To align PixiJS objects to Spine slots correctly, especially when dealing with different sizes and pivot points, you need to ensure that the pivot of each weapon sprite is set correctly relative to the attachment point on the Spine skeleton. Here are some steps and tips to help you achieve this:
Set the Pivot Point: For each weapon sprite, set the pivot point to the location where it should attach to the hand. This is typically done by setting the sprite.pivot
property. For example, if the pivot should be at the hilt of a sword, adjust the pivot coordinates accordingly.
Use Bone Transformations: Instead of manually setting the rotation and position, you can use the bone's world transformation to ensure the sprite aligns correctly. This involves using the bone's world position and rotation to transform the sprite.
Adjust for Different Sizes: If your textures are of different sizes, you may need to scale the sprite to match the expected size in the game world. This can be done by setting the sprite.scale
property.
Dynamic Adjustment: You can create a function that dynamically adjusts the pivot and scale based on the weapon type. This function can take parameters for the weapon type and adjust the sprite properties accordingly.
Here's an example of how you might adjust your code:
const texture = await loadAssetTexture(asset);
const bone = this.avatar.spine.skeleton.findBone(slot);
const sprite = new Sprite(texture);
if (bone) {
// Set the pivot point based on weapon type
sprite.pivot.set(desiredPivotX, desiredPivotY); // Adjust these values based on the weapon
// Use bone's world transformation
sprite.position.set(bone.worldX, bone.worldY);
sprite.rotation = bone.worldRotation * (Math.PI / 180); // Convert to radians if necessary
// Adjust scale if needed
sprite.scale.set(desiredScaleX, desiredScaleY); // Adjust these values based on the weapon
}
this.avatar.spine.addSlotObject(slot, sprite);
By setting the pivot and using the bone's world transformation, you should be able to align the weapons correctly with the hand slot. Adjust the desiredPivotX
, desiredPivotY
, desiredScaleX
, and desiredScaleY
based on the specific weapon's requirements.