Added bone plotting example.

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NathanSweet 2015-03-16 14:38:35 +01:00
parent 39f379efd7
commit 85dba4aa3a

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/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
package com.esotericsoftware.spine;
import com.badlogic.gdx.files.FileHandle;
import com.esotericsoftware.spine.attachments.AttachmentLoader;
import com.esotericsoftware.spine.attachments.BoundingBoxAttachment;
import com.esotericsoftware.spine.attachments.MeshAttachment;
import com.esotericsoftware.spine.attachments.RegionAttachment;
import com.esotericsoftware.spine.attachments.SkinnedMeshAttachment;
public class BonePlotting {
static public void main (String[] args) throws Exception {
// This example shows how to load skeleton data and plot a bone transform for each animation.
SkeletonJson json = new SkeletonJson(new AttachmentLoader() {
public SkinnedMeshAttachment newSkinnedMeshAttachment (Skin skin, String name, String path) {
return null;
}
public RegionAttachment newRegionAttachment (Skin skin, String name, String path) {
return null;
}
public MeshAttachment newMeshAttachment (Skin skin, String name, String path) {
return null;
}
public BoundingBoxAttachment newBoundingBoxAttachment (Skin skin, String name) {
return null;
}
});
SkeletonData skeletonData = json.readSkeletonData(new FileHandle("assets/spineboy/spineboy.json"));
Skeleton skeleton = new Skeleton(skeletonData);
Bone bone = skeleton.findBone("gunTip");
float fps = 1 / 15f;
for (Animation animation : skeletonData.getAnimations()) {
float time = 0;
while (time < animation.getDuration()) {
animation.apply(skeleton, time, time, false, null);
skeleton.updateWorldTransform();
System.out.println(animation.getName() + "," + bone.getWorldX() + "," + bone.getWorldY() + ","
+ bone.getWorldRotation() + "," + bone.getWorldScaleX() + "," + bone.getWorldScaleY());
time += fps;
}
}
}
}