[cocos2dx] Added IK example, see #1532. Also added SkeletonAnimation::setPreUpdateWorldTransformsListener() and SkeletonAnimation::setPostUpdateWorldTransformsListener().

This commit is contained in:
badlogic 2019-10-28 14:07:25 +01:00
parent 0f401bfb44
commit 656b08a32e
9 changed files with 178 additions and 12 deletions

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@ -88,6 +88,7 @@
* Updated to cocos2d-x 3.17.1
* Added mix-and-match example to demonstrate the new Skin API.
* Exmaple project requires Visual Studio 2019 on Windows
* Added `SkeletonAnimation::setPreUpdateWorldTransformsListener()` and `SkeletonAnimation::setPreUpdateWorldTransformsListener()`. When set, these callbacks will be invokved before and after the skeleton's `updateWorldTransforms()` method is called. See the `IKExample` how it can be used.
### SFML
* Added mix-and-match example to demonstrate the new Skin API.

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@ -32,11 +32,8 @@
#include <vector>
#include <string>
#include "RaptorExample.h"
#include "BatchingExample.h"
#include "CoinExample.h"
#include "SkeletonRendererSeparatorExample.h"
#include "MixAndMatchExample.h"
#include "IKExample.h"
#include <spine/spine-cocos2dx.h>
#include <spine/Debug.h>
#include "AppMacros.h"
#include <spine/SkeletonTwoColorBatch.h>
@ -44,6 +41,8 @@
USING_NS_CC;
using namespace std;
using namespace spine;
DebugExtension debugExtension(SpineExtension::getInstance());
AppDelegate::AppDelegate () {
@ -112,7 +111,7 @@ bool AppDelegate::applicationDidFinishLaunching () {
// create a scene. it's an autorelease object
//auto scene = RaptorExample::scene();
auto scene = BatchingExample::scene();
auto scene = IKExample::scene();
// run
director->runWithScene(scene);

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@ -28,7 +28,7 @@
*****************************************************************************/
#include "BatchingExample.h"
#include "SpineboyExample.h"
#include "IKExample.h"
USING_NS_CC;
using namespace spine;
@ -96,7 +96,7 @@ bool BatchingExample::init () {
EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create();
listener->onTouchBegan = [this] (Touch* touch, cocos2d::Event* event) -> bool {
Director::getInstance()->replaceScene(SpineboyExample::scene());
Director::getInstance()->replaceScene(IKExample::scene());
return true;
};
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);

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@ -0,0 +1,116 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
*
* Copyright (c) 2013-2019, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#include "IKExample.h"
#include "SpineboyExample.h"
USING_NS_CC;
using namespace spine;
Scene* IKExample::scene () {
Scene *scene = Scene::create();
scene->addChild(IKExample::create());
return scene;
}
bool IKExample::init () {
if (!LayerColor::initWithColor(Color4B(128, 128, 128, 255))) return false;
// Load the Spineboy skeleton and create a SkeletonAnimation node from it
// centered on the screen.
skeletonNode = SkeletonAnimation::createWithJsonFile("spineboy-pro.json", "spineboy.atlas", 0.6f);
skeletonNode->setPosition(Vec2(_contentSize.width / 2, 20));
addChild(skeletonNode);
// Queue the "walk" animation on the first track.
skeletonNode->setAnimation(0, "walk", true);
// Queue the "aim" animation on a higher track.
// It consists of a single frame that positions
// the back arm and gun such that they point at
// the "crosshair" bone. By setting this
// animation on a higher track, it overrides
// any changes to the back arm and gun made
// by the walk animation, allowing us to
// mix the two. The mouse position following
// is performed in the lambda below.
skeletonNode->setAnimation(1, "aim", true);
// Next we setup a listener that receives and stores
// the current mouse location. The location is converted
// to the skeleton's coordinate system.
EventListenerMouse* mouseListener = EventListenerMouse::create();
mouseListener->onMouseMove = [this] (cocos2d::Event* event) -> void {
// convert the mosue location to the skeleton's coordinate space
// and store it.
EventMouse* mouseEvent = dynamic_cast<EventMouse*>(event);
position = skeletonNode->convertToNodeSpace(mouseEvent->getLocationInView());
};
_eventDispatcher->addEventListenerWithSceneGraphPriority(mouseListener, this);
// Position the "crosshair" bone at the mouse
// location.
//
// When setting the crosshair bone position
// to the mouse position, we need to translate
// from "skeleton space" to "local bone space".
// Note that the local bone space is calculated
// using the bone's parent worldToLocal() function!
//
// After updating the bone position based on the
// converted mouse location, we call updateWorldTransforms()
// again so the change of the IK target position is
// applied to the rest of the skeleton.
skeletonNode->setPostUpdateWorldTransformsListener([this] (SkeletonAnimation* node) -> void {
Bone* crosshair = node->findBone("crosshair");
float localX = 0, localY = 0;
crosshair->getParent()->worldToLocal(position.x, position.y, localX, localY);
crosshair->setX(localX);
crosshair->setY(localY);
crosshair->setAppliedValid(false);
node->getSkeleton()->updateWorldTransform();
});
EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create();
listener->onTouchBegan = [this] (Touch* touch, cocos2d::Event* event) -> bool {
Director::getInstance()->replaceScene(SpineboyExample::scene());
return true;
};
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
scheduleUpdate();
return true;
}
void IKExample::update (float deltaTime) {
}

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@ -0,0 +1,29 @@
//
// IKExample.hpp
// spine-cocos2d-x
//
// Created by Mario Zechner on 28.10.19.
//
#ifndef _IKEXAMPLE_H_
#define _IKEXAMPLE_H_
#include "cocos2d.h"
#include <spine/spine-cocos2dx.h>
class IKExample : public cocos2d::LayerColor {
public:
static cocos2d::Scene* scene ();
CREATE_FUNC (IKExample);
virtual bool init ();
virtual void update (float deltaTime);
private:
spine::SkeletonAnimation* skeletonNode;
cocos2d::Vec2 position;
};
#endif // _IKEXAMPLE_H_

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@ -205,6 +205,8 @@
76AAA4471D1811B000C54FCB /* SpineboyExample.h in Sources */ = {isa = PBXBuildFile; fileRef = 76AAA3BF1D180F7C00C54FCB /* SpineboyExample.h */; };
76AAA4571D18132D00C54FCB /* common in Resources */ = {isa = PBXBuildFile; fileRef = 76AAA4521D18132D00C54FCB /* common */; };
76AAA4581D18132D00C54FCB /* common in Resources */ = {isa = PBXBuildFile; fileRef = 76AAA4521D18132D00C54FCB /* common */; };
76C893B0236715B8009D8DC8 /* IKExample.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 76C893AE236715B8009D8DC8 /* IKExample.cpp */; };
76C893B1236715B8009D8DC8 /* IKExample.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 76C893AE236715B8009D8DC8 /* IKExample.cpp */; };
76D1BFE02029E35200A0272D /* SkeletonRendererSeparatorExample.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 76D1BFDF2029E35200A0272D /* SkeletonRendererSeparatorExample.cpp */; };
76D1BFE12029E37700A0272D /* SkeletonRendererSeparatorExample.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 76D1BFDF2029E35200A0272D /* SkeletonRendererSeparatorExample.cpp */; };
76D520E61EB362DD00572471 /* CoinExample.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 76D520E41EB362DD00572471 /* CoinExample.cpp */; };
@ -392,6 +394,8 @@
76AAA40A1D18106000C54FCB /* spine-cocos2dx.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = "spine-cocos2dx.cpp"; path = "../../src/spine/spine-cocos2dx.cpp"; sourceTree = "<group>"; };
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@ -562,6 +566,8 @@
76AAA3BB1D180F7C00C54FCB /* RaptorExample.h */,
76AAA3BE1D180F7C00C54FCB /* SpineboyExample.cpp */,
76AAA3BF1D180F7C00C54FCB /* SpineboyExample.h */,
76C893AE236715B8009D8DC8 /* IKExample.cpp */,
76C893AF236715B8009D8DC8 /* IKExample.h */,
);
name = Classes;
path = ../Classes;
@ -887,6 +893,7 @@
763104DD20BC1B5E00927A1E /* Triangulator.cpp in Sources */,
763104F320BC1B5E00927A1E /* Animation.cpp in Sources */,
76798D1D22A95AB400F77964 /* ConstraintData.cpp in Sources */,
76C893B0236715B8009D8DC8 /* IKExample.cpp in Sources */,
76AAA40E1D18106000C54FCB /* SkeletonAnimation.cpp in Sources */,
76AAA4111D18106000C54FCB /* spine-cocos2dx.cpp in Sources */,
763104FC20BC1B5E00927A1E /* PathConstraintData.cpp in Sources */,
@ -953,6 +960,7 @@
763105B420BC1B9700927A1E /* IkConstraintData.cpp in Sources */,
763105B520BC1B9700927A1E /* IkConstraintTimeline.cpp in Sources */,
763105B620BC1B9700927A1E /* Json.cpp in Sources */,
76C893B1236715B8009D8DC8 /* IKExample.cpp in Sources */,
763105B720BC1B9700927A1E /* LinkedMesh.cpp in Sources */,
763105B820BC1B9700927A1E /* MathUtil.cpp in Sources */,
763105B920BC1B9700927A1E /* MeshAttachment.cpp in Sources */,

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@ -135,9 +135,11 @@ void SkeletonAnimation::update (float deltaTime) {
super::update(deltaTime);
deltaTime *= _timeScale;
if (_preUpdateListener) _preUpdateListener(this);
_state->update(deltaTime);
_state->apply(*_skeleton);
_skeleton->updateWorldTransform();
if (_postUpdateListener) _postUpdateListener(this);
}
void SkeletonAnimation::draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &transform, uint32_t transformFlags) {
@ -282,6 +284,14 @@ void SkeletonAnimation::setEventListener (const EventListener& listener) {
_eventListener = listener;
}
void SkeletonAnimation::setPreUpdateWorldTransformsListener(const UpdateWorldTransformsListener &listener) {
_preUpdateListener = listener;
}
void SkeletonAnimation::setPostUpdateWorldTransformsListener(const UpdateWorldTransformsListener &listener) {
_postUpdateListener = listener;
}
void SkeletonAnimation::setTrackStartListener (TrackEntry* entry, const StartListener& listener) {
getListeners(entry)->startListener = listener;
}

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@ -36,12 +36,15 @@
namespace spine {
class SkeletonAnimation;
typedef std::function<void(TrackEntry* entry)> StartListener;
typedef std::function<void(TrackEntry* entry)> InterruptListener;
typedef std::function<void(TrackEntry* entry)> EndListener;
typedef std::function<void(TrackEntry* entry)> DisposeListener;
typedef std::function<void(TrackEntry* entry)> CompleteListener;
typedef std::function<void(TrackEntry* entry, Event* event)> EventListener;
typedef std::function<void(SkeletonAnimation* node)> UpdateWorldTransformsListener;
/** Draws an animated skeleton, providing an AnimationState for applying one or more animations and queuing animations to be
* played later. */
@ -87,6 +90,8 @@ public:
void setDisposeListener (const DisposeListener& listener);
void setCompleteListener (const CompleteListener& listener);
void setEventListener (const EventListener& listener);
void setPreUpdateWorldTransformsListener(const UpdateWorldTransformsListener& listener);
void setPostUpdateWorldTransformsListener(const UpdateWorldTransformsListener& listener);
void setTrackStartListener (TrackEntry* entry, const StartListener& listener);
void setTrackInterruptListener (TrackEntry* entry, const InterruptListener& listener);
@ -119,6 +124,8 @@ protected:
DisposeListener _disposeListener;
CompleteListener _completeListener;
EventListener _eventListener;
UpdateWorldTransformsListener _preUpdateListener;
UpdateWorldTransformsListener _postUpdateListener;
private:
typedef SkeletonRenderer super;

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@ -61,10 +61,6 @@ public class IKTest extends ApplicationAdapter {
// mix the two. The mouse position following
// is performed in the render() method below.
state.setAnimation(1, "aim", true);
// apply the state once, so we have world
// bone positions that we can use.
skeleton.setToSetupPose();
}
public void render () {