mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 14:24:53 +08:00
246 lines
9.7 KiB
Java
246 lines
9.7 KiB
Java
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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package com.esotericsoftware.spine;
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import com.badlogic.gdx.ApplicationAdapter;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application;
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import com.badlogic.gdx.backends.lwjgl3.Lwjgl3ApplicationConfiguration;
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import com.badlogic.gdx.graphics.OrthographicCamera;
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import com.badlogic.gdx.graphics.g2d.SpriteBatch;
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import com.badlogic.gdx.graphics.g2d.TextureAtlas;
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import com.badlogic.gdx.graphics.g2d.TextureAtlas.AtlasRegion;
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import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
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import com.badlogic.gdx.math.MathUtils;
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import com.badlogic.gdx.math.Matrix4;
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import com.badlogic.gdx.math.Vector2;
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import com.badlogic.gdx.physics.box2d.Body;
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import com.badlogic.gdx.physics.box2d.BodyDef;
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import com.badlogic.gdx.physics.box2d.BodyDef.BodyType;
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import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer;
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import com.badlogic.gdx.physics.box2d.FixtureDef;
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import com.badlogic.gdx.physics.box2d.PolygonShape;
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import com.badlogic.gdx.physics.box2d.World;
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import com.badlogic.gdx.utils.Array;
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import com.badlogic.gdx.utils.Null;
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import com.badlogic.gdx.utils.ScreenUtils;
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import com.esotericsoftware.spine.Animation.MixBlend;
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import com.esotericsoftware.spine.Animation.MixDirection;
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import com.esotericsoftware.spine.Skeleton.Physics;
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import com.esotericsoftware.spine.attachments.AtlasAttachmentLoader;
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import com.esotericsoftware.spine.attachments.RegionAttachment;
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import com.esotericsoftware.spine.attachments.Sequence;
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/** Demonstrates positioning physics bodies for a skeleton. */
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public class Box2DExample extends ApplicationAdapter {
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SpriteBatch batch;
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ShapeRenderer renderer;
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SkeletonRenderer skeletonRenderer;
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TextureAtlas atlas;
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Skeleton skeleton;
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Animation animation;
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float time;
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Array<Event> events = new Array();
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OrthographicCamera camera;
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Box2DDebugRenderer box2dRenderer;
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World world;
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Body groundBody;
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Matrix4 transform = new Matrix4();
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Vector2 vector = new Vector2();
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public void create () {
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batch = new SpriteBatch();
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renderer = new ShapeRenderer();
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skeletonRenderer = new SkeletonRenderer();
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skeletonRenderer.setPremultipliedAlpha(true);
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atlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy-pma.atlas"));
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// This loader creates Box2dAttachments instead of RegionAttachments for an easy way to keep track of the Box2D body for
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// each attachment.
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AtlasAttachmentLoader atlasLoader = new AtlasAttachmentLoader(atlas) {
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public RegionAttachment newRegionAttachment (Skin skin, String name, String path, @Null Sequence sequence) {
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Box2dAttachment attachment = new Box2dAttachment(name);
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AtlasRegion region = atlas.findRegion(attachment.getName());
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if (region == null) throw new RuntimeException("Region not found in atlas: " + attachment);
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attachment.setRegion(region);
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return attachment;
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}
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};
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SkeletonJson json = new SkeletonJson(atlasLoader);
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json.setScale(0.6f * 0.05f);
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SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy/spineboy-ess.json"));
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animation = skeletonData.findAnimation("walk");
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skeleton = new Skeleton(skeletonData);
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skeleton.x = -32;
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skeleton.y = 1;
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skeleton.updateWorldTransform(Physics.update);
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// See Box2DTest in libgdx for more detailed information about Box2D setup.
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camera = new OrthographicCamera(48, 32);
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camera.position.set(0, 16, 0);
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box2dRenderer = new Box2DDebugRenderer();
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createWorld();
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// Create a body for each attachment. Note it is probably better to create just a few bodies rather than one for each
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// region attachment, but this is just an example.
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for (Slot slot : skeleton.getSlots()) {
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if (!(slot.getAttachment() instanceof Box2dAttachment)) continue;
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Box2dAttachment attachment = (Box2dAttachment)slot.getAttachment();
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PolygonShape boxPoly = new PolygonShape();
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boxPoly.setAsBox(attachment.getWidth() / 2 * attachment.getScaleX(), attachment.getHeight() / 2 * attachment.getScaleY(),
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vector.set(attachment.getX(), attachment.getY()), attachment.getRotation() * MathUtils.degRad);
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BodyDef boxBodyDef = new BodyDef();
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boxBodyDef.type = BodyType.StaticBody;
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attachment.body = world.createBody(boxBodyDef);
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attachment.body.createFixture(boxPoly, 1);
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boxPoly.dispose();
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}
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}
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public void render () {
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float delta = Gdx.graphics.getDeltaTime();
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float remaining = delta;
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while (remaining > 0) {
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float d = Math.min(0.016f, remaining);
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world.step(d, 8, 3);
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time += d;
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remaining -= d;
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}
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camera.update();
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ScreenUtils.clear(0, 0, 0, 0);
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batch.setProjectionMatrix(camera.projection);
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batch.setTransformMatrix(camera.view);
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batch.begin();
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animation.apply(skeleton, time, time, true, events, 1, MixBlend.first, MixDirection.in);
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skeleton.x += 8 * delta;
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skeleton.update(delta);
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skeleton.updateWorldTransform(Physics.update);
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skeletonRenderer.draw(batch, skeleton);
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batch.end();
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// Position the physics body for each attachment.
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for (Slot slot : skeleton.getSlots()) {
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if (!(slot.getAttachment() instanceof Box2dAttachment)) continue;
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Box2dAttachment attachment = (Box2dAttachment)slot.getAttachment();
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if (attachment.body == null) continue;
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float x = slot.getBone().getWorldX();
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float y = slot.getBone().getWorldY();
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float rotation = slot.getBone().getWorldRotationX();
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attachment.body.setTransform(x, y, rotation * MathUtils.degRad);
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}
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box2dRenderer.render(world, camera.combined);
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}
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public void resize (int width, int height) {
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batch.setProjectionMatrix(camera.projection);
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renderer.setProjectionMatrix(camera.projection);
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}
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private void createWorld () {
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world = new World(new Vector2(0, -10), true);
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float[] vertices = {-0.07421887f, -0.16276085f, -0.12109375f, -0.22786504f, -0.157552f, -0.7122401f, 0.04296875f,
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-0.7122401f, 0.110677004f, -0.6419276f, 0.13151026f, -0.49869835f, 0.08984375f, -0.3190109f};
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PolygonShape shape = new PolygonShape();
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shape.set(vertices);
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// Next we create a static ground platform. This platform is not moveable and will not react to any outside influences. It
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// will however influence other bodies. First we create a PolygonShape that holds the form of the platform. It will be
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// 100 meters wide and 2 meters high, centered around the origin.
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PolygonShape groundPoly = new PolygonShape();
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groundPoly.setAsBox(50, 1);
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// Next we create the body for the ground platform. It's simply a static body.
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BodyDef groundBodyDef = new BodyDef();
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groundBodyDef.type = BodyType.StaticBody;
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groundBody = world.createBody(groundBodyDef);
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// Finally we add a fixture to the body using the polygon defined above. Note that we have to dispose PolygonShapes and
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// CircleShapes once they are no longer used. This is the only time you have to care explicitely for memomry managment.
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FixtureDef fixtureDef = new FixtureDef();
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fixtureDef.shape = groundPoly;
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fixtureDef.filter.groupIndex = 0;
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groundBody.createFixture(fixtureDef);
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groundPoly.dispose();
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PolygonShape boxPoly = new PolygonShape();
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boxPoly.setAsBox(1, 1);
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// Next we create the 50 box bodies using the PolygonShape we just defined. This process is similar to the one we used for
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// the ground body. Note that we reuse the polygon for each body fixture.
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for (int i = 0; i < 45; i++) {
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// Create the BodyDef, set a random position above the ground and create a new body.
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BodyDef boxBodyDef = new BodyDef();
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boxBodyDef.type = BodyType.DynamicBody;
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boxBodyDef.position.x = -24 + (float)(Math.random() * 48);
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boxBodyDef.position.y = 10 + (float)(Math.random() * 100);
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Body boxBody = world.createBody(boxBodyDef);
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boxBody.createFixture(boxPoly, 1);
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}
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// We are done, all that's left is disposing the boxPoly.
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boxPoly.dispose();
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}
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public void dispose () {
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atlas.dispose();
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}
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static class Box2dAttachment extends RegionAttachment {
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Body body;
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public Box2dAttachment (String name) {
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super(name);
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}
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}
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public static void main (String[] args) throws Exception {
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Lwjgl3ApplicationConfiguration config = new Lwjgl3ApplicationConfiguration();
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config.setTitle("Box2D - Spine");
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config.setWindowedMode(800, 600);
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new Lwjgl3Application(new Box2DExample(), config);
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}
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}
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