/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, 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. *****************************************************************************/ #include #include #define GLFW_INCLUDE_NONE #include #include #include using namespace spine; int width = 800, height = 600; // Mouse position for IK targeting double mouseX = 400, mouseY = 300; Skeleton *ikSkeleton = nullptr; void cursor_position_callback(GLFWwindow *window, double xpos, double ypos) { mouseX = xpos; mouseY = ypos; } GLFWwindow *init_glfw() { if (!glfwInit()) { std::cerr << "Failed to initialize GLFW" << std::endl; return nullptr; } glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); GLFWwindow *window = glfwCreateWindow(width, height, "spine-glfw IK Following - Move mouse to aim", NULL, NULL); if (!window) { std::cerr << "Failed to create GLFW window" << std::endl; glfwTerminate(); return nullptr; } glfwMakeContextCurrent(window); glbinding::initialize(glfwGetProcAddress); // Set mouse callback glfwSetCursorPosCallback(window, cursor_position_callback); return window; } int main() { // Initialize GLFW and glbinding GLFWwindow *window = init_glfw(); if (!window) return -1; // We use a y-down coordinate system, see renderer_set_viewport_size() Bone::setYDown(true); // Load the atlas and the skeleton data GlTextureLoader textureLoader; Atlas *atlas = new Atlas("data/spineboy-pma.atlas", &textureLoader); SkeletonBinary binary(*atlas); SkeletonData *skeletonData = binary.readSkeletonDataFile("data/spineboy-pro.skel"); // Create a skeleton from the data Skeleton skeleton(*skeletonData); skeleton.setScaleX(0.5); skeleton.setScaleY(0.5); skeleton.setupPose(); // Position the skeleton on the left side like in the Flutter example skeleton.setPosition(200, height / 2 + 150); // Set the global skeleton pointer for IK ikSkeleton = &skeleton; // Create an AnimationState to drive animations on the skeleton AnimationStateData animationStateData(*skeletonData); AnimationState animationState(animationStateData); // Set the walk animation on track 0 and aim animation on track 1 animationState.setAnimation(0, "walk", true); animationState.setAnimation(1, "aim", true); // Create the renderer and set the viewport size to match the window size renderer_t *renderer = renderer_create(); renderer_set_viewport_size(renderer, width, height); // Rendering loop double lastTime = glfwGetTime(); while (!glfwWindowShouldClose(window)) { // Calculate the delta time in seconds double currTime = glfwGetTime(); float delta = currTime - lastTime; lastTime = currTime; // Update and apply the animation state to the skeleton animationState.update(delta); animationState.apply(skeleton); // Update the skeleton time (used for physics) skeleton.update(delta); // Update the crosshair bone position based on mouse position Bone *crosshairBone = skeleton.findBone("crosshair"); if (crosshairBone != nullptr) { Bone *parent = crosshairBone->getParent(); if (parent != nullptr) { // Convert mouse position to world coordinates float worldX = mouseX; float worldY = mouseY; // Convert world position to parent's local space float localX, localY; parent->getAppliedPose().worldToLocal(worldX, worldY, localX, localY); // Set the crosshair bone position in its applied pose crosshairBone->getAppliedPose().setX(localX); crosshairBone->getAppliedPose().setY(localY); } } // Calculate the new pose skeleton.updateWorldTransform(spine::Physics_Update); // Clear the screen gl::glClear(gl::GL_COLOR_BUFFER_BIT); // Render the skeleton in its current pose renderer_draw(renderer, &skeleton, true); // Present the rendering results and poll for events glfwSwapBuffers(window); glfwPollEvents(); } // Clear the IK skeleton pointer ikSkeleton = nullptr; // Dispose everything renderer_dispose(renderer); delete skeletonData; delete atlas; // Kill the window and GLFW glfwTerminate(); return 0; }