mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 09:16:01 +08:00
[cocos2dx] Added IK example, see #1532. Also added SkeletonAnimation::setPreUpdateWorldTransformsListener() and SkeletonAnimation::setPostUpdateWorldTransformsListener().
This commit is contained in:
parent
0f401bfb44
commit
656b08a32e
@ -88,6 +88,7 @@
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* Updated to cocos2d-x 3.17.1
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* Added mix-and-match example to demonstrate the new Skin API.
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* Exmaple project requires Visual Studio 2019 on Windows
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* 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.
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### SFML
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* Added mix-and-match example to demonstrate the new Skin API.
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@ -32,11 +32,8 @@
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#include <vector>
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#include <string>
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#include "RaptorExample.h"
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#include "BatchingExample.h"
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#include "CoinExample.h"
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#include "SkeletonRendererSeparatorExample.h"
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#include "MixAndMatchExample.h"
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#include "IKExample.h"
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#include <spine/spine-cocos2dx.h>
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#include <spine/Debug.h>
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#include "AppMacros.h"
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#include <spine/SkeletonTwoColorBatch.h>
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@ -44,6 +41,8 @@
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USING_NS_CC;
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using namespace std;
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using namespace spine;
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DebugExtension debugExtension(SpineExtension::getInstance());
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AppDelegate::AppDelegate () {
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@ -112,7 +111,7 @@ bool AppDelegate::applicationDidFinishLaunching () {
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// create a scene. it's an autorelease object
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//auto scene = RaptorExample::scene();
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auto scene = BatchingExample::scene();
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auto scene = IKExample::scene();
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// run
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director->runWithScene(scene);
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@ -28,7 +28,7 @@
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*****************************************************************************/
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#include "BatchingExample.h"
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#include "SpineboyExample.h"
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#include "IKExample.h"
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USING_NS_CC;
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using namespace spine;
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@ -96,7 +96,7 @@ bool BatchingExample::init () {
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EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create();
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listener->onTouchBegan = [this] (Touch* touch, cocos2d::Event* event) -> bool {
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Director::getInstance()->replaceScene(SpineboyExample::scene());
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Director::getInstance()->replaceScene(IKExample::scene());
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return true;
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};
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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116
spine-cocos2dx/example/Classes/IKExample.cpp
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116
spine-cocos2dx/example/Classes/IKExample.cpp
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@ -0,0 +1,116 @@
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated May 1, 2019. Replaces all prior versions.
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*
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* Copyright (c) 2013-2019, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include "IKExample.h"
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#include "SpineboyExample.h"
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USING_NS_CC;
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using namespace spine;
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Scene* IKExample::scene () {
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Scene *scene = Scene::create();
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scene->addChild(IKExample::create());
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return scene;
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}
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bool IKExample::init () {
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if (!LayerColor::initWithColor(Color4B(128, 128, 128, 255))) return false;
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// Load the Spineboy skeleton and create a SkeletonAnimation node from it
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// centered on the screen.
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skeletonNode = SkeletonAnimation::createWithJsonFile("spineboy-pro.json", "spineboy.atlas", 0.6f);
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skeletonNode->setPosition(Vec2(_contentSize.width / 2, 20));
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addChild(skeletonNode);
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// Queue the "walk" animation on the first track.
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skeletonNode->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 lambda below.
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skeletonNode->setAnimation(1, "aim", true);
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// Next we setup a listener that receives and stores
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// the current mouse location. The location is converted
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// to the skeleton's coordinate system.
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EventListenerMouse* mouseListener = EventListenerMouse::create();
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mouseListener->onMouseMove = [this] (cocos2d::Event* event) -> void {
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// convert the mosue location to the skeleton's coordinate space
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// and store it.
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EventMouse* mouseEvent = dynamic_cast<EventMouse*>(event);
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position = skeletonNode->convertToNodeSpace(mouseEvent->getLocationInView());
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};
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_eventDispatcher->addEventListenerWithSceneGraphPriority(mouseListener, this);
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// Position the "crosshair" bone at the mouse
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// location.
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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 "skeleton space" to "local bone space".
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// Note that the local bone space is calculated
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// using the bone's parent worldToLocal() function!
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//
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// After updating the bone position based on the
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// converted mouse location, we call updateWorldTransforms()
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// again so the change of the IK target position is
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// applied to the rest of the skeleton.
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skeletonNode->setPostUpdateWorldTransformsListener([this] (SkeletonAnimation* node) -> void {
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Bone* crosshair = node->findBone("crosshair");
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float localX = 0, localY = 0;
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crosshair->getParent()->worldToLocal(position.x, position.y, localX, localY);
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crosshair->setX(localX);
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crosshair->setY(localY);
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crosshair->setAppliedValid(false);
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node->getSkeleton()->updateWorldTransform();
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});
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EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create();
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listener->onTouchBegan = [this] (Touch* touch, cocos2d::Event* event) -> bool {
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Director::getInstance()->replaceScene(SpineboyExample::scene());
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return true;
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};
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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scheduleUpdate();
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return true;
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}
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void IKExample::update (float deltaTime) {
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}
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29
spine-cocos2dx/example/Classes/IKExample.h
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29
spine-cocos2dx/example/Classes/IKExample.h
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//
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// IKExample.hpp
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// spine-cocos2d-x
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//
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// Created by Mario Zechner on 28.10.19.
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//
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#ifndef _IKEXAMPLE_H_
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#define _IKEXAMPLE_H_
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#include "cocos2d.h"
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#include <spine/spine-cocos2dx.h>
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class IKExample : public cocos2d::LayerColor {
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public:
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static cocos2d::Scene* scene ();
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CREATE_FUNC (IKExample);
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virtual bool init ();
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virtual void update (float deltaTime);
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private:
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spine::SkeletonAnimation* skeletonNode;
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cocos2d::Vec2 position;
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};
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#endif // _IKEXAMPLE_H_
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@ -205,6 +205,8 @@
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76AAA4471D1811B000C54FCB /* SpineboyExample.h in Sources */ = {isa = PBXBuildFile; fileRef = 76AAA3BF1D180F7C00C54FCB /* SpineboyExample.h */; };
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76AAA4571D18132D00C54FCB /* common in Resources */ = {isa = PBXBuildFile; fileRef = 76AAA4521D18132D00C54FCB /* common */; };
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76AAA4581D18132D00C54FCB /* common in Resources */ = {isa = PBXBuildFile; fileRef = 76AAA4521D18132D00C54FCB /* common */; };
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76C893B0236715B8009D8DC8 /* IKExample.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 76C893AE236715B8009D8DC8 /* IKExample.cpp */; };
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76C893B1236715B8009D8DC8 /* IKExample.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 76C893AE236715B8009D8DC8 /* IKExample.cpp */; };
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76D1BFE02029E35200A0272D /* SkeletonRendererSeparatorExample.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 76D1BFDF2029E35200A0272D /* SkeletonRendererSeparatorExample.cpp */; };
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76D1BFE12029E37700A0272D /* SkeletonRendererSeparatorExample.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 76D1BFDF2029E35200A0272D /* SkeletonRendererSeparatorExample.cpp */; };
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76D520E61EB362DD00572471 /* CoinExample.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 76D520E41EB362DD00572471 /* CoinExample.cpp */; };
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@ -392,6 +394,8 @@
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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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76AAA40B1D18106000C54FCB /* spine-cocos2dx.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = "spine-cocos2dx.h"; path = "../../src/spine/spine-cocos2dx.h"; sourceTree = "<group>"; };
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76AAA4521D18132D00C54FCB /* common */ = {isa = PBXFileReference; lastKnownFileType = folder; path = common; sourceTree = "<group>"; };
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76C893AE236715B8009D8DC8 /* IKExample.cpp */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.cpp.cpp; path = IKExample.cpp; sourceTree = "<group>"; };
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76C893AF236715B8009D8DC8 /* IKExample.h */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.h; path = IKExample.h; sourceTree = "<group>"; };
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76D1BFDE2029E35100A0272D /* SkeletonRendererSeparatorExample.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = SkeletonRendererSeparatorExample.h; sourceTree = "<group>"; };
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76D1BFDF2029E35200A0272D /* SkeletonRendererSeparatorExample.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = SkeletonRendererSeparatorExample.cpp; sourceTree = "<group>"; };
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76D520E41EB362DD00572471 /* CoinExample.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = CoinExample.cpp; sourceTree = "<group>"; };
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@ -562,6 +566,8 @@
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76AAA3BB1D180F7C00C54FCB /* RaptorExample.h */,
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76AAA3BE1D180F7C00C54FCB /* SpineboyExample.cpp */,
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76AAA3BF1D180F7C00C54FCB /* SpineboyExample.h */,
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76C893AE236715B8009D8DC8 /* IKExample.cpp */,
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76C893AF236715B8009D8DC8 /* IKExample.h */,
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);
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name = Classes;
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path = ../Classes;
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@ -887,6 +893,7 @@
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763104DD20BC1B5E00927A1E /* Triangulator.cpp in Sources */,
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763104F320BC1B5E00927A1E /* Animation.cpp in Sources */,
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76798D1D22A95AB400F77964 /* ConstraintData.cpp in Sources */,
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76C893B0236715B8009D8DC8 /* IKExample.cpp in Sources */,
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76AAA40E1D18106000C54FCB /* SkeletonAnimation.cpp in Sources */,
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76AAA4111D18106000C54FCB /* spine-cocos2dx.cpp in Sources */,
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763104FC20BC1B5E00927A1E /* PathConstraintData.cpp in Sources */,
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@ -953,6 +960,7 @@
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763105B420BC1B9700927A1E /* IkConstraintData.cpp in Sources */,
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763105B520BC1B9700927A1E /* IkConstraintTimeline.cpp in Sources */,
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763105B620BC1B9700927A1E /* Json.cpp in Sources */,
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76C893B1236715B8009D8DC8 /* IKExample.cpp in Sources */,
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763105B720BC1B9700927A1E /* LinkedMesh.cpp in Sources */,
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763105B820BC1B9700927A1E /* MathUtil.cpp in Sources */,
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763105B920BC1B9700927A1E /* MeshAttachment.cpp in Sources */,
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@ -135,9 +135,11 @@ void SkeletonAnimation::update (float deltaTime) {
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super::update(deltaTime);
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deltaTime *= _timeScale;
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if (_preUpdateListener) _preUpdateListener(this);
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_state->update(deltaTime);
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_state->apply(*_skeleton);
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_skeleton->updateWorldTransform();
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if (_postUpdateListener) _postUpdateListener(this);
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}
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void SkeletonAnimation::draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &transform, uint32_t transformFlags) {
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@ -282,6 +284,14 @@ void SkeletonAnimation::setEventListener (const EventListener& listener) {
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_eventListener = listener;
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}
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void SkeletonAnimation::setPreUpdateWorldTransformsListener(const UpdateWorldTransformsListener &listener) {
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_preUpdateListener = listener;
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}
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void SkeletonAnimation::setPostUpdateWorldTransformsListener(const UpdateWorldTransformsListener &listener) {
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_postUpdateListener = listener;
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}
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void SkeletonAnimation::setTrackStartListener (TrackEntry* entry, const StartListener& listener) {
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getListeners(entry)->startListener = listener;
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}
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@ -36,12 +36,15 @@
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namespace spine {
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class SkeletonAnimation;
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typedef std::function<void(TrackEntry* entry)> StartListener;
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typedef std::function<void(TrackEntry* entry)> InterruptListener;
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typedef std::function<void(TrackEntry* entry)> EndListener;
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typedef std::function<void(TrackEntry* entry)> DisposeListener;
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typedef std::function<void(TrackEntry* entry)> CompleteListener;
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typedef std::function<void(TrackEntry* entry, Event* event)> EventListener;
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typedef std::function<void(SkeletonAnimation* node)> UpdateWorldTransformsListener;
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/** Draws an animated skeleton, providing an AnimationState for applying one or more animations and queuing animations to be
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* played later. */
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void setDisposeListener (const DisposeListener& listener);
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void setCompleteListener (const CompleteListener& listener);
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void setEventListener (const EventListener& listener);
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void setPreUpdateWorldTransformsListener(const UpdateWorldTransformsListener& listener);
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void setPostUpdateWorldTransformsListener(const UpdateWorldTransformsListener& listener);
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void setTrackStartListener (TrackEntry* entry, const StartListener& listener);
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void setTrackInterruptListener (TrackEntry* entry, const InterruptListener& listener);
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@ -119,6 +124,8 @@ protected:
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DisposeListener _disposeListener;
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CompleteListener _completeListener;
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EventListener _eventListener;
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UpdateWorldTransformsListener _preUpdateListener;
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UpdateWorldTransformsListener _postUpdateListener;
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private:
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typedef SkeletonRenderer super;
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@ -61,10 +61,6 @@ public class IKTest extends ApplicationAdapter {
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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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