.x;
var wrapperScaleY:Float = wrapper.scale.y;
var wrapperOriginX:Float = wrapper.origin.x;
var wrapperOriginY:Float = wrapper.origin.y;
var worldRotation:Float = bone.worldRotationX;
var worldScaleX:Float = bone.worldScaleX;
var worldScaleY:Float = bone.worldScaleY;
wrapper.origin.set(0, 0);
_matrix.identity();
_matrix.rotate(wrapperAngle * Math.PI / 180);
_matrix.scale(wrapperScaleX, wrapperScaleY);
_matrix.translate(wrapperOriginX, wrapperOriginY);
_matrix.scale(worldScaleX * flipX, worldScaleY * flipY);
_matrix.rotate(worldRotation * Math.PI / 180);
if (flipX != 1)
_matrix.rotate(Math.PI);
wrapper.angle += worldRotation * flip;
if (flipX != 1)
wrapper.angle += 180;
wrapper.angle *= flip;
wrapper.scale.x *= (wrapperAngle == 0) ? worldScaleX : worldScaleY;
wrapper.scale.x *= flipX;
wrapper.scale.y *= (wrapperAngle == 0) ? worldScaleY : worldScaleX;
wrapper.scale.y *= flipY;
wrapper.x = bone.worldX + _matrix.tx;
wrapper.y = bone.worldY + _matrix.ty;
wrapper.antialiasing = antialiasing;
wrapper.visible = true;
wrapper.draw();
wrapper.angle = wrapperAngle;
wrapper.scale.set(wrapperScaleX, wrapperScaleY);
wrapper.origin.set(wrapperOriginX, wrapperOriginY);
}
i++;
}
}
function getSprite(regionAttachment:RegionAttachment):FlxSprite
{
var wrapper = _regionWrappers[regionAttachment];
if (wrapper != null && (wrapper is FlxSprite))
return wrapper;
var region:AtlasRegion = cast regionAttachment.rendererObject;
var graph:FlxGraphic = cast region.page.rendererObject;
var regionWidth:Float = region.rotate ? region.height : region.width;
var regionHeight:Float = region.rotate ? region.width : region.height;
var atlasFrames:FlxAtlasFrames = (graph.atlasFrames == null) ? new FlxAtlasFrames(graph) : graph.atlasFrames;
var name:String = region.name;
var offset:FlxPoint = FlxPoint.get(0, 0);
var frameRect:FlxRect = new FlxRect(region.x, region.y, regionWidth, regionHeight);
var sourceSize:FlxPoint = FlxPoint.get(frameRect.width, frameRect.height);
var imageFrame = FlxImageFrame.fromFrame(atlasFrames.addAtlasFrame(frameRect, sourceSize, offset, name));
var wrapper:FlxSprite = new FlxSprite();
wrapper.frames = imageFrame;
wrapper.antialiasing = antialiasing;
wrapper.angle = -regionAttachment.rotation;
wrapper.scale.x = regionAttachment.scaleX * (regionAttachment.width / region.width);
wrapper.scale.y = regionAttachment.scaleY * (regionAttachment.height / region.height);
// Position using attachment translation, shifted as if scale and rotation were at image center.
var radians:Float = -regionAttachment.rotation * Math.PI / 180;
var cos:Float = Math.cos(radians);
var sin:Float = Math.sin(radians);
var shiftX:Float = -regionAttachment.width / 2 * regionAttachment.scaleX;
var shiftY:Float = -regionAttachment.height / 2 * regionAttachment.scaleY;
if (region.rotate)
{
wrapper.angle += 90;
shiftX += regionHeight * (regionAttachment.width / region.width);
}
wrapper.origin.x = regionAttachment.x + shiftX * cos - shiftY * sin;
wrapper.origin.y = -regionAttachment.y + shiftX * sin + shiftY * cos;
_regionWrappers[regionAttachment] = wrapper;
return wrapper;
}
override function set_x(NewX:Float):Float
{
super.set_x(NewX);
if (skeleton != null)
{
skeleton.x = NewX;
if (collider != null)
{
if (skeleton.flipX)
collider.x = skeleton.x - collider.offsetX - width;
else
collider.x = skeleton.x + collider.offsetX;
}
}
return NewX;
}
override function set_y(NewY:Float):Float
{
super.set_y(NewY);
if (skeleton != null)
{
skeleton.y = NewY;
if (collider != null)
{
if (skeleton.flipY)
collider.y = skeleton.y + collider.offsetY - height;
else
collider.y = skeleton.y - collider.offsetY;
}
}
return NewY;
}
override function set_width(Width:Float):Float
{
super.set_width(Width);
if (skeleton != null && collider != null)
collider.width = Width;
return Width;
}
override function set_height(Height:Float):Float
{
super.set_height(Height);
if (skeleton != null && collider != null)
collider.height = Height;
return Height;
}
override function set_flipX(value:Bool):Bool
{
skeleton.flipX = value;
set_x(x);
return flipX = value;
}
override function set_flipY(value:Bool):Bool
{
skeleton.flipY = value;
set_y(y);
return flipY = value;
}
}
class FlxSpineCollider extends FlxObject
{
public var offsetX(default, set):Float = 0;
public var offsetY(default, set):Float = 0;
public var parent(default, null):FlxSpine;
public function new(Parent:FlxSpine, X:Float = 0, Y:Float = 0, Width:Float = 0, Height:Float = 0, OffsetX:Float = 0, OffsetY:Float = 0)
{
super(X, Y, Width, Height);
offsetX = OffsetX;
offsetY = OffsetY;
parent = Parent;
}
override public function destroy():Void
{
parent = null;
super.destroy();
}
override function set_x(NewX:Float):Float
{
if (parent != null && x != NewX)
{
super.set_x(NewX);
if (parent.skeleton.flipX)
parent.x = NewX + offsetX + width;
else
parent.x = NewX - offsetX;
}
else
{
super.set_x(NewX);
}
return NewX;
}
override function set_y(NewY:Float):Float
{
if (parent != null && y != NewY)
{
super.set_y(NewY);
if (parent.skeleton.flipY)
parent.y = NewY - offsetY + height;
else
parent.y = NewY + offsetY;
}
else
{
super.set_y(NewY);
}
return NewY;
}
override function set_width(Width:Float):Float
{
if (parent != null && width != Width)
{
super.set_width(Width);
parent.x = parent.x;
}
else
{
super.set_width(Width);
}
return Width;
}
override function set_height(Height:Float):Float
{
if (parent != null && height != Height)
{
super.set_height(Height);
parent.y = parent.y;
}
else
{
super.set_height(Height);
}
return Height;
}
function set_offsetX(value:Float):Float
{
if (parent != null && offsetX != value)
{
offsetX = value;
parent.x = parent.x;
}
else
{
offsetX = value;
}
return value;
}
function set_offsetY(value:Float):Float
{
if (parent != null && offsetY != value)
{
offsetY = value;
parent.y = parent.y;
}
else
{
offsetY = value;
}
return value;
}
}