[libgdx] Added mouse following IK example. See #1532.

This commit is contained in:
badlogic 2019-10-24 16:49:53 +02:00
parent 691c795fa0
commit b9f8fb3b9e

View File

@ -0,0 +1,128 @@
package com.esotericsoftware.spine;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.math.Vector3;
import com.esotericsoftware.spine.utils.TwoColorPolygonBatch;
/** Demonstrates how to let the target bone of an IK constraint
* follow the mouse or touch position, which in turn repositions
* part of the skeleton, in this case Spineboy's back arm including
* his gun.
*/
public class IKTest extends ApplicationAdapter {
OrthographicCamera camera;
TwoColorPolygonBatch batch;
SkeletonRenderer renderer;
TextureAtlas atlas;
Skeleton skeleton;
AnimationState state;
Vector3 cameraCoords = new Vector3();
Vector2 boneCoords = new Vector2();
public void create () {
// Create objects needed for rendering
camera = new OrthographicCamera();
batch = new TwoColorPolygonBatch();
renderer = new SkeletonRenderer();
renderer.setPremultipliedAlpha(true);
// Load the texture atlas and skeleton data
atlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy-pma.atlas"));
SkeletonBinary json = new SkeletonBinary(atlas);
json.setScale(0.6f);
SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy/spineboy-pro.skel"));
// Create a skeleton from the skeleton data
skeleton = new Skeleton(skeletonData);
skeleton.setPosition(250, 20);
// Create an animation satte
AnimationStateData stateData = new AnimationStateData(skeletonData);
state = new AnimationState(stateData);
// Queue the "walk" animation on the first track.
state.setAnimation(0, "walk", true);
// Queue the "aim" animation on a higher track.
// It consists of a single frame that positions
// the back arm and gun such that they point at
// the "crosshair" bone. By setting this
// animation on a higher track, it overrides
// any changes to the back arm and gun made
// by the walk animation, allowing us to
// mix the two. The mouse position following
// is performed in the render() method below.
state.setAnimation(1, "aim", true);
// apply the state once, so we have world
// bone positions that we can use.
skeleton.setToSetupPose();
}
public void render () {
// Update and apply the animations to the skeleton,
// then calculate the world transforms of every bone.
// This is needed so we can call Bone#worldToLocal()
// later.
state.update(Gdx.graphics.getDeltaTime());
state.apply(skeleton);
skeleton.updateWorldTransform();
// Position the "crosshair" bone at the mouse
// location. We do this before calling
// skeleton.updateWorldTransform() below, so
// our change is incorporated before the IK
// constraint is applied.
//
// When setting the crosshair bone position
// to the mouse position, we need to translate
// from "mouse space" to "camera space"
// and then to "local bone space". Note that the local
// bone space is calculated using the bone's parent
// worldToLocal() function!
cameraCoords.set(Gdx.input.getX(), Gdx.input.getY(), 0);
camera.unproject(cameraCoords); // mouse space to camera space
Bone crosshair = skeleton.findBone("crosshair"); // Should be cached.
boneCoords.set(cameraCoords.x, cameraCoords.y);
crosshair.getParent().worldToLocal(boneCoords); // camera space to local bone space
crosshair.setPosition(boneCoords.x, boneCoords.y); // override the crosshair position
crosshair.setAppliedValid(false);
// Calculate final world transform with the
// crosshair bone set to the mouse cursor
// position.
skeleton.updateWorldTransform();
// Clear the screen, update the camera and
// render the skeleton.
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
batch.getProjectionMatrix().set(camera.combined);
batch.begin();
renderer.draw(batch, skeleton);
batch.end();
}
public void resize (int width, int height) {
camera.setToOrtho(false); // Update camera with new size.
}
public void dispose () {
atlas.dispose();
}
public static void main (String[] args) throws Exception {
new LwjglApplication(new IKTest());
}
}