/****************************************************************************** * 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. *****************************************************************************/ package com.esotericsoftware.spine; import com.badlogic.gdx.ApplicationAdapter; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application; 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.badlogic.gdx.utils.ScreenUtils; 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); } 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. float delta = Gdx.graphics.getDeltaTime(); state.update(delta); state.apply(skeleton); skeleton.update(delta); // This example has no physics, but if it did we first pose the skeleton without physics. skeleton.updateWorldTransform(Physics.pose); // 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().getAppliedPose().worldToLocal(boneCoords); // camera space to local bone space crosshair.getPose().setPosition(boneCoords.x, boneCoords.y); // override the crosshair position // Calculate final world transform with the crosshair bone set to the mouse cursor position. Update physics this time. skeleton.updateWorldTransform(Physics.update); // Clear the screen, update the camera and render the skeleton. ScreenUtils.clear(0, 0, 0, 0); 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(); } static public void main (String[] args) throws Exception { new Lwjgl3Application(new IKTest()); } }