[engine] Spine 组件所有特性原生平台适配

This commit is contained in:
SmallMain
2022-07-05 11:06:46 +08:00
parent 0a9774f6e9
commit 3f8f7ffd34
3 changed files with 359 additions and 166 deletions

View File

@@ -28,6 +28,228 @@
*/
let SkeletonCache = !CC_JSB && require('./skeleton-cache').sharedCache;
/**
* Spine Attachment 的 Region 数据
*/
class RegionData {
static middlewareTextureID = -1;
static updateUV(region) {
const texture = CC_JSB ? region.texture2D : region.texture._texture;
if (region.rotate) {
region.u = region.x / texture.width;
region.v = region.y / texture.height;
region.u2 = (region.x + region.height) / texture.width;
region.v2 = (region.y + region.width) / texture.height;
} else {
region.u = region.x / texture.width;
region.v = region.y / texture.height;
region.u2 = (region.x + region.width) / texture.width;
region.v2 = (region.y + region.height) / texture.height;
}
}
x;
y;
degrees;
texture;
texture2D;
u;
v;
u2;
v2;
width;
height;
rotate;
offsetX;
offsetY;
originalWidth;
originalHeight;
constructor(attachmentOrSpriteFrame) {
if (attachmentOrSpriteFrame instanceof cc.SpriteFrame) {
this.initWithSpriteFrame(attachmentOrSpriteFrame);
} else if (attachmentOrSpriteFrame != null) {
this.initWithAttachment(attachmentOrSpriteFrame);
}
}
initWithSpriteFrame(spriteFrame) {
const texture = spriteFrame.getTexture();
const rect = spriteFrame.getRect();
const origSize = spriteFrame.getOriginalSize();
const _offset = spriteFrame.getOffset();
const rotate = spriteFrame.isRotated();
const offset = cc.v2(
(origSize.width - rect.width) * 0.5 + _offset.x,
(origSize.height - rect.height) * 0.5 + _offset.y,
);
const degrees = rotate ? 270 : 0;
this.x = rect.x;
this.y = rect.y;
this.width = rect.width;
this.height = rect.height;
this.originalWidth = origSize.width;
this.originalHeight = origSize.height;
this.offsetX = offset.x;
this.offsetY = offset.y;
this.rotate = degrees != 0;
this.degrees = degrees;
this.updateWithTexture2D(texture);
}
initWithAttachment(attachment) {
if (CC_JSB) {
this.x = attachment.regionX;
this.y = attachment.regionY;
this.width = attachment.regionWidth;
this.height = attachment.regionHeight;
this.originalWidth = attachment.regionOriginalWidth;
this.originalHeight = attachment.regionOriginalHeight;
this.offsetX = attachment.regionOffsetX;
this.offsetY = attachment.regionOffsetY;
this.degrees = attachment.regionDegrees;
this.rotate = this.degrees !== 0;
this.texture = attachment.textureForJSB;
this.texture2D = attachment.getTexture2D();
this.updateUV();
} else {
const region = attachment.region;
this.x = region.x;
this.y = region.y;
this.width = region.width;
this.height = region.height;
this.originalWidth = region.originalWidth;
this.originalHeight = region.originalHeight;
this.offsetX = region.offsetX;
this.offsetY = region.offsetY;
this.rotate = region.rotate;
this.degrees = region.degrees;
this.texture = region.texture;
this.texture2D = region.texture._texture;
this.u = region.u;
this.u2 = region.u2;
this.v = region.v;
this.v2 = region.v2;
}
}
updateUV() {
RegionData.updateUV(this);
}
updateWithPackedFrame(packedFrame) {
this.x = packedFrame.x;
this.y = packedFrame.y;
this.updateWithTexture2D(packedFrame.texture);
}
updateWithTexture2D(texture2d) {
if (CC_JSB) {
const spTex = new middleware.Texture2D();
spTex.setRealTextureIndex(RegionData.middlewareTextureID--);
spTex.setPixelsWide(texture2d.width);
spTex.setPixelsHigh(texture2d.height);
spTex.setNativeTexture(texture2d.getImpl());
this.texture = spTex;
} else {
this.texture = new sp.SkeletonTexture({
width: texture2d.width,
height: texture2d.height,
});
this.texture.setRealTexture(texture2d);
}
this.texture2D = texture2d;
this.updateUV();
}
toSpriteFrame(strict) {
if (strict && (this.degrees !== 270 || this.degrees !== 0)) {
return null;
}
const frame = new cc.SpriteFrame(
this.texture2D,
cc.rect(this.x, this.y, this.width, this.height),
this.rotate, // 如果 region 不是 0 或 270 则会出现问题
cc.v2(this.offsetX - (this.originalWidth - this.width) * 0.5, this.offsetY - (this.originalHeight - this.height) * 0.5),
cc.size(this.originalWidth, this.originalHeight),
);
return frame;
}
assignToAttachment(attachment, strict = true, resetDynamicAtlas = true) {
if (CC_JSB) {
if (resetDynamicAtlas) {
// 如果有在使用动态合图则先还原
if (attachment && attachment._spriteFrame) {
const spriteFrame = attachment._spriteFrame;
attachment._spriteFrame = null;
spriteFrame.destroy();
}
}
attachment._texture2D = this.texture2D;
attachment.setRegionForJSB(this.texture, { x: this.x, y: this.y, w: this.width, h: this.height }, cc.size(this.originalWidth, this.originalHeight), cc.v2(this.offsetX, this.offsetY), this.degrees);
} else {
const region = attachment.region;
if (resetDynamicAtlas) {
// 如果有在使用动态合图则先还原
if (region && region._spriteFrame) {
const spriteFrame = region._spriteFrame;
region._spriteFrame = null;
spriteFrame.destroy();
}
}
if (strict) {
region.x = this.x;
region.y = this.y;
region.width = this.width;
region.height = this.height;
region.originalWidth = this.originalWidth;
region.originalHeight = this.originalHeight;
region.offsetX = this.offsetX;
region.offsetY = this.offsetY;
region.rotate = this.rotate;
region.degrees = this.degrees;
region.texture = this.texture;
region.u = this.u;
region.u2 = this.u2;
region.v = this.v;
region.v2 = this.v2;
}
if (attachment instanceof sp.spine.MeshAttachment) {
attachment.updateUVs();
} else if (attachment instanceof sp.spine.RegionAttachment) {
attachment.setRegion(region);
attachment.updateOffset();
}
}
}
reset() {
this.texture = null;
this.texture2D = null;
}
}
/**
* !#en The skeleton data of spine.
* !#zh Spine 的 骨骼数据。
@@ -139,74 +361,7 @@ let SkeletonData = cc.Class({
statics: {
preventDeferredLoadDependents: true,
createRegion(spriteFrame, original = undefined) {
const region = new sp.spine.TextureAtlasRegion();
const texture = spriteFrame.getTexture();
const rect = spriteFrame.getRect();
const origSize = spriteFrame.getOriginalSize();
const _offset = spriteFrame.getOffset();
const rotate = spriteFrame.isRotated();
const offset = cc.v2(
(origSize.width - rect.width) * 0.5 + _offset.x,
(origSize.height - rect.height) * 0.5 + _offset.y,
);
const degrees = rotate ? 270 : 0;
if (original) {
region.name = original.name;
region.page = original.page;
}
region.x = rect.x;
region.y = rect.y;
region.width = rect.width;
region.height = rect.height;
region.originalWidth = origSize.width;
region.originalHeight = origSize.height;
region.offsetX = offset.x;
region.offsetY = offset.y;
region.rotate = degrees != 0;
region.degrees = degrees;
const skelTex = new sp.SkeletonTexture({
width: texture.width,
height: texture.height,
});
skelTex.setRealTexture(texture);
region.texture = skelTex;
this.updateRegionUV(region);
return region;
},
updateRegionUV(region) {
const texture = region.texture._texture;
if (region.rotate) {
region.u = region.x / texture.width;
region.v = region.y / texture.height;
region.u2 = (region.x + region.height) / texture.width;
region.v2 = (region.y + region.width) / texture.height;
} else {
region.u = region.x / texture.width;
region.v = region.y / texture.height;
region.u2 = (region.x + region.width) / texture.width;
region.v2 = (region.y + region.height) / texture.height;
}
},
createSpriteFrame(region) {
const frame = new cc.SpriteFrame(
region.texture._texture,
cc.rect(region.x, region.y, region.width, region.height),
region.rotate, // 如果 region 不是 0 或 270 则会出现问题
cc.v2(region.offsetX - (region.originalWidth - region.width) * 0.5, region.offsetY - (region.originalHeight - region.height) * 0.5),
cc.size(region.originalWidth, region.originalHeight),
);
return frame;
},
cloneId: 0,
},
// PUBLIC
@@ -234,11 +389,10 @@ let SkeletonData = cc.Class({
this._skinsEnum = null;
this._animsEnum = null;
}
this._cloneId = 0;
},
ensureTexturesLoaded (loaded, caller) {
let textures = this.textures;
let textures = this.textures;
let texsLen = textures.length;
if (texsLen == 0) {
loaded.call(caller, false);
@@ -263,7 +417,7 @@ let SkeletonData = cc.Class({
},
isTexturesLoaded () {
let textures = this.textures;
let textures = this.textures;
let texsLen = textures.length;
for (let i = 0; i < texsLen; i++) {
let tex = textures[i];
@@ -396,48 +550,55 @@ let SkeletonData = cc.Class({
*/
clone: function () {
const cloned = new SkeletonData();
cloned._cloneId = this._cloneId + 1;
const suffix = '(clone ' + String(cloned._cloneId) + ')';
cloned._uuid = this._uuid + suffix;
SkeletonData.cloneId++;
const suffix = '(clone ' + String(SkeletonData.cloneId) + ')';
cloned._uuid = this._uuid.split('(')[0] + suffix;
cloned.name = this.name + suffix;
cloned.scale = this.scale;
cloned.textureNames = this.textureNames;
cloned.textures = this.textures;
cloned._atlasText = this._atlasText;
cloned.textureNames = this.textureNames;
cloned._skeletonJson = this._skeletonJson;
cloned._buffer = this._buffer;
cloned.textures = this.textures;
if (CC_JSB) {
const realUuid = cloned._uuid;
cloned._uuid = this._uuid;
cloned._nativeUrl = this._nativeUrl;
cloned._native = this._native;
cloned.nativeUrl; // 触发 nativeUrl getter
cloned._uuid = realUuid;
} else {
cloned._buffer = this._buffer;
}
cloned.getRuntimeData();
return cloned;
},
destroy() {
// 删除动态图集
if (this._atlasCache) {
const regions = this._atlasCache.regions;
for (const region of regions) {
if (region._spriteFrame) {
region._spriteFrame.destroy();
region._spriteFrame = null;
}
}
}
_destroyFromDynamicAtlas() {
if (this._skeletonCache) {
const skins = this._skeletonCache.skins;
for (const skin of skins) {
for (const attachments of skin.attachments) {
for (const key in attachments) {
const region = attachments[key].region;
const region = CC_JSB ? attachments[key] : attachments[key].region;
if (region && region._spriteFrame) {
region._spriteFrame.destroy();
const spriteFrame = region._spriteFrame;
region._spriteFrame = null;
spriteFrame.destroy();
}
}
}
}
}
},
destroy() {
this._destroyFromDynamicAtlas();
SkeletonCache.removeSkeleton(this._uuid);
this._super();
},
});
sp.SkeletonData = module.exports = SkeletonData;
sp.RegionData = RegionData;