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Added bone plotting example.
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/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.1
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*
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to install, execute and perform the Spine Runtimes
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* Software (the "Software") solely for internal use. Without the written
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* permission of Esoteric Software (typically granted by licensing Spine), you
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* may not (a) modify, translate, adapt or otherwise create derivative works,
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* improvements of the Software or develop new applications using the Software
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* or (b) remove, delete, alter or obscure any trademarks or any copyright,
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* trademark, patent or other intellectual property or proprietary rights
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* notices on or in the Software, including any copy thereof. Redistributions
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* in binary or source form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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package com.esotericsoftware.spine;
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import com.badlogic.gdx.files.FileHandle;
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import com.esotericsoftware.spine.attachments.AttachmentLoader;
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import com.esotericsoftware.spine.attachments.BoundingBoxAttachment;
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import com.esotericsoftware.spine.attachments.MeshAttachment;
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import com.esotericsoftware.spine.attachments.RegionAttachment;
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import com.esotericsoftware.spine.attachments.SkinnedMeshAttachment;
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public class BonePlotting {
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static public void main (String[] args) throws Exception {
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// This example shows how to load skeleton data and plot a bone transform for each animation.
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SkeletonJson json = new SkeletonJson(new AttachmentLoader() {
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public SkinnedMeshAttachment newSkinnedMeshAttachment (Skin skin, String name, String path) {
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return null;
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}
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public RegionAttachment newRegionAttachment (Skin skin, String name, String path) {
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return null;
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}
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public MeshAttachment newMeshAttachment (Skin skin, String name, String path) {
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return null;
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}
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public BoundingBoxAttachment newBoundingBoxAttachment (Skin skin, String name) {
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return null;
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}
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});
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SkeletonData skeletonData = json.readSkeletonData(new FileHandle("assets/spineboy/spineboy.json"));
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Skeleton skeleton = new Skeleton(skeletonData);
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Bone bone = skeleton.findBone("gunTip");
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float fps = 1 / 15f;
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for (Animation animation : skeletonData.getAnimations()) {
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float time = 0;
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while (time < animation.getDuration()) {
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animation.apply(skeleton, time, time, false, null);
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skeleton.updateWorldTransform();
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System.out.println(animation.getName() + "," + bone.getWorldX() + "," + bone.getWorldY() + ","
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+ bone.getWorldRotation() + "," + bone.getWorldScaleX() + "," + bone.getWorldScaleY());
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time += fps;
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}
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}
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}
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}
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