在你的博客里放一只可爱的Spine Model吧~

一切的开始 万恶之源 是某Tover说想在他博客上养一只Miku,还想要小的,然后……本着自己的npy能宠一定宠的原则,就去把pjsk资源解包+解密了(具体请自己折腾,版权问题本文不提供现成资源)。

然而没想到解出来发现小Miku的模型是用spine做的,而能找到的绝大多数文章都是在hexo里添加live2d而不是spine,于是开始了漫漫魔改路。得益于之前的魔改把Melody主题的结构摸清楚了,才能知道哪些代码放哪里怎么用hhh(折腾只有一次和无数次?

效果展示:https://c10udlnk.top

参考文章

Before all

一个spine模型应该有以下几个必备文件:

  • xxx.skel:骨架
  • xxx.png:贴图
  • xxx.atlas:纹理图集

主题文件的源目录中(例如Melody主题的路径是blog/node_modules/hexo-theme-melody,Butterfly的则是在Blog/themes/butterfly中)新增一个名为spine_models的文件夹,并将以上文件放于同一子目录中(下图示例是sd_21miku_normal_r文件夹)。

spine_models文件夹下新建一个随机长度的空语音default.mp3(为了显示文本而无声音,将在后续改进中大修,避免此无用操作)。

更改_config.yml

_config.yml最后新增以下部分,具体什么配置改什么都写在注释里了。

其中animations(动画名称)和skin(皮肤)可以用spine对应版本的Skeleton Viewer来看,比如Miku的是3.6.53的spine,那用skeletonViewer-3.6.53.jar可以看到:

_config.yml中增加的代码:

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
myspine:
enable: true #是否启用
spineDir: "/spine_models/" #spine模型存放的主目录,上面说的新建的spine_models
models:
- name: "sd_21miku_normal_r/" #模型存放子文件夹名(末尾一定要带斜杠)
skin: "default" #使用的皮肤
atlas: "sekai_atlas.atlas" #atlas文件的url
skeleton: "sekai_atlas.skel" #skeleton文件的url
- name: "model_example/" #可增加多个模型
skin: "model_example.skin"
atlas: "model_example.atlas"
skeleton: "model_example.skel"
styles:
widget: #展示窗口的样式,可以自行添加其他需要设置的CSS属性
width: "200px"
height: "200px"
voiceText: #语音文字的样式,可以自行添加其他需要设置的CSS属性
color: "#e6e6e6"
behaviors:
start: #模型刚出现时触发的行为
animation: "w_emu_run01_f" #动画名称
voice: "" #音频的url,为空默认是default.mp3
text: "Ohhhhh好耶" #语音文字
idle: #模型被闲置时触发的行为
maxMinutes: 1 #最大闲置时间,不够时间将循环播放当前动画,时间到达后将随机替换一个闲置动画
animations:
- name: "m_cool_idle01_f" #动画名称,可增加多个动画
loop: false #语音结束前是否循环播放
- name: "m_cool_joy01_f"
loop: false
voices:
- voice: "" #同上,可增加多个语音
text: "不买立省百分百" #同上
interact: #模型被点击时触发的行为
maxPlaySec: 3 #单个动画的最长播放时间,超过将直接停止播放
animations:
- name: "w_normal_joy01_b" #同上
loop: false #同上
- name: "m_cool_angry01_f"
loop: false
voices:
- voice: "" #同上
text: "既见未来,为何不buy" #同上

使用Hexo自带的注入器

将spine相关的html使用Hexo Injector注入到网页的body部分,将以下代码保存为myspine-injector.js,然后放在主题文件的源目录scripts目录下。

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
hexo.extend.injector.register('body_end', function () {
const {
enable,
spineDir,
models,
styles,
behaviors
} = hexo.config.myspine;

if (!enable) {
return null;
}

return `
<div class="myspine-spine-widget"></div>
<script src="/js/third-party/myspine/spine-widget.js"></script>
<script src="/js/third-party/myspine/spine-skeleton-binary.js"></script>
<script src="/js/third-party/myspine/myspine.js"></script>
<link type="text/css" href="/css/_third-party/myspine.css"></link>
<script>
new MySpine({
spineDir: "${spineDir}",
models: ${JSON.stringify(models)},
styles: ${JSON.stringify(styles)},
behaviors: ${JSON.stringify(behaviors)}
});
</script>
`
})

spine引擎

主题文件的源目录source/js/third-party/myspine路径下放置对应spine版本spine-widget.jsspine-skeleton-binary.js

spine-widget.js

比如3.6.53版本的可以在https://github.com/EsotericSoftware/spine-runtimes/blob/3.6.53/spine-ts/build/spine-widget.js里下载。

不同版本的spine改中间的版本号就行。

spine-skeleton-binary.js

这个我死活找不到按版本号分类的,参考文章里给的是3.5.51版的spine-skeleton-binary.js

鉴于这个文件是用来解析skel文件二进制的,逆向手思索了一下,突然反应过来Skeleton Viewer不也是解析skel文件二进制诶,那不如……用jd-gui逆了一下skeletonViewer-3.6.53.jarskeletonViewer-3.5.51.jar,对比发现3.6.53多了点东西,在原js的基础上加了对应的解析就可了。

更改后3.6.53版本的spine-skeleton-binary.js

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
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
(function (spine) {
let BlendMode = ["normal", "additive", "multiply", "screen"];
let AttachmentType = ["region", "boundingbox", "mesh", "linkedmesh", "path", "point", "clipping"];
let TransformMode = ["normal", "onlyTranslation", "noRotationOrReflection", "noScale", "noScaleOrReflection"];
let PositionMode = ["fixed", "percent"];
let SpacingMode = ["length", "fixed", "percent"];
let RotateMode = ["tangent", "chain", "chainScale"];

spine.SkeletonJsonConverter = (function () {
function SkeletonJsonConverter(data, scale = 1) {
this.data = data;
this.scale = scale;
this.nextNum = 0;
this.chars = null;
this.json = {};
}
SkeletonJsonConverter.prototype.convertToJson = function () {
this.json.skeleton = {};
let skeleton = this.json.skeleton;
skeleton.hash = this.readString();
if (skeleton.hash.length == 0x0) skeleton.hash = null;
skeleton.spine = this.readString();
if (skeleton.spine.length == 0x0) skeleton.spine = null;
skeleton.width = this.readFloat();
skeleton.height = this.readFloat();
let nonessential = this.readBoolean();
if (nonessential) {
skeleton.fps = this.readFloat();
skeleton.images = this.readString();
if (skeleton.images.length == 0x0) skeleton.images = null;
}
this.json.bones = new Array(this.readInt(!![]));
let bones = this.json.bones;
for (let i = 0x0; i < bones.length; i++) {
let boneData = {};
boneData.name = this.readString();
boneData.parent = null;
if (i != 0x0) {
const nonessential = this.readInt(!![]);
boneData.parent = bones[nonessential].name;
}
boneData.rotation = this.readFloat();
boneData["x"] = this.readFloat() * this.scale;
boneData["y"] = this.readFloat() * this.scale;
boneData.scaleX = this.readFloat();
boneData.scaleY = this.readFloat();
boneData.shearX = this.readFloat();
boneData.shearY = this.readFloat();
boneData.length = this.readFloat() * this.scale;
boneData.transform = TransformMode[this.readInt(!![])];
if (nonessential) {
boneData.color = this.readColor();
}
bones[i] = boneData;
}
this.json.slots = new Array(this.readInt(!![]));
let slots = this.json.slots;
for (let i = 0x0; i < slots.length; i++) {
let slotData = {};
slotData.name = this.readString();
const boneData = this.json.bones[this.readInt(!![])];
slotData.bone = boneData.name;
slotData.color = this.readColor();
slotData.darkColor = this.readColor();
slotData.attachment = this.readString();
slotData.blend = BlendMode[this.readInt(!![])];
slots[i] = slotData;
}
this.json["ik"] = new Array(this.readInt(!![]));
let ik = this.json["ik"];
for (let i = 0x0; i < ik.length; i++) {
let ikConstraints = {};
ikConstraints.name = this.readString();
ikConstraints.order = this.readInt(!![]);
ikConstraints.bones = new Array(this.readInt(!![]));
for (let j = 0x0; j < ikConstraints.bones.length; j++) {
ikConstraints.bones[j] = this.json.bones[this.readInt(!![])].name;
}
ikConstraints.target = this.json.bones[this.readInt(!![])].name;
ikConstraints.mix = this.readFloat();
ikConstraints.bendPositive = this.readByte() != 0xff;
ik[i] = ikConstraints;
}
this.json.transform = new Array(this.readInt(!![]));
let transform = this.json.transform;
for (let i = 0x0; i < transform.length; i++) {
let transformData = {};
transformData.name = this.readString();
transformData.order = this.readInt(!![]);
const bones = new Array(this.readInt(!![]));
for (let j = 0x0, len = bones.length; j < len; j++) {
bones[j] = this.json.bones[this.readInt(!![])].name;
}
transformData.bones = bones;
transformData.target = this.json.bones[this.readInt(!![])].name;
transformData.rotation = this.readFloat();
transformData["x"] = this.readFloat() * this.scale;
transformData["y"] = this.readFloat() * this.scale;
transformData.scaleX = this.readFloat();
transformData.scaleY = this.readFloat();
transformData.shearY = this.readFloat();
transformData.rotateMix = this.readFloat();
transformData.translateMix = this.readFloat();
transformData.scaleMix = this.readFloat();
transformData.shearMix = this.readFloat();
transform[i] = transformData;
}
this.json.path = new Array(this.readInt(!![]));
let path = this.json.path;
for (let i = 0x0; i < path.length; i++) {
let pathData = {};
pathData.name = this.readString();
pathData.order = this.readInt(!![]);
pathData.bones = new Array(this.readInt(!![]));
for (let j = 0x0, len = pathData.bones.length; j < len; j++) {
pathData.bones[j] = this.json.bones[this.readInt(!![])].name;
}
pathData.target = this.json.slots[this.readInt(!![])].name;
pathData.positionMode = PositionMode[this.readInt(!![])];
pathData.spacingMode = SpacingMode[this.readInt(!![])];
pathData.rotateMode = RotateMode[this.readInt(!![])];
pathData.rotation = this.readFloat();
pathData.position = this.readFloat();
if (pathData.positionMode == "fixed") {
pathData.position *= this.scale;
}
pathData.spacing = this.readFloat();
if (pathData.spacingMode == "length" || pathData.spacingMode == "fixed") {
pathData.spacing *= this.scale;
}
pathData.rotateMix = this.readFloat();
pathData.translateMix = this.readFloat();
path[i] = pathData;
}
this.json.skins = {};
this.json.skinsName = new Array();
let skins = this.json.skins;
let skinData = this.readSkin("default", nonessential);
if (skinData != null) {
skins.default = skinData;
this.json.skinsName.push("default");
}
for (let i = 0x0, len = this.readInt(!![]); i < len; i++) {
let skinName = this.readString();
let skin = this.readSkin(skinName, nonessential);
skins[skinName] = skin;
this.json.skinsName.push(skinName);
}
this.json.events = [];
this.json.eventsName = [];
let events = this.json.events;
for (let i = 0x0, len = this.readInt(!![]); i < len; i++) {
let eventName = this.readString();
let event = {};
event.int = this.readInt(![]);
event.float = this.readFloat();
event.string = this.readString();
events[eventName] = event;
this.json.eventsName[i] = eventName;
}
this.json.animations = {};
let animations = this.json.animations;
for (let i = 0x0, len = this.readInt(!![]); i < len; i++) {
let animationName = this.readString();
let animation = this.readAnimation(animationName);
animations[animationName] = animation;
}
};
SkeletonJsonConverter.prototype.readByte = function () {
return this.nextNum < this.data.length ? this.data[this.nextNum++] : null;
};
SkeletonJsonConverter.prototype.readBoolean = function () {
return this.readByte() != 0x0;
};
SkeletonJsonConverter.prototype.readShort = function () {
return (this.readByte() << 0x8) | this.readByte();
};
SkeletonJsonConverter.prototype.readInt = function (optimizePositive) {
if (typeof optimizePositive === "undefined") {
return (
(this.readByte() << 0x18) |
(this.readByte() << 0x10) |
(this.readByte() << 0x8) |
this.readByte()
);
}
let b = this.readByte();
let result = b & 0x7f;
if ((b & 0x80) != 0x0) {
b = this.readByte();
result |= (b & 0x7f) << 0x7;
if ((b & 0x80) != 0x0) {
b = this.readByte();
result |= (b & 0x7f) << 0xe;
if ((b & 0x80) != 0x0) {
b = this.readByte();
result |= (b & 0x7f) << 0x15;
if ((b & 0x80) != 0x0) {
b = this.readByte();
result |= (b & 0x7f) << 0x1c;
}
}
}
}
return optimizePositive ? result : (result >> 0x1) ^ -(result & 0x1);
};
SkeletonJsonConverter.prototype.bytes2Float32 = function (bytes) {
let sign = bytes & 0x80000000 ? -0x1 : 0x1;
let exponent = ((bytes >> 0x17) & 0xff) - 0x7f;
let significand = bytes & ~(-0x1 << 0x17);
if (exponent == 0x80)
return sign * (significand ? Number.NaN : Number.POSITIVE_INFINITY);
if (exponent == -0x7f) {
if (significand == 0x0) return sign * 0x0;
exponent = -0x7e;
significand /= 0x1 << 0x16;
} else significand = (significand | (0x1 << 0x17)) / (0x1 << 0x17);
return sign * significand * Math.pow(0x2, exponent);
};
SkeletonJsonConverter.prototype.readFloat = function () {
return this.bytes2Float32(
(this.readByte() << 0x18) +
(this.readByte() << 0x10) +
(this.readByte() << 0x8) +
(this.readByte() << 0x0)
);
};
SkeletonJsonConverter.prototype.readVertices = function (vertexCount) {
let verticesLength = vertexCount << 0x1;
if (!this.readBoolean()) {
return this.readFloatArray(verticesLength, this.scale);
}
let bonesArray = new Array();
for (let i = 0x0; i < vertexCount; i++) {
let dataLength = this.readInt(!![]);
bonesArray.push(dataLength);
for (let j = 0x0; j < dataLength; j++) {
bonesArray.push(this.readInt(!![]));
bonesArray.push(this.readFloat() * this.scale);
bonesArray.push(this.readFloat() * this.scale);
bonesArray.push(this.readFloat());
}
}
return bonesArray;
};
SkeletonJsonConverter.prototype.readFloatArray = function (length, scale) {
let array = new Array(length);
if (scale == 0x1) {
for (let i = 0x0; i < length; i++) {
array[i] = this.readFloat();
}
} else {
for (let i = 0x0; i < length; i++) {
array[i] = this.readFloat() * scale;
}
}
return array;
};
SkeletonJsonConverter.prototype.readShortArray = function () {
let n = this.readInt(!![]);
let array = new Array(n);
for (let i = 0x0; i < n; i++) {
array[i] = this.readShort();
}
return array;
};
SkeletonJsonConverter.prototype.readIntArray = function () {
let n = this.readInt(!![]);
let array = new Array(n);
for (let i = 0x0; i < n; i++) array[i] = this.readInt(!![]);
return array;
};
SkeletonJsonConverter.prototype.readHex = function () {
let hex = this.readByte().toString(0x10);
return hex.length == 0x2 ? hex : "0" + hex;
};
SkeletonJsonConverter.prototype.readColor = function () {
return this.readHex() + this.readHex() + this.readHex() + this.readHex();
};
SkeletonJsonConverter.prototype.readString = function () {
let charCount = this.readInt(this, !![]);
switch (charCount) {
case 0x0:
return null;
case 0x1:
return "";
}
charCount--;
this.chars = "";
let charIndex = 0x0;
for (let i = 0x0; i < charCount;) {
charIndex = this.readByte();
switch (charIndex >> 0x4) {
case 0xc:
case 0xd:
this.chars += String.fromCharCode(
((charIndex & 0x1f) << 0x6) | (this.readByte() & 0x3f)
);
i += 0x2;
break;
case 0xe:
this.chars += String.fromCharCode(
((charIndex & 0xf) << 0xc) |
((this.readByte() & 0x3f) << 0x6) |
(this.readByte() & 0x3f)
);
i += 0x3;
break;
default:
this.chars += String.fromCharCode(charIndex);
i++;
}
}
return this.chars;
};
SkeletonJsonConverter.prototype.readSkin = function (slotIndex, nonessential) {
let slotCount = this.readInt(!![]);
if (slotCount == 0x0) return null;
let skin = {};
for (let i = 0x0; i < slotCount; i++) {
const slotIndex = this.readInt(!![]);
const slot = {};
for (let j = 0x0, n = this.readInt(!![]); j < n; j++) {
let name = this.readString();
let attachment = this.readAttachment(name, nonessential);
if (attachment != null) {
slot[name] = attachment;
}
}
skin[this.json.slots[slotIndex].name] = slot;
}
return skin;
};
SkeletonJsonConverter.prototype.readAttachment = function (attachmentName, nonessential) {
let scale = this.scale;
let name = this.readString();
if (name == null) name = attachmentName;

let path,
n,
region = {},
box = {},
mesh = {},
linkdeMesh = {};
let array;
let point = {};
let clipping = {};

switch (AttachmentType[this.readByte()]) {
case "region":
path = this.readString();
if (path == null) path = name;
region.type = "region";
region.name = name;
region.path = path.trim();
region.rotation = this.readFloat();
region["x"] = this.readFloat() * scale;
region["y"] = this.readFloat() * scale;
region.scaleX = this.readFloat();
region.scaleY = this.readFloat();
region.width = this.readFloat() * scale;
region.height = this.readFloat() * scale;
region.color = this.readColor();
return region;
case "boundingbox":
box.type = "boundingbox";
box.name = name;
n = this.readInt(!![]);
box.vertexCount = n;
box.vertices = this.readVertices(n);
if (this.nonessential) {
box.color = this.readColor();
}
return box;
case "mesh":
path = this.readString();
if (path == null) path = name;
mesh.type = "mesh";
mesh.name = name;
mesh.path = path;
mesh.color = this.readColor();
n = this.readInt(!![]);
mesh.uvs = this.readFloatArray(n << 0x1, 0x1);
mesh.triangles = this.readShortArray();
mesh.vertices = this.readVertices(n);
mesh.hull = this.readInt(!![]) << 0x1;
if (nonessential) {
mesh.edges = this.readShortArray();
mesh.width = this.readFloat() * scale;
mesh.height = this.readFloat() * scale;
}
return mesh;
case "linkedmesh":
path = this.readString();
if (path == null) path = name;
linkdeMesh.type = "linkedmesh";
linkdeMesh.name = name;
linkdeMesh.path = path;
linkdeMesh.color = this.readColor();
linkdeMesh.skin = this.readString();
linkdeMesh.parent = this.readString();
linkdeMesh.deform = this.readBoolean();
if (nonessential) {
linkdeMesh.width = this.readFloat() * scale;
linkdeMesh.height = this.readFloat() * scale;
}
return linkdeMesh;
case "path":
path = {};
path.type = "path";
path.name = name;
path.closed = this.readBoolean();
path.constantSpeed = this.readBoolean();
n = this.readInt(!![]);
path.vertexCount = n;
path.vertices = this.readVertices(n);
array = array = new Array(n / 0x3);
for (let i = 0x0; i < array.length; i++) {
array[i] = this.readFloat() * scale;
}
path.lengths = array;
if (nonessential) {
path.color = this.readColor();
}
return path;
case "point":
point.type = "point";
point.name = name;
point.rotation = this.readFloat();
point["x"] = this.readFloat() * scale;
point["y"] = this.readFloat() * scale;
if (nonessential) {
path.color = this.readColor();
}
return point;
case "clipping":
clipping.type = "clipping";
clipping.name = name;
clipping.end = this.readInt(!![]);
n = this.readInt(!![]);
clipping.vertexCount = n;
clipping.vertices = this.readVertices(n);
if (nonessential) {
clipping.color = this.readColor();
}
return clipping;
}
return null;
};
SkeletonJsonConverter.prototype.readCurve = function (frameIndex, timeline) {
let cx1, cy1, cx2, cy2;
switch (this.readByte()) {
case 0x0:
timeline[frameIndex].curve = "linear";
break;
case 0x1:
timeline[frameIndex].curve = "stepped";
break;
case 0x2:
cx1 = this.readFloat();
cy1 = this.readFloat();
cx2 = this.readFloat();
cy2 = this.readFloat();
timeline[frameIndex].curve = [cx1, cy1, cx2, cy2];
}
};
SkeletonJsonConverter.prototype.readAnimation = function (name) {
let animation = {};
let scale = this.scale;
let duration = 0x0;
let slots = {};
for (let i = 0x0, nn = this.readInt(!![]); i < nn; i++) {
let slotIndex = this.readInt(!![]);
let slotMap = {};
let timeCount = this.readInt(!![]);
for (let ii = 0x0; ii < timeCount; ii++) {
let timelineType = this.readByte();
let frameCount = this.readInt(!![]);
let timeline;
switch (timelineType) {
case 0x0:
timeline = new Array(frameCount);
for (let frameIndex = 0x0; frameIndex < frameCount; frameIndex++) {
let time = this.readFloat();
let color = this.readString();
timeline[frameIndex] = {};
timeline[frameIndex].time = time;
timeline[frameIndex].name = color;
}
slotMap.attachment = timeline;
duration = Math.max(duration, timeline[frameCount - 0x1].time);
break;
case 0x1:
timeline = new Array(frameCount);
for (let frameIndex = 0x0; frameIndex < frameCount; frameIndex++) {
const time = this.readFloat();
const color = this.readColor();
timeline[frameIndex] = {};
timeline[frameIndex].time = time;
timeline[frameIndex].color = color;
if (frameIndex < frameCount - 0x1) {
this.readCurve(frameIndex, timeline); //let curve
}
}
slotMap.color = timeline;
duration = Math.max(duration, timeline[frameCount - 0x1].time);
break;
case 0x2:
timeline = new Array(frameCount);
for (let frameIndex = 0x0; frameIndex < frameCount; frameIndex++) {
const time = this.readFloat();
let lightColor = this.readColor();
let darkColor = this.readColor();
timeline[frameIndex] = {};
timeline[frameIndex].time = time;
timeline[frameIndex].light = lightColor;
timeline[frameIndex].dark = darkColor;
if (frameIndex < frameCount - 0x1) {
this.readCurve(frameIndex, timeline); // let curve
}
}
slotMap.twoColor = timeline;
duration = Math.max(duration, timeline[frameCount - 0x1].time);
break;
}
}
slots[this.json.slots[slotIndex].name] = slotMap;
}
animation.slots = slots;
let bones = {};
for (let i = 0x0, n = this.readInt(!![]); i < n; i++) {
let boneIndex = this.readInt(!![]);
let boneMap = {};
for (let ii = 0x0, nn = this.readInt(!![]); ii < nn; ii++) {
const timelineType = this.readByte();
const frameCount = this.readInt(!![]);
let timeline;
let timelineScale = 0x1;

switch (timelineType) {
case 0x0:
timeline = new Array(frameCount);
for (let frameIndex = 0x0; frameIndex < frameCount; frameIndex++) {
const time = this.readFloat();
const tlangle = this.readFloat();
timeline[frameIndex] = {};
timeline[frameIndex].time = time;
timeline[frameIndex].angle = tlangle;
if (frameIndex < frameCount - 0x1) {
this.readCurve(frameIndex, timeline);
}
}
boneMap.rotate = timeline;
duration = Math.max(duration, timeline[frameCount - 0x1].time);
break;
case 0x1:
case 0x2:
case 0x3:
timeline = new Array(frameCount);
if (timelineType == 0x1) {
timelineScale = scale;
}
for (let frameIndex = 0x0; frameIndex < frameCount; frameIndex++) {
let tltime = this.readFloat();
let tlx = this.readFloat();
let tly = this.readFloat();
timeline[frameIndex] = {};
timeline[frameIndex].time = tltime;
timeline[frameIndex]["x"] = tlx * timelineScale;
timeline[frameIndex]["y"] = tly * timelineScale;
if (frameIndex < frameCount - 0x1) {
this.readCurve(frameIndex, timeline);
}
}
if (timelineType == 0x1) {
boneMap.translate = timeline;
} else if (timelineType == 0x2) {
boneMap.scale = timeline;
} else {
boneMap.shear = timeline;
}
duration = Math.max(duration, timeline[frameCount - 0x1].time);
break;
}
}
bones[this.json.bones[boneIndex].name] = boneMap;
}
animation.bones = bones;
let ik = {};
for (let i = 0x0, nn = this.readInt(!![]); i < nn; i++) {
const ikIndex = this.readInt(!![]);
const frameCount = this.readInt(!![]);
const timeline = new Array(frameCount);
for (let frameIndex = 0x0; frameIndex < frameCount; frameIndex++) {
const time = this.readFloat();
const mix = this.readFloat();
const bendPositive = this.readByte() != 0xff;
timeline[frameIndex] = {};
timeline[frameIndex].time = time;
timeline[frameIndex].mix = mix;
timeline[frameIndex].bendPositive = bendPositive;
if (frameIndex < frameCount - 0x1) {
this.readCurve(frameIndex, timeline);
}
}
ik[this.json["ik"][ikIndex].name] = timeline;
duration = Math.max(duration, timeline[frameCount - 0x1].time);
}
animation["ik"] = ik;
let ffd = {};
for (let i = 0x0, nn = this.readInt(!![]); i < nn; i++) {
const slotIndex = this.readInt(!![]);
const frameCount = this.readInt(!![]);
const timeline = new Array(frameCount);
for (let frameIndex = 0x0; frameIndex < frameCount; frameIndex++) {
timeline[frameIndex] = {};
timeline[frameIndex].time = this.readFloat();
timeline[frameIndex].rotateMix = this.readFloat();
timeline[frameIndex].translateMix = this.readFloat();
timeline[frameIndex].scaleMix = this.readFloat();
timeline[frameIndex].shearMix = this.readFloat();
if (frameIndex < frameCount - 0x1) {
this.readCurve(frameIndex, timeline);
}
}
ffd[this.json.transform[slotIndex].name] = timeline;
duration = Math.max(duration, timeline[frameCount - 0x1].time);
}
animation.transform = ffd;

let path = {};
for (let i = 0x0, n = this.readInt(!![]); i < n; i++) {
let pathOrder = this.readInt(!![]);
let pathData = this.json.path[pathOrder];
let data = {};
for (let ii = 0x0, nn = this.readInt(!![]); ii < nn; ii++) {
const timelineType = this.readByte();
const frameCount = this.readInt(!![]);
let timeline, time, timelineScale;
switch (timelineType) {
case 0x0:
case 0x1:
timeline = new Array(frameCount);
timelineScale = 0x1;
if (timelineType == 0x1) {
if (
pathData.spacingMode == "length" ||
pathData.spacingMode == "fixed"
) {
timelineScale = this.scale;
}
} else {
if (pathData.positionMode == "fixed") {
timelineScale = this.scale;
}
}
for (let frameIndex = 0x0; frameIndex < frameCount; frameIndex++) {
time = this.readFloat();
let _0xebc795 = this.readFloat();
timeline[frameIndex] = {};
timeline[frameIndex].time = time;
if (timelineType == 0x0) {
timeline[frameIndex].position = _0xebc795 * timelineScale;
} else {
timeline[frameIndex].spacing = _0xebc795 * timelineScale;
}
if (frameIndex < frameCount - 0x1)
this.readCurve(frameIndex, timeline);
}
if (timelineType == 0x0) {
data.position = timeline;
} else {
data.spacing = timeline;
}
duration = Math.max(duration, timeline[frameCount - 0x1].time);
break;
case 0x2:
timeline = new Array(frameCount);
for (let frameIndex = 0x0; frameIndex < frameCount; frameIndex++) {
time = this.readFloat();
let _0x47f0f0 = this.readFloat();
let _0x1bb1d7 = this.readFloat();
timeline[frameIndex] = {};
timeline[frameIndex].time = time;
timeline[frameIndex].rotateMix = _0x47f0f0;
timeline[frameIndex].translateMix = _0x1bb1d7;
if (frameIndex < frameCount - 0x1)
this.readCurve(frameIndex, timeline);
}
data.mix = timeline;
duration = Math.max(duration, timeline[frameCount - 0x1].time);
break;
}
}
path[this.json.path[pathOrder].name] = data;
}
animation.paths = path;

// 变量名可能不对
let deform = {};
for (let i = 0x0, n = this.readInt(!![]); i < n; i++) {
let index = this.readInt(!![]);
let skinName = this.json.skinsName[index];
let deformData = {};
for (let ii = 0x0, nn = this.readInt(!![]); ii < nn; ii++) {
const slotIndex = this.readInt(!![]);
const slot = this.json.slots[slotIndex];
const attachment = {};
for (let iii = 0x0, nnn = this.readInt(!![]); iii < nnn; iii++) {
const name = this.readString();
const frameCount = this.readInt(!![]);
const timeline = new Array(frameCount);
for (let frameIndex = 0x0; frameIndex < frameCount; frameIndex++) {
const time = this.readFloat();
const end = this.readInt(!![]);
timeline[frameIndex] = {};
timeline[frameIndex].time = time;
if (end != 0x0) {
let vertices = new Array(end);
let start = this.readInt(!![]);
if (this.scale == 0x1) {
for (let i = 0x0; i < end; i++) {
vertices[i] = this.readFloat();
}
} else {
for (let i = 0x0; i < end; i++) {
vertices[i] = this.readFloat() * this.scale;
}
}
timeline[frameIndex].offset = start;
timeline[frameIndex].vertices = vertices;
}
if (frameIndex < frameCount - 0x1)
this.readCurve(frameIndex, timeline);
}
attachment[name] = timeline;
duration = Math.max(duration, timeline[frameCount - 0x1].time);
}
deformData[slot.name] = attachment;
}
deform[skinName] = deformData;
}
animation.deform = deform;

let drawOrderCount = this.readInt(!![]);
if (drawOrderCount > 0x0) {
let drawOrders = new Array(drawOrderCount);
for (let i = 0x0; i < drawOrderCount; i++) {
const drawOrderMap = {};
const time = this.readFloat();
const offsetCount = this.readInt(!![]);
const offsets = new Array(offsetCount);
for (let ii = 0x0; ii < offsetCount; ii++) {
const offsetMap = {};
const slotIndex = this.readInt(!![]);
offsetMap.slot = this.json.slots[slotIndex].name;
let dooffset = this.readInt(!![]);
offsetMap.offset = dooffset;
offsets[ii] = offsetMap;
}
drawOrderMap.offsets = offsets;
drawOrderMap.time = time;
drawOrders[i] = drawOrderMap;
}
duration = Math.max(duration, drawOrders[drawOrderCount - 0x1].time);
animation.drawOrder = drawOrders;
}
let eventCount = this.readInt(!![]);
if (eventCount > 0x0) {
let events = new Array(eventCount);
for (let i = 0x0; i < eventCount; i++) {
const time = this.readFloat();
const name = this.json.eventsName[this.readInt(!![])];
const eventData = this.json.events[name];
const e = {};
e.name = name;
e.int = this.readInt(![]);
e.float = this.readFloat();
e.string = this.readBoolean() ? this.readString() : eventData.string;
e.time = time;
events[i] = e;
}
duration = Math.max(duration, events[eventCount - 0x1].time);
animation.events = events;
}
return animation;
};
return SkeletonJsonConverter;
})();
})(spine);

控制spine代码

这部分是我们可以用来控制具体行为的代码,随便魔改hhh。

myspine.js

将以下代码保存为myspine.js,放在主题文件的源目录source/js/third-party/myspine路径下。

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
function MySpine(t) {
this.config = t,
this.model = t.models[Number.parseInt(Math.random()*t.models.length)],
this.urlPrefix = t.spineDir + this.model.name,
this.skin = this.model.skin,
this.skeleton = this.urlPrefix + this.model.skeleton,
this.atlas = this.urlPrefix + this.model.atlas,
this.widget = null,
this.widgetContainer = document.querySelector(".myspine-spine-widget"),
this.voiceText = document.createElement("div"),
this.voicePlayer = new Audio,
this.triggerEvents = ["mousedown", "touchstart", "scroll"],
this.animationQueue = new Array,
this.isPlayingVoice = !1,
this.lastInteractTime = Date.now(),
this.localX = 0,
this.localY = 0,
this.load()
}
MySpine.downloadBinary = function(t, e, i) {
var n = new XMLHttpRequest;
n.open("GET", t, !0),
n.responseType = "arraybuffer",
n.onload = function() {
200 == n.status ? e(new Uint8Array(n.response)) : i(n.status, n.responseText)
}
,
n.onerror = function() {
i(n.status, n.responseText)
}
,
n.send()
}
,
MySpine.prototype = {
load: function() {
let i = this.config;
MySpine.downloadBinary(this.skeleton, t=>{
function e(t, e) {
for (var i in e)
t.style.setProperty(i, e[i])
}
e(this.widgetContainer, i.styles.widget),
e(this.voiceText, i.styles.voiceText);
t = new spine.SkeletonJsonConverter(t,1);
t.convertToJson(),
new spine.SpineWidget(this.widgetContainer,{
animation: this.getAnimationList("start")[0].name,
skin: this.skin,
atlas: this.atlas,
jsonContent: t.json,
backgroundColor: "#00000000",
loop: !1,
success: this.spineWidgetSuccessCallback.bind(this)
})
}
, function(t, e) {
console.error(`Couldn't download skeleton ${path}: status ${t}, ${e}.`)
})
},
spineWidgetSuccessCallback: function(t) {
var e = ()=>{
this.triggerEvents.forEach(t=>window.removeEventListener(t, e)),
this.triggerEvents.forEach(t=>window.addEventListener(t, this.changeIdleAnimation.bind(this))),
this.initVoiceComponents(),
this.initWidgetActions(),
this.initDragging(),
this.widget.play(),
this.playVoice(this.getVoice("start")),
this.widgetContainer.style.display = "block"
}
;
this.widget = t,
this.widget.pause(),
this.widgetContainer.style.display = "none",
this.triggerEvents.forEach(t=>window.addEventListener(t, e))
},
initVoiceComponents: function() {
this.voiceText.setAttribute("class", "myspine-voice-text"),
this.widgetContainer.appendChild(this.voiceText),
this.voiceText.style.opacity = 0,
this.voicePlayer.addEventListener("timeupdate", ()=>{
this.voiceText.scrollTo({
left: 0,
top: this.voiceText.offsetHeight * (this.voicePlayer.currentTime / this.voicePlayer.duration),
behavior: "smooth"
})
}
),
this.voicePlayer.addEventListener("ended", ()=>{
this.voiceText.style.opacity = 0,
this.isPlayingVoice = !1
}
)
},
initWidgetActions: function() {
this.widget.canvas.onclick = this.interact.bind(this),
this.widget.state.addListener({
complete: t=>{
(this.isPlayingVoice && t.loop) || this.isIdle() ? this.playRandAnimation({
name: t.animation.name,
loop: !0
}) : this.playRandAnimation(this.getAnimationList("idle"))
}
})
},
initDragging: function() {
function i(t) {
var e = document.documentElement.scrollLeft
, i = document.documentElement.scrollTop;
return t.targetTouches ? (e += t.targetTouches[0].clientX,
i += t.targetTouches[0].clientY) : t.clientX && t.clientY && (e += t.clientX,
i += t.clientY),
{
x: e,
y: i
}
}
function e(t) {
t.cancelable && t.preventDefault()
}
var n = (t,e)=>{
t = Math.max(0, t),
e = Math.max(0, e),
t = Math.min(document.body.clientWidth - this.widgetContainer.clientWidth, t),
e = Math.min(document.body.clientHeight - this.widgetContainer.clientHeight, e),
this.widgetContainer.style.left = t + "px",
this.widgetContainer.style.top = e + "px"
}
, o = t=>{
var {x: e, y: t} = i(t);
this.localX = e - this.widgetContainer.offsetLeft,
this.localY = t - this.widgetContainer.offsetTop
}
, s = t=>{
var {x: e, y: t} = i(t);
n(e - this.localX, t - this.localY),
window.getSelection ? window.getSelection().removeAllRanges() : document.selection.empty()
}
, t = {
passive: !0
}
, a = {
passive: !1
};
this.widgetContainer.addEventListener("mousedown", t=>{
o(t),
document.addEventListener("mousemove", s)
}
),
this.widgetContainer.addEventListener("touchstart", t=>{
o(t),
document.addEventListener("touchmove", e, a)
}
, t),
this.widgetContainer.addEventListener("touchmove", s, t),
document.addEventListener("mouseup", ()=>document.removeEventListener("mousemove", s)),
this.widgetContainer.addEventListener("touchend", ()=>document.removeEventListener("touchmove", e)),
window.addEventListener("resize", ()=>{
let t = this.widgetContainer.style;
var e, i;
t.left && t.top && (e = Number.parseInt(t.left.substring(0, t.left.length - 2)),
i = Number.parseInt(t.top.substring(0, t.top.length - 2)),
n(e, i))
}
)
},
interact: function() {
this.isPlayingVoice || 0 < this.animationQueue.length || !this.isIdle() ? console.warn("互动过于频繁!") : (this.lastInteractTime = Date.now(),
this.playRandAnimation(this.getAnimationList("interact")),
this.playVoice(this.getVoice("interact")))
},
getUrl: function(t) {
return this.urlPrefix + t
},
getAnimationList: function(t) {
var e = this.config.behaviors[t];
return "start" == t? [{
name: e.animation,
loop: !1
}] : e.animations.slice()
},
getVoice: function(t) {
var e = this.config.behaviors[t];
return "start" == t? {
voice: e.voice,
text: e.text
} : e.voices[Math.floor(Math.random() * e.voices.length)]
},
playRandAnimation: function(t) {
if (Array.isArray(t)) {
e = t[Number.parseInt(Math.random()*t.length)];
this.widget.state.setAnimation(0, e.name, e.loop);
} else {
this.widget.state.setAnimation(0, t.name, t.loop);
}
},
playVoice: function(t) {
voiceUrl = this.getUrl(t.voice);
// 如果为空则播放五秒的空语音,仅用来显示文本框
if (voiceUrl == this.urlPrefix) {
voiceUrl = this.config.spineDir + "default.mp3";
}
t && (this.isPlayingVoice = !0,
this.voicePlayer.src = voiceUrl,
this.voicePlayer.load(),
this.voicePlayer.play().then(()=>{
this.voiceText.innerHTML = t.text,
this.voiceText.scrollTo(0, 0),
this.voiceText.style.opacity = 1
}
, t=>{
this.isPlayingVoice = !1,
console.error(`无法播放音频,因为:${t}`)
}
))
},
isIdle: function() {
var e = this.widget.state.tracks[0].animation;
for (const v of this.getAnimationList("idle")) {
if (v.name == e.name) {
return !0;
}
}
return !1;
},
isInteract: function() {
var e = this.widget.state.tracks[0].animation;
for (const v of this.getAnimationList("interact")) {
if (v.name == e.name) {
return !0;
}
}
return !1;
},
changeIdleAnimation: function() {
var t = Date.now()
, e = t - this.lastInteractTime;
if ((this.isIdle() && e/1e3/60 >= this.config.behaviors.idle.maxMinutes) ||
(this.isInteract() && e/1e3 >= this.config.behaviors.interact.maxPlaySec)) {
this.lastInteractTime = t,
this.playRandAnimation(this.getAnimationList("idle"))
}
}
};

myspine.css

将以下代码保存为myspine.css,放在主题文件的源目录source/css/_third-party路径下。

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
.myspine-spine-widget {
position: fixed;
width: 200px;
height: 200px;
left: 10px;
bottom: 10px;
z-index: 999;
}

.myspine-voice-text {
width: 100%;
height: 60px;
position: absolute;
margin-top: -70px;
padding: 5px 5px 5px 5px;
line-height: 1.5;
color: #fff;
background-color: #14151685;
box-shadow: 0 3px 15px 2px #141516;
font-size: 12px;
text-align: left;
text-overflow: ellipsis;
overflow-x: hidden;
overflow-y: scroll;
transition: opacity .3s ease-in-out,height .5s ease-in-out;
}
/*
.myspine-voice-text::before {
content: 'VOICE TEXT';
display: block;
color: #37b2ff;
font-weight: 700;
}*/

.myspine-voice-text {
scrollbar-width: none;
-ms-overflow-style: none;
}

.myspine-voice-text::-webkit-scrollbar {
display: none;
}

增加调用

这一部分应该是Melody独有的,不知道别的主题有没有,不import的话css导不进去(

css调用

主题文件的源目录source/css/index.styl中加一句:

@import "_third-party/myspine.css"

And…

在参考文章(在博客中添加明日方舟小人 - Stalo Fantasia♪)基础上的improve:

  1. 模型数量扩展,可使用多个模型。
  2. 模型动作展示从顺序切换更改为随机切换,增加互动乐趣。
  3. Idle动作和语音扩展,可用多个动作和语音,并增加到达一定时长随机切换的功能。
  4. 对interact动作进行时间限制,防止某些动作后摇过长。
  5. 调整部分CSS样式。

一些TODO:

  1. 砍语音部分(感觉容易社死,下个版本全盘砍掉)。
  2. 将语音文本独立出来做展示文字,可以多项文本随机切换。

如果想继续魔改的朋友们,把数据通路啥的梳理清楚了就很容易改啦~

本文作者: c10udlnk
本文链接: https://c10udlnk.top/p/blogsFor-hexo-puttingLivelySpineModels/
版权声明: 本博客所有文章除特别声明外,均采用 CC BY-NC-SA 4.0 许可协议。转载请注明来自 c10udlnk' Blog (https://c10udlnk.top)!