/****************************************************************************** * 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; * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR * 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.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.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.math.Vector2; public class IkTest extends ApplicationAdapter { OrthographicCamera camera; SpriteBatch batch; SkeletonRenderer renderer; SkeletonRendererDebug debugRenderer; TextureAtlas atlas; Skeleton skeleton; AnimationState state; public void create () { camera = new OrthographicCamera(); batch = new SpriteBatch(); renderer = new SkeletonRenderer(); renderer.setPremultipliedAlpha(true); debugRenderer = new SkeletonRendererDebug(); debugRenderer.setBoundingBoxes(false); debugRenderer.setRegionAttachments(false); atlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy.atlas")); SkeletonJson json = new SkeletonJson(atlas); // This loads skeleton JSON data, which is stateless. json.setScale(0.6f); // Load the skeleton at 60% the size it was in Spine. SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy/spineboy.json")); skeleton = new Skeleton(skeletonData); // Skeleton holds skeleton state (bone positions, slot attachments, etc). skeleton.setPosition(250, 20); AnimationStateData stateData = new AnimationStateData(skeletonData); // Defines mixing (crossfading) between animations. stateData.setMix("run", "jump", 0.2f); stateData.setMix("jump", "run", 0.2f); state = new AnimationState(stateData); // Holds the animation state for a skeleton (current animation, time, etc). state.setTimeScale(0.5f); // Slow all animations down to 50% speed. state.setAnimation(0, "run", true); state.addAnimation(0, "jump", false, 2); // Jump after 2 seconds. state.addAnimation(0, "run", true, 0); // Run after the jump. // skeleton.findBone("front_foot").parent = skeleton.findBone("hip"); IkConstraintData data; data = new IkConstraintData("head"); data.getBones().add(skeletonData.findBone("torso")); data.getBones().add(skeletonData.findBone("head")); data.target = skeletonData.findBone("front_foot"); data.setBendDirection(-1); skeleton.getIkConstraints().add(new IkConstraint(data, skeleton)); // data = new IkConstraintData("arm"); // data.getBones().add(skeletonData.findBone("front_upper_arm")); // data.getBones().add(skeletonData.findBone("front_bracer")); // data.setTarget(skeletonData.findBone("front_foot")); // skeleton.getIkConstraints().add(new IkConstraint(data, skeleton)); // // data = new IkConstraintData("leg"); // data.getBones().add(skeletonData.findBone("front_thigh")); // data.getBones().add(skeletonData.findBone("front_shin")); // data.target = skeletonData.findBone("front_foot"); // data.setBendDirection(-1); // skeleton.getIkConstraints().add(new IkConstraint(data, skeleton)); // //skeleton.getIkConstraints().peek().setMix(0.5f); skeleton.updateCache(); skeleton.updateWorldTransform(); } public void render () { state.update(Gdx.graphics.getDeltaTime()); // Update the animation time. Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // state.apply(skeleton); // Poses skeleton using current animations. This sets the bones' local SRT. // skeleton.findBone("front_shin").y = 40; // skeleton.findBone("front_shin").scaleX = 2; // skeleton.findBone("front_thigh").scaleX = 2; // skeleton.findBone("front_bracer").y = 40; // skeleton.findBone("front_bracer").scaleX = 2; // skeleton.findBone("front_upper_arm").scaleX = 2; // skeleton.getRootBone().setScale(1.3f, 0.6f); // skeleton.findBone("front_upper_arm").parent = skeleton.findBone("front_shin"); // skeleton.findBone("head").scaleX = 2; // skeleton.findBone("head").x = 100; // skeleton.findBone("head").y = 100; // skeleton.findBone("head").rotation = 0; // skeleton.findBone("neck").x = 100; // skeleton.findBone("neck").y = 100; // skeleton.findBone("neck").rotation = 45; skeleton.setPosition(250, 20); // skeleton.setFlip(false, false); skeleton.setPosition(250, 20); // skeleton.setFlipX(true); // skeleton.setFlipY(false); // skeleton.findBone("torso").setFlipX(true); // skeleton.findBone("torso").setFlipY(true); Vector2 p = skeleton.findBone("front_foot").parent.worldToLocal(new Vector2(Gdx.input.getX() - skeleton.getX(), Gdx.graphics.getHeight() - Gdx.input.getY() - skeleton.getY())); skeleton.findBone("front_foot").setPosition(p.x, p.y); skeleton.updateWorldTransform(); // Uses the bones' local SRT to compute their world SRT. // Configure the camera, SpriteBatch, and SkeletonRendererDebug. camera.update(); batch.getProjectionMatrix().set(camera.combined); debugRenderer.getShapeRenderer().setProjectionMatrix(camera.combined); batch.begin(); renderer.draw(batch, skeleton); // Draw the skeleton images. batch.end(); debugRenderer.draw(skeleton); // Draw debug lines. } 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()); } }