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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 15:24:55 +08:00
[glfw] Added physics example
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b96e7c2461
commit
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@ -253,6 +253,10 @@ cp -f ../spineboy/export/spineboy-pro.json "$ROOT/spine-glfw/data/"
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cp -f ../spineboy/export/spineboy-pro.skel "$ROOT/spine-glfw/data/"
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cp -f ../spineboy/export/spineboy-pma.atlas "$ROOT/spine-glfw/data/"
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cp -f ../spineboy/export/spineboy-pma.png "$ROOT/spine-glfw/data/"
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cp -f ../celestial-circus/export/celestial-circus-pro.json "$ROOT/spine-glfw/data/"
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cp -f ../celestial-circus/export/celestial-circus-pro.skel "$ROOT/spine-glfw/data/"
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cp -f ../celestial-circus/export/celestial-circus-pma.atlas "$ROOT/spine-glfw/data/"
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cp -f ../celestial-circus/export/celestial-circus-pma.png "$ROOT/spine-glfw/data/"
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echo "spine-sfml"
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rm -f "$ROOT/spine-sfml/data/"*
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@ -70,7 +70,19 @@ target_link_libraries(spine-glfw-example-c PRIVATE glbinding::glbinding)
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set_property(TARGET spine-glfw-example-c PROPERTY VS_DEBUGGER_WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}/spine-glfw")
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# Physics example
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add_executable(spine-glfw-physics example/physics.cpp)
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target_link_libraries(spine-glfw-physics PRIVATE glfw)
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target_link_libraries(spine-glfw-physics PRIVATE OpenGL::GL)
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target_link_libraries(spine-glfw-physics LINK_PUBLIC spine-glfw)
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target_link_libraries(spine-glfw-physics PRIVATE glbinding::glbinding)
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set_property(TARGET spine-glfw-physics PROPERTY VS_DEBUGGER_WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}/spine-glfw")
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# copy data to build directory
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add_custom_command(TARGET spine-glfw-example PRE_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_directory
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${CMAKE_CURRENT_LIST_DIR}/data $<TARGET_FILE_DIR:spine-glfw-example>/data)
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add_custom_command(TARGET spine-glfw-physics PRE_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_directory
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${CMAKE_CURRENT_LIST_DIR}/data $<TARGET_FILE_DIR:spine-glfw-physics>/data)
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158
spine-glfw/data/celestial-circus-pma.atlas
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158
spine-glfw/data/celestial-circus-pma.atlas
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@ -0,0 +1,158 @@
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celestial-circus-pma.png
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size: 1024, 1024
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filter: Linear, Linear
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pma: true
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scale: 0.4
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arm-back-down
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bounds: 971, 683, 38, 82
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arm-back-up
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bounds: 939, 44, 83, 116
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arm-front-down
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bounds: 971, 603, 36, 78
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arm-front-up
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bounds: 289, 22, 77, 116
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rotate: 90
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bench
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bounds: 586, 47, 189, 48
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body-bottom
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bounds: 868, 270, 154, 124
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body-top
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bounds: 2, 156, 126, 132
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offsets: 0, 0, 126, 133
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rotate: 90
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chest
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bounds: 490, 267, 104, 93
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rotate: 180
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cloud-back
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bounds: 804, 563, 202, 165
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rotate: 90
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cloud-front
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bounds: 606, 440, 325, 196
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rotate: 270
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collar
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bounds: 373, 739, 47, 26
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ear
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bounds: 106, 737, 20, 28
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eye-back-shadow
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bounds: 233, 755, 14, 10
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eye-front-shadow
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bounds: 128, 751, 24, 14
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eye-reflex-back
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bounds: 787, 758, 8, 7
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eye-reflex-front
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bounds: 154, 758, 10, 7
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eye-white-back
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bounds: 616, 749, 13, 16
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eye-white-front
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bounds: 477, 748, 22, 17
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eyelashes-down-back
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bounds: 655, 759, 11, 6
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eyelashes-down-front
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bounds: 549, 759, 15, 6
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eyelashes-top-back
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bounds: 353, 755, 18, 10
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eyelashes-top-front
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bounds: 749, 749, 30, 16
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face
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bounds: 775, 277, 91, 102
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offsets: 2, 0, 93, 102
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feathers-back
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bounds: 192, 611, 46, 46
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feathers-front
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bounds: 415, 679, 72, 86
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fringe-middle-back
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bounds: 794, 509, 33, 52
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fringe-middle-front
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bounds: 679, 202, 60, 50
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fringe-side-back
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bounds: 407, 5, 27, 94
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fringe-side-front
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bounds: 14, 331, 26, 93
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glove-bottom-back
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bounds: 14, 681, 51, 41
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glove-bottom-front
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bounds: 313, 288, 47, 48
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hair-back-1
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bounds: 716, 91, 132, 306
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rotate: 270
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hair-back-2
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bounds: 124, 100, 80, 285
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rotate: 90
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hair-back-3
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bounds: 410, 78, 70, 268
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rotate: 270
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hair-back-4
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bounds: 42, 250, 88, 262
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rotate: 90
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hair-back-5
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bounds: 320, 141, 88, 279
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rotate: 90
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hair-back-6
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bounds: 2, 36, 88, 286
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rotate: 90
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hair-hat-shadow
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bounds: 14, 724, 90, 41
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hand-back
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bounds: 2, 42, 60, 47
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hand-front
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bounds: 909, 208, 53, 60
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hat-back
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bounds: 741, 189, 64, 45
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hat-front
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bounds: 926, 396, 96, 56
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head-back
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bounds: 777, 2, 102, 86
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jabot
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bounds: 692, 384, 70, 55
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leg-back
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bounds: 362, 164, 210, 333
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rotate: 90
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leg-front
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bounds: 590, 181, 258, 320
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rotate: 90
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logo-brooch
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bounds: 584, 740, 16, 25
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mouth
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bounds: 631, 759, 22, 6
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neck
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bounds: 597, 441, 39, 56
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nose
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bounds: 556, 750, 6, 7
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nose-highlight
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bounds: 166, 761, 4, 4
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nose-shadow
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bounds: 778, 757, 7, 8
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pupil-back
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bounds: 442, 751, 10, 14
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pupil-front
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bounds: 602, 747, 12, 18
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rope-back
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bounds: 2, 273, 10, 492
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rope-front
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bounds: 2, 273, 10, 492
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rope-front-bottom
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bounds: 895, 69, 42, 65
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skirt
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bounds: 14, 325, 440, 246
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rotate: 90
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sock-bow
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bounds: 253, 733, 33, 32
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spine-logo-body
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bounds: 569, 733, 13, 32
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star-big
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bounds: 422, 741, 18, 24
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star-medium
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bounds: 1011, 757, 6, 8
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star-small
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bounds: 218, 761, 3, 4
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underskirt
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bounds: 212, 320, 445, 228
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rotate: 270
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underskirt-back
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bounds: 434, 332, 433, 171
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rotate: 270
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wing-back
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bounds: 137, 137, 146, 252
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rotate: 270
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wing-front
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bounds: 718, 314, 304, 248
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BIN
spine-glfw/data/celestial-circus-pma.png
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BIN
spine-glfw/data/celestial-circus-pma.png
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Binary file not shown.
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After Width: | Height: | Size: 788 KiB |
3638
spine-glfw/data/celestial-circus-pro.json
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3638
spine-glfw/data/celestial-circus-pro.json
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File diff suppressed because it is too large
Load Diff
BIN
spine-glfw/data/celestial-circus-pro.skel
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BIN
spine-glfw/data/celestial-circus-pro.skel
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Binary file not shown.
175
spine-glfw/example/physics.cpp
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175
spine-glfw/example/physics.cpp
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@ -0,0 +1,175 @@
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, 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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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include <glbinding/glbinding.h>
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#include <glbinding/gl/gl.h>
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#define GLFW_INCLUDE_NONE
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include <spine-glfw.h>
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using namespace spine;
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int width = 800, height = 600;
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// Mouse dragging state
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bool isDragging = false;
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double lastMouseX = 0, lastMouseY = 0;
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Skeleton* dragSkeleton = nullptr;
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void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
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if (button == GLFW_MOUSE_BUTTON_LEFT) {
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if (action == GLFW_PRESS) {
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isDragging = true;
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glfwGetCursorPos(window, &lastMouseX, &lastMouseY);
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} else if (action == GLFW_RELEASE) {
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isDragging = false;
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}
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}
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}
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void cursor_position_callback(GLFWwindow* window, double xpos, double ypos) {
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if (isDragging && dragSkeleton != nullptr) {
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// Both GLFW and our renderer use y-down coordinate system
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double deltaX = xpos - lastMouseX;
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double deltaY = ypos - lastMouseY;
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dragSkeleton->setX(dragSkeleton->getX() + deltaX);
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dragSkeleton->setY(dragSkeleton->getY() + deltaY);
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lastMouseX = xpos;
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lastMouseY = ypos;
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}
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}
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GLFWwindow *init_glfw() {
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if (!glfwInit()) {
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std::cerr << "Failed to initialize GLFW" << std::endl;
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return nullptr;
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}
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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GLFWwindow *window = glfwCreateWindow(width, height, "spine-glfw physics - Drag anywhere", NULL, NULL);
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if (!window) {
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std::cerr << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return nullptr;
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}
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glfwMakeContextCurrent(window);
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glbinding::initialize(glfwGetProcAddress);
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// Set mouse callbacks
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glfwSetMouseButtonCallback(window, mouse_button_callback);
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glfwSetCursorPosCallback(window, cursor_position_callback);
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return window;
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}
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int main() {
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// Initialize GLFW and glbinding
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GLFWwindow *window = init_glfw();
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if (!window) return -1;
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// We use a y-down coordinate system, see renderer_set_viewport_size()
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Bone::setYDown(true);
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// Load the atlas and the skeleton data
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GlTextureLoader textureLoader;
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Atlas *atlas = new Atlas("data/celestial-circus-pma.atlas", &textureLoader);
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SkeletonBinary binary(*atlas);
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SkeletonData *skeletonData = binary.readSkeletonDataFile("data/celestial-circus-pro.skel");
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// Create a skeleton from the data
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Skeleton skeleton(*skeletonData);
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skeleton.setScaleX(0.2);
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skeleton.setScaleY(0.2);
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skeleton.setupPose();
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skeleton.update(0);
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skeleton.updateWorldTransform(Physics_Update);
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// Center the skeleton on screen
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skeleton.setPosition(width / 2, height / 2 + 150);
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// Set the global skeleton pointer for mouse dragging
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dragSkeleton = &skeleton;
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// Create an AnimationState to drive animations on the skeleton
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AnimationStateData animationStateData(*skeletonData);
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AnimationState animationState(animationStateData);
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// Set the "eyeblink-long" animation like in the web example
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animationState.setAnimation(0, "eyeblink-long", true);
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// Create the renderer and set the viewport size to match the window size. This sets up a
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// pixel perfect orthogonal projection for 2D rendering.
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renderer_t *renderer = renderer_create();
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renderer_set_viewport_size(renderer, width, height);
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// Rendering loop
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double lastTime = glfwGetTime();
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while (!glfwWindowShouldClose(window)) {
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// Calculate the delta time in seconds
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double currTime = glfwGetTime();
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float delta = currTime - lastTime;
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lastTime = currTime;
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// Update and apply the animation state to the skeleton
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animationState.update(delta);
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animationState.apply(skeleton);
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// Update the skeleton time (used for physics)
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skeleton.update(delta);
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// Calculate the new pose
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skeleton.updateWorldTransform(spine::Physics_Update);
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// Clear the screen
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gl::glClear(gl::GL_COLOR_BUFFER_BIT);
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// Render the skeleton in its current pose
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renderer_draw(renderer, &skeleton, true);
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// Present the rendering results and poll for events
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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// Clear the drag skeleton pointer
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dragSkeleton = nullptr;
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// Dispose everything
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renderer_dispose(renderer);
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delete skeletonData;
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delete atlas;
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// Kill the window and GLFW
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glfwTerminate();
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return 0;
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}
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