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[libgdx] deformAttachment is set for all vertex attachment types on copy.
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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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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.esotericsoftware.spine.utils.TwoColorPolygonBatch;
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public class SimpleTest4 extends ApplicationAdapter {
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OrthographicCamera camera;
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TwoColorPolygonBatch batch;
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SkeletonRenderer renderer;
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SkeletonRendererDebug debugRenderer;
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TextureAtlas atlas;
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Skeleton skeleton;
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AnimationState state;
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public void create () {
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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); // PMA results in correct blending without outlines.
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debugRenderer = new SkeletonRendererDebug();
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debugRenderer.setBoundingBoxes(false);
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debugRenderer.setRegionAttachments(false);
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atlas = new TextureAtlas(Gdx.files.internal("goblins/goblins-pma.atlas"));
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SkeletonJson json = new SkeletonJson(atlas); // This loads skeleton JSON data, which is stateless.
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json.setScale(0.6f); // Load the skeleton at 60% the size it was in Spine.
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SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("goblins/goblins-pro.json"));
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skeleton = new Skeleton(skeletonData); // Skeleton holds skeleton state (bone positions, slot attachments, etc).
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skeleton.setPosition(250, 20);
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AnimationStateData stateData = new AnimationStateData(skeletonData); // Defines mixing (crossfading) between animations.
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// stateData.setMix("run", "jump", 0.2f);
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// stateData.setMix("jump", "run", 0.2f);
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state = new AnimationState(stateData); // Holds the animation state for a skeleton (current animation, time, etc).
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state.setTimeScale(0.5f); // Slow all animations down to 50% speed.
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// Queue animations on track 0.
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state.setAnimation(0, "walk", true);
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// state.addAnimation(0, "jump", false, 2); // Jump after 2 seconds.
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// state.addAnimation(0, "run", true, 0); // Run after the jump.
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Skin skin = new Skin("test");
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skin.copySkin(skeletonData.findSkin("goblingirl"));
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skeleton.setSkin(skin);
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skeleton.setSlotsToSetupPose();
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}
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public void render () {
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state.update(Gdx.graphics.getDeltaTime()); // Update the animation time.
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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state.apply(skeleton); // Poses skeleton using current animations. This sets the bones' local SRT.
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skeleton.updateWorldTransform(); // Uses the bones' local SRT to compute their world SRT.
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// Configure the camera, SpriteBatch, and SkeletonRendererDebug.
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camera.update();
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batch.getProjectionMatrix().set(camera.combined);
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debugRenderer.getShapeRenderer().setProjectionMatrix(camera.combined);
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batch.begin();
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renderer.draw(batch, skeleton); // Draw the skeleton images.
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batch.end();
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debugRenderer.draw(skeleton); // Draw debug lines.
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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 SimpleTest4());
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}
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}
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@ -239,7 +239,6 @@ public class MeshAttachment extends VertexAttachment {
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copy.region = region;
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copy.path = path;
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copy.color.set(color);
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copy.deformAttachment = deformAttachment;
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copyTo(copy);
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copy.regionUVs = new float[regionUVs.length];
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@ -30,7 +30,6 @@
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package com.esotericsoftware.spine.attachments;
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import com.badlogic.gdx.utils.FloatArray;
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import com.esotericsoftware.spine.Bone;
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import com.esotericsoftware.spine.Skeleton;
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import com.esotericsoftware.spine.Slot;
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@ -182,6 +181,7 @@ abstract public class VertexAttachment extends Attachment {
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attachment.vertices = null;
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attachment.worldVerticesLength = worldVerticesLength;
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attachment.deformAttachment = deformAttachment;
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}
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static private synchronized int nextID () {
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