From 34080ecf5923c63df80d1981753c66a9f30d6b1d Mon Sep 17 00:00:00 2001 From: NathanSweet Date: Tue, 29 Oct 2013 20:06:24 +0100 Subject: [PATCH] Added Camera, SkeletonBounds, comments. --- .../spine/AnimationStateTest.java | 68 +++++++++++++------ 1 file changed, 46 insertions(+), 22 deletions(-) diff --git a/spine-libgdx/test/com/esotericsoftware/spine/AnimationStateTest.java b/spine-libgdx/test/com/esotericsoftware/spine/AnimationStateTest.java index 163d76f3a..dbef1043b 100644 --- a/spine-libgdx/test/com/esotericsoftware/spine/AnimationStateTest.java +++ b/spine-libgdx/test/com/esotericsoftware/spine/AnimationStateTest.java @@ -34,40 +34,53 @@ package com.esotericsoftware.spine; import com.esotericsoftware.spine.AnimationState.AnimationStateListener; +import com.esotericsoftware.spine.attachments.BoundingBoxAttachment; import com.badlogic.gdx.ApplicationAdapter; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.InputAdapter; import com.badlogic.gdx.backends.lwjgl.LwjglApplication; +import com.badlogic.gdx.graphics.Color; import com.badlogic.gdx.graphics.GL10; +import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; +import com.badlogic.gdx.math.Vector3; public class AnimationStateTest extends ApplicationAdapter { + OrthographicCamera camera; SpriteBatch batch; SkeletonRenderer renderer; SkeletonRendererDebug debugRenderer; TextureAtlas atlas; Skeleton skeleton; + SkeletonBounds bounds; AnimationState state; public void create () { + camera = new OrthographicCamera(); batch = new SpriteBatch(); renderer = new SkeletonRenderer(); debugRenderer = new SkeletonRendererDebug(); atlas = new TextureAtlas(Gdx.files.internal("spineboy.atlas")); - SkeletonJson json = new SkeletonJson(atlas); - SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy.json")); + SkeletonJson json = new SkeletonJson(atlas); // This loads skeleton JSON data. + SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy.json")); // SkeletonData is stateless. - // Define mixing between animations. - AnimationStateData stateData = new AnimationStateData(skeletonData); + skeleton = new Skeleton(skeletonData); // Skeleton holds skeleton state (bone positions, slot attachments, etc). + skeleton.setX(250); + skeleton.setY(20); + skeleton.updateWorldTransform(); + + bounds = new SkeletonBounds(); // Convenience class to do hit detection with bounding boxes. + + AnimationStateData stateData = new AnimationStateData(skeletonData); // Defines mixing (crossfading) between animations. stateData.setMix("walk", "jump", 0.2f); stateData.setMix("jump", "walk", 0.4f); stateData.setMix("jump", "jump", 0.2f); - state = new AnimationState(stateData); + state = new AnimationState(stateData); // Holds the animation state for a skeleton (current animation, time, etc). state.addListener(new AnimationStateListener() { public void event (int trackIndex, Event event) { System.out.println(trackIndex + " event: " + state.getCurrent(trackIndex) + ", " + event.getData().getName()); @@ -87,23 +100,30 @@ public class AnimationStateTest extends ApplicationAdapter { }); state.setAnimation(0, "drawOrder", true); - skeleton = new Skeleton(skeletonData); - skeleton.setX(250); - skeleton.setY(20); - skeleton.updateWorldTransform(); - Gdx.input.setInputProcessor(new InputAdapter() { + final Vector3 point = new Vector3(); + public boolean touchDown (int screenX, int screenY, int pointer, int button) { - keyDown(0); + camera.unproject(point.set(screenX, screenY, 0)); // Convert window to world coordinates. + bounds.update(skeleton, true); // Update SkeletonBounds with current skeleton bounding box positions. + if (bounds.aabbContainsPoint(point.x, point.y)) { // Check if inside AABB first. This check is fast. + BoundingBoxAttachment hit = bounds.containsPoint(point.x, point.y); // Check if inside a bounding box. + if (hit != null) { + System.out.println("hit: " + hit); + skeleton.findSlot("head").getColor().set(Color.RED); // Turn head red until touchUp. + } + } + return true; + } + + public boolean touchUp (int screenX, int screenY, int pointer, int button) { + skeleton.findSlot("head").getColor().set(Color.WHITE); return true; } public boolean keyDown (int keycode) { -// state.setAnimation(1, "jump", false); -// state.addAnimation(1, (Animation)null, true, 0); - - state.setAnimation(0, "jump", false); - state.addAnimation(0, "walk", true, 0); + state.setAnimation(0, "jump", false); // Set animation on track 0 to jump. + state.addAnimation(0, "walk", true, 0); // Queue walk to play after jump. return true; } }); @@ -114,19 +134,23 @@ public class AnimationStateTest extends ApplicationAdapter { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); - state.apply(skeleton); - skeleton.updateWorldTransform(); + state.apply(skeleton); // Poses skeleton using current animations. This sets the bone's local SRT. + skeleton.updateWorldTransform(); // Uses the bone's local SRT to set their world SRT. + + // Configure the camera, SpriteBatch, and SkeletonRendererDebug. + camera.update(); + batch.getProjectionMatrix().set(camera.combined); + debugRenderer.getShapeRenderer().getProjectionMatrix().set(camera.combined); batch.begin(); - renderer.draw(batch, skeleton); + renderer.draw(batch, skeleton); // Draw the skeleton images. batch.end(); - debugRenderer.draw(skeleton); + debugRenderer.draw(skeleton); // Draw debug lines. } public void resize (int width, int height) { - batch.getProjectionMatrix().setToOrtho2D(0, 0, width, height); - debugRenderer.getShapeRenderer().setProjectionMatrix(batch.getProjectionMatrix()); + camera.setToOrtho(false); // Update camera with new size. } public void dispose () {