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https://github.com/EsotericSoftware/spine-runtimes.git
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Merge branch '3.8' into 3.9-beta
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package com.esotericsoftware.spine;
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import com.badlogic.gdx.ApplicationAdapter;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
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import com.badlogic.gdx.graphics.GL20;
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import com.badlogic.gdx.graphics.OrthographicCamera;
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import com.badlogic.gdx.graphics.g2d.TextureAtlas;
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import com.badlogic.gdx.math.Vector2;
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import com.badlogic.gdx.math.Vector3;
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import com.esotericsoftware.spine.utils.TwoColorPolygonBatch;
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/** Demonstrates how to let the target bone of an IK constraint
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* follow the mouse or touch position, which in turn repositions
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* part of the skeleton, in this case Spineboy's back arm including
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* his gun.
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*/
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public class IKTest extends ApplicationAdapter {
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OrthographicCamera camera;
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TwoColorPolygonBatch batch;
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SkeletonRenderer renderer;
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TextureAtlas atlas;
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Skeleton skeleton;
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AnimationState state;
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Vector3 cameraCoords = new Vector3();
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Vector2 boneCoords = new Vector2();
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public void create () {
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// Create objects needed for rendering
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camera = new OrthographicCamera();
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batch = new TwoColorPolygonBatch();
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renderer = new SkeletonRenderer();
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renderer.setPremultipliedAlpha(true);
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// Load the texture atlas and skeleton data
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atlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy-pma.atlas"));
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SkeletonBinary json = new SkeletonBinary(atlas);
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json.setScale(0.6f);
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SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy/spineboy-pro.skel"));
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// Create a skeleton from the skeleton data
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skeleton = new Skeleton(skeletonData);
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skeleton.setPosition(250, 20);
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// Create an animation satte
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AnimationStateData stateData = new AnimationStateData(skeletonData);
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state = new AnimationState(stateData);
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// Queue the "walk" animation on the first track.
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state.setAnimation(0, "walk", true);
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// Queue the "aim" animation on a higher track.
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// It consists of a single frame that positions
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// the back arm and gun such that they point at
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// the "crosshair" bone. By setting this
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// animation on a higher track, it overrides
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// any changes to the back arm and gun made
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// by the walk animation, allowing us to
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// mix the two. The mouse position following
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// is performed in the render() method below.
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state.setAnimation(1, "aim", true);
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// apply the state once, so we have world
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// bone positions that we can use.
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skeleton.setToSetupPose();
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}
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public void render () {
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// Update and apply the animations to the skeleton,
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// then calculate the world transforms of every bone.
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// This is needed so we can call Bone#worldToLocal()
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// later.
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state.update(Gdx.graphics.getDeltaTime());
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state.apply(skeleton);
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skeleton.updateWorldTransform();
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// Position the "crosshair" bone at the mouse
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// location. We do this before calling
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// skeleton.updateWorldTransform() below, so
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// our change is incorporated before the IK
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// constraint is applied.
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//
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// When setting the crosshair bone position
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// to the mouse position, we need to translate
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// from "mouse space" to "camera space"
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// and then to "local bone space". Note that the local
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// bone space is calculated using the bone's parent
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// worldToLocal() function!
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cameraCoords.set(Gdx.input.getX(), Gdx.input.getY(), 0);
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camera.unproject(cameraCoords); // mouse space to camera space
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Bone crosshair = skeleton.findBone("crosshair"); // Should be cached.
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boneCoords.set(cameraCoords.x, cameraCoords.y);
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crosshair.getParent().worldToLocal(boneCoords); // camera space to local bone space
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crosshair.setPosition(boneCoords.x, boneCoords.y); // override the crosshair position
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crosshair.setAppliedValid(false);
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// Calculate final world transform with the
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// crosshair bone set to the mouse cursor
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// position.
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skeleton.updateWorldTransform();
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// Clear the screen, update the camera and
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// render the skeleton.
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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camera.update();
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batch.getProjectionMatrix().set(camera.combined);
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batch.begin();
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renderer.draw(batch, skeleton);
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batch.end();
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}
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public void resize (int width, int height) {
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camera.setToOrtho(false); // Update camera with new size.
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}
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public void dispose () {
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atlas.dispose();
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}
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public static void main (String[] args) throws Exception {
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new LwjglApplication(new IKTest());
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}
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}
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@ -1,5 +1,5 @@
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# spine-ue4
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# spine-ue4
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The spine-ue4 runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [Unreal Engine 4.18+](https://www.unrealengine.com/). spine-ue4 is based on [spine-cpp](../spine-cpp).
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The spine-ue4 runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [Unreal Engine 4.21+](https://www.unrealengine.com/). spine-ue4 is based on [spine-cpp](../spine-cpp).
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## Licensing
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## Licensing
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@ -33,7 +33,7 @@ See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documen
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## Example
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## Example
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### [Please see the spine-ue4 guide for full documentation](http://esotericsoftware.com/spine-ue4)
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### [Please see the spine-ue4 guide for full documentation](http://esotericsoftware.com/spine-ue4)
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The Spine UE4 example works on all platforms supported by Unreal Engine. The samples require Unreal Engine 4.18.
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The Spine UE4 example works on all platforms supported by Unreal Engine. The samples require Unreal Engine 4.23+.
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1. Copy the `spine-cpp` folder from this repositories root directory to your `Plugins/SpinePlugin/Sources/SpinePlugin/Public/` directory.
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1. Copy the `spine-cpp` folder from this repositories root directory to your `Plugins/SpinePlugin/Sources/SpinePlugin/Public/` directory.
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2. Open the SpineUE4.uproject file with Unreal Editor
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2. Open the SpineUE4.uproject file with Unreal Editor
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@ -1,6 +1,6 @@
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{
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{
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"FileVersion": 3,
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"FileVersion": 3,
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"EngineAssociation": "4.22",
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"EngineAssociation": "4.23",
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"Category": "",
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"Category": "",
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"Description": "",
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"Description": "",
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"Modules": [
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"Modules": [
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