/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ package com.esotericsoftware.spine; import com.badlogic.gdx.files.FileHandle; import com.esotericsoftware.spine.Animation.MixDirection; import com.esotericsoftware.spine.Animation.MixBlend; import com.esotericsoftware.spine.attachments.AttachmentLoader; import com.esotericsoftware.spine.attachments.BoundingBoxAttachment; import com.esotericsoftware.spine.attachments.ClippingAttachment; import com.esotericsoftware.spine.attachments.RegionAttachment; import com.esotericsoftware.spine.attachments.MeshAttachment; import com.esotericsoftware.spine.attachments.PathAttachment; import com.esotericsoftware.spine.attachments.PointAttachment; 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 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; } public ClippingAttachment newClippingAttachment (Skin skin, String name) { return null; } public PathAttachment newPathAttachment (Skin skin, String name) { return null; } public PointAttachment newPointAttachment (Skin skin, String name) { return null; } }); SkeletonData skeletonData = json.readSkeletonData(new FileHandle("assets/spineboy/spineboy-ess.json")); Skeleton skeleton = new Skeleton(skeletonData); Bone bone = skeleton.findBone("gun-tip"); float fps = 1 / 15f; for (Animation animation : skeletonData.getAnimations()) { float time = 0; while (time < animation.getDuration()) { animation.apply(skeleton, time, time, false, null, 1, MixBlend.first, MixDirection.in); skeleton.updateWorldTransform(); System.out .println(animation.getName() + "," + bone.getWorldX() + "," + bone.getWorldY() + "," + bone.getWorldRotationX()); time += fps; } } } }