mirror of
https://github.com/smallmain/cocos-enhance-kit.git
synced 2024-12-26 11:48:29 +00:00
605 lines
19 KiB
JavaScript
605 lines
19 KiB
JavaScript
/****************************************************************************
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://www.cocos.com/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated engine source code (the "Software"), a limited,
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worldwide, royalty-free, non-assignable, revocable and non-exclusive license
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to use Cocos Creator solely to develop games on your target platforms. You shall
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not use Cocos Creator software for developing other software or tools that's
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used for developing games. You are not granted to publish, distribute,
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sublicense, and/or sell copies of Cocos Creator.
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The software or tools in this License Agreement are licensed, not sold.
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Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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/**
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* @module sp
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*/
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let SkeletonCache = !CC_JSB && require('./skeleton-cache').sharedCache;
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/**
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* Spine Attachment 的 Region 数据
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*/
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class RegionData {
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static middlewareTextureID = -1;
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static updateUV(region) {
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const texture = CC_JSB ? region.texture2D : region.texture._texture;
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if (region.rotate) {
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region.u = region.x / texture.width;
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region.v = region.y / texture.height;
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region.u2 = (region.x + region.height) / texture.width;
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region.v2 = (region.y + region.width) / texture.height;
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} else {
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region.u = region.x / texture.width;
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region.v = region.y / texture.height;
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region.u2 = (region.x + region.width) / texture.width;
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region.v2 = (region.y + region.height) / texture.height;
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}
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}
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x;
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y;
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degrees;
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texture;
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texture2D;
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u;
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v;
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u2;
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v2;
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width;
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height;
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rotate;
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offsetX;
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offsetY;
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originalWidth;
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originalHeight;
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constructor(attachmentOrSpriteFrame) {
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if (attachmentOrSpriteFrame instanceof cc.SpriteFrame) {
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this.initWithSpriteFrame(attachmentOrSpriteFrame);
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} else if (attachmentOrSpriteFrame != null) {
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this.initWithAttachment(attachmentOrSpriteFrame);
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}
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}
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initWithSpriteFrame(spriteFrame) {
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const texture = spriteFrame.getTexture();
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const rect = spriteFrame.getRect();
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const origSize = spriteFrame.getOriginalSize();
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const _offset = spriteFrame.getOffset();
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const rotate = spriteFrame.isRotated();
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const offset = cc.v2(
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(origSize.width - rect.width) * 0.5 + _offset.x,
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(origSize.height - rect.height) * 0.5 + _offset.y,
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);
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const degrees = rotate ? 270 : 0;
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this.x = rect.x;
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this.y = rect.y;
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this.width = rect.width;
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this.height = rect.height;
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this.originalWidth = origSize.width;
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this.originalHeight = origSize.height;
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this.offsetX = offset.x;
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this.offsetY = offset.y;
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this.rotate = degrees != 0;
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this.degrees = degrees;
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this.updateWithTexture2D(texture);
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}
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initWithAttachment(attachment) {
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if (CC_JSB) {
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this.x = attachment.regionX;
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this.y = attachment.regionY;
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this.width = attachment.regionWidth;
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this.height = attachment.regionHeight;
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this.originalWidth = attachment.regionOriginalWidth;
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this.originalHeight = attachment.regionOriginalHeight;
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this.offsetX = attachment.regionOffsetX;
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this.offsetY = attachment.regionOffsetY;
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this.degrees = attachment.regionDegrees;
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this.rotate = this.degrees !== 0;
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this.texture = attachment.textureForJSB;
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this.texture2D = attachment.getTexture2D();
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this.updateUV();
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} else {
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const region = attachment.region;
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this.x = region.x;
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this.y = region.y;
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this.width = region.width;
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this.height = region.height;
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this.originalWidth = region.originalWidth;
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this.originalHeight = region.originalHeight;
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this.offsetX = region.offsetX;
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this.offsetY = region.offsetY;
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this.rotate = region.rotate;
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this.degrees = region.degrees;
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this.texture = region.texture;
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this.texture2D = region.texture._texture;
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this.u = region.u;
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this.u2 = region.u2;
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this.v = region.v;
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this.v2 = region.v2;
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}
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}
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updateUV() {
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RegionData.updateUV(this);
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}
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updateWithPackedFrame(packedFrame) {
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this.x = packedFrame.x;
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this.y = packedFrame.y;
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this.updateWithTexture2D(packedFrame.texture);
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}
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updateWithTexture2D(texture2d) {
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if (CC_JSB) {
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const spTex = new middleware.Texture2D();
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spTex.setRealTextureIndex(RegionData.middlewareTextureID--);
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spTex.setPixelsWide(texture2d.width);
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spTex.setPixelsHigh(texture2d.height);
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spTex.setNativeTexture(texture2d.getImpl());
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this.texture = spTex;
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} else {
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this.texture = new sp.SkeletonTexture({
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width: texture2d.width,
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height: texture2d.height,
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});
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this.texture.setRealTexture(texture2d);
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}
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this.texture2D = texture2d;
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this.updateUV();
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}
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toSpriteFrame(strict) {
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if (strict && (this.degrees !== 270 || this.degrees !== 0)) {
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return null;
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}
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const frame = new cc.SpriteFrame(
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this.texture2D,
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cc.rect(this.x, this.y, this.width, this.height),
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this.rotate, // 如果 region 不是 0 或 270 则会出现问题
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cc.v2(this.offsetX - (this.originalWidth - this.width) * 0.5, this.offsetY - (this.originalHeight - this.height) * 0.5),
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cc.size(this.originalWidth, this.originalHeight),
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);
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return frame;
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}
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assignToAttachment(attachment, strict = true, resetDynamicAtlas = true) {
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if (CC_JSB) {
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if (resetDynamicAtlas) {
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// 如果有在使用动态合图则先还原
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if (attachment && attachment._spriteFrame) {
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const spriteFrame = attachment._spriteFrame;
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attachment._spriteFrame = null;
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spriteFrame.destroy();
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}
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}
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attachment._texture2D = this.texture2D;
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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);
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} else {
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const region = attachment.region;
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if (resetDynamicAtlas) {
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// 如果有在使用动态合图则先还原
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if (region && region._spriteFrame) {
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const spriteFrame = region._spriteFrame;
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region._spriteFrame = null;
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spriteFrame.destroy();
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}
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}
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if (strict) {
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region.x = this.x;
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region.y = this.y;
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region.width = this.width;
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region.height = this.height;
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region.originalWidth = this.originalWidth;
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region.originalHeight = this.originalHeight;
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region.offsetX = this.offsetX;
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region.offsetY = this.offsetY;
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region.rotate = this.rotate;
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region.degrees = this.degrees;
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region.texture = this.texture;
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region.u = this.u;
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region.u2 = this.u2;
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region.v = this.v;
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region.v2 = this.v2;
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}
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if (attachment instanceof sp.spine.MeshAttachment) {
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attachment.updateUVs();
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} else if (attachment instanceof sp.spine.RegionAttachment) {
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attachment.setRegion(region);
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attachment.updateOffset();
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}
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}
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}
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reset() {
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this.texture = null;
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this.texture2D = null;
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}
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}
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/**
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* !#en The skeleton data of spine.
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* !#zh Spine 的 骨骼数据。
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* @class SkeletonData
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* @extends Asset
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*/
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let SkeletonData = cc.Class({
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name: 'sp.SkeletonData',
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extends: cc.Asset,
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ctor: function () {
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this.reset();
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},
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properties: {
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_skeletonJson: null,
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// use by jsb
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skeletonJsonStr: {
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get: function () {
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if (this._skeletonJson) {
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return JSON.stringify(this._skeletonJson);
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} else {
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return "";
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}
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}
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},
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/**
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* !#en See http://en.esotericsoftware.com/spine-json-format
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* !#zh 可查看 Spine 官方文档 http://zh.esotericsoftware.com/spine-json-format
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* @property {Object} skeletonJson
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*/
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skeletonJson: {
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get: function () {
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return this._skeletonJson;
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},
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set: function (value) {
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this.reset();
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if (typeof(value) == "string") {
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this._skeletonJson = JSON.parse(value);
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} else {
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this._skeletonJson = value;
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}
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// If create by manual, uuid is empty.
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if (!this._uuid && value.skeleton) {
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this._uuid = value.skeleton.hash;
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}
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}
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},
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_atlasText: "",
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/**
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* @property {String} atlasText
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*/
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atlasText: {
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get: function () {
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return this._atlasText;
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},
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set: function (value) {
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this._atlasText = value;
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this.reset();
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}
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},
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/**
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* @property {Texture2D[]} textures
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*/
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textures: {
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default: [],
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type: [cc.Texture2D]
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},
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/**
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* @property {String[]} textureNames
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* @private
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*/
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textureNames: {
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default: [],
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type: [cc.String]
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},
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/**
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* !#en
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* A scale can be specified on the JSON or binary loader which will scale the bone positions,
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* image sizes, and animation translations.
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* This can be useful when using different sized images than were used when designing the skeleton
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* in Spine. For example, if using images that are half the size than were used in Spine,
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* a scale of 0.5 can be used. This is commonly used for games that can run with either low or high
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* resolution texture atlases.
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* see http://en.esotericsoftware.com/spine-using-runtimes#Scaling
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* !#zh 可查看 Spine 官方文档: http://zh.esotericsoftware.com/spine-using-runtimes#Scaling
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* @property {Number} scale
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*/
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scale: 1,
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_nativeAsset: {
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get () {
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return this._buffer;
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},
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set (bin) {
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this._buffer = bin.buffer || bin;
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this.reset();
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},
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override: true
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},
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},
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statics: {
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preventDeferredLoadDependents: true,
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cloneId: 0,
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},
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// PUBLIC
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createNode: CC_EDITOR && function (callback) {
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let node = new cc.Node(this.name);
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let skeleton = node.addComponent(sp.Skeleton);
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skeleton.skeletonData = this;
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return callback(null, node);
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},
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reset: function () {
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/**
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* @property {sp.spine.SkeletonData} _skeletonData
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* @private
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*/
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this._skeletonCache = null;
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/**
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* @property {sp.spine.Atlas} _atlasCache
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* @private
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*/
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this._atlasCache = null;
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if (CC_EDITOR) {
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this._skinsEnum = null;
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this._animsEnum = null;
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}
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},
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ensureTexturesLoaded (loaded, caller) {
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let textures = this.textures;
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let texsLen = textures.length;
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if (texsLen == 0) {
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loaded.call(caller, false);
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return;
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}
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let loadedCount = 0;
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let loadedItem = function () {
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loadedCount++;
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if (loadedCount >= texsLen) {
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loaded && loaded.call(caller, true);
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loaded = null;
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}
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}
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for (let i = 0; i < texsLen; i++) {
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let tex = textures[i];
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if (tex.loaded) {
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loadedItem();
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} else {
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tex.once('load', loadedItem);
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}
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}
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},
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isTexturesLoaded () {
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let textures = this.textures;
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let texsLen = textures.length;
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for (let i = 0; i < texsLen; i++) {
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let tex = textures[i];
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if (!tex.loaded) {
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return false;
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}
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}
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return true;
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},
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/**
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* !#en Get the included SkeletonData used in spine runtime.<br>
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* Returns a {{#crossLinkModule "sp.spine"}}sp.spine{{/crossLinkModule}}.SkeletonData object.
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* !#zh 获取 Spine Runtime 使用的 SkeletonData。<br>
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* 返回一个 {{#crossLinkModule "sp.spine"}}sp.spine{{/crossLinkModule}}.SkeletonData 对象。
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* @method getRuntimeData
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* @param {Boolean} [quiet=false]
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* @return {sp.spine.SkeletonData}
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*/
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getRuntimeData: function (quiet) {
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if (this._skeletonCache) {
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return this._skeletonCache;
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}
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if ( !(this.textures && this.textures.length > 0) && this.textureNames && this.textureNames.length > 0 ) {
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if ( !quiet ) {
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cc.errorID(7507, this.name);
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}
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return null;
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}
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let atlas = this._getAtlas(quiet);
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if (! atlas) {
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return null;
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}
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let attachmentLoader = new sp.spine.AtlasAttachmentLoader(atlas);
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let resData = null;
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let reader = null;
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if (this.skeletonJson) {
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reader = new sp.spine.SkeletonJson(attachmentLoader);
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resData = this.skeletonJson;
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} else {
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reader = new sp.spine.SkeletonBinary(attachmentLoader);
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resData = new Uint8Array(this._nativeAsset);
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}
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reader.scale = this.scale;
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this._skeletonCache = reader.readSkeletonData(resData);
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atlas.dispose();
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return this._skeletonCache;
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},
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// EDITOR
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getSkinsEnum: CC_EDITOR && function () {
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if (this._skinsEnum) {
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return this._skinsEnum;
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}
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let sd = this.getRuntimeData(true);
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if (sd) {
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let skins = sd.skins;
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let enumDef = {};
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for (let i = 0; i < skins.length; i++) {
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let name = skins[i].name;
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enumDef[name] = i;
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}
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return this._skinsEnum = cc.Enum(enumDef);
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}
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return null;
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},
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getAnimsEnum: CC_EDITOR && function () {
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if (this._animsEnum) {
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return this._animsEnum;
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}
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let sd = this.getRuntimeData(true);
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if (sd) {
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let enumDef = { '<None>': 0 };
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let anims = sd.animations;
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for (let i = 0; i < anims.length; i++) {
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let name = anims[i].name;
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enumDef[name] = i + 1;
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}
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return this._animsEnum = cc.Enum(enumDef);
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}
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return null;
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},
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// PRIVATE
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_getTexture: function (line) {
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let names = this.textureNames;
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for (let i = 0; i < names.length; i++) {
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if (names[i] === line) {
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let texture = this.textures[i];
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let tex = new sp.SkeletonTexture({ width: texture.width, height: texture.height });
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tex.setRealTexture(texture);
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return tex;
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}
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}
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cc.errorID(7506, line);
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return null;
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},
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/**
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* @method _getAtlas
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* @param {boolean} [quiet=false]
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* @return {sp.spine.Atlas}
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* @private
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*/
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_getAtlas: function (quiet) {
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if (this._atlasCache) {
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return this._atlasCache;
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}
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if ( !this.atlasText ) {
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if ( !quiet ) {
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cc.errorID(7508, this.name);
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}
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return null;
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}
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return this._atlasCache = new sp.spine.TextureAtlas(this.atlasText, this._getTexture.bind(this));
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},
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/**
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* 克隆 SkeletonData
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*/
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clone: function () {
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const cloned = new SkeletonData();
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SkeletonData.cloneId++;
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const suffix = '(clone ' + String(SkeletonData.cloneId) + ')';
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cloned._uuid = this._uuid.split('(')[0] + suffix;
|
|
cloned.name = this.name + suffix;
|
|
cloned.scale = this.scale;
|
|
|
|
cloned._atlasText = this._atlasText;
|
|
cloned.textureNames = this.textureNames;
|
|
cloned._skeletonJson = this._skeletonJson;
|
|
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;
|
|
},
|
|
|
|
_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 = CC_JSB ? attachments[key] : attachments[key].region;
|
|
if (region && region._spriteFrame) {
|
|
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;
|