mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 22:34:53 +08:00
171 lines
6.9 KiB
Java
171 lines
6.9 KiB
Java
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.1
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*
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to install, execute and perform the Spine Runtimes
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* Software (the "Software") solely for internal use. Without the written
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* permission of Esoteric Software (typically granted by licensing Spine), you
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* may not (a) modify, translate, adapt or otherwise create derivative works,
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* improvements of the Software or develop new applications using the Software
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* or (b) remove, delete, alter or obscure any trademarks or any copyright,
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* trademark, patent or other intellectual property or proprietary rights
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* notices on or in the Software, including any copy thereof. Redistributions
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* in binary or source form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* 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.lwjgl.LwjglApplication;
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import com.badlogic.gdx.graphics.GL20;
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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.math.Vector2;
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public class IkTest extends ApplicationAdapter {
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OrthographicCamera camera;
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SpriteBatch batch;
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SkeletonRenderer renderer;
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SkeletonRendererDebug debugRenderer;
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TextureAtlas atlas;
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Skeleton skeleton;
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AnimationState state;
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public void create () {
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camera = new OrthographicCamera();
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batch = new SpriteBatch();
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renderer = new SkeletonRenderer();
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renderer.setPremultipliedAlpha(true);
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debugRenderer = new SkeletonRendererDebug();
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debugRenderer.setBoundingBoxes(false);
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debugRenderer.setRegionAttachments(false);
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atlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy.atlas"));
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SkeletonJson json = new SkeletonJson(atlas); // This loads skeleton JSON data, which is stateless.
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json.setScale(0.6f); // Load the skeleton at 60% the size it was in Spine.
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SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy/spineboy.json"));
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skeleton = new Skeleton(skeletonData); // Skeleton holds skeleton state (bone positions, slot attachments, etc).
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skeleton.setPosition(250, 20);
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AnimationStateData stateData = new AnimationStateData(skeletonData); // Defines mixing (crossfading) between animations.
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stateData.setMix("run", "jump", 0.2f);
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stateData.setMix("jump", "run", 0.2f);
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state = new AnimationState(stateData); // Holds the animation state for a skeleton (current animation, time, etc).
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state.setTimeScale(0.5f); // Slow all animations down to 50% speed.
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state.setAnimation(0, "run", true);
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state.addAnimation(0, "jump", false, 2); // Jump after 2 seconds.
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state.addAnimation(0, "run", true, 0); // Run after the jump.
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// skeleton.findBone("front_foot").parent = skeleton.findBone("hip");
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IkConstraintData data;
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data = new IkConstraintData("head");
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data.getBones().add(skeletonData.findBone("torso"));
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data.getBones().add(skeletonData.findBone("head"));
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data.target = skeletonData.findBone("front_foot");
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data.setBendDirection(-1);
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skeleton.getIkConstraints().add(new IkConstraint(data, skeleton));
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// data = new IkConstraintData("arm");
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// data.getBones().add(skeletonData.findBone("front_upper_arm"));
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// data.getBones().add(skeletonData.findBone("front_bracer"));
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// data.setTarget(skeletonData.findBone("front_foot"));
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// skeleton.getIkConstraints().add(new IkConstraint(data, skeleton));
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//
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// data = new IkConstraintData("leg");
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// data.getBones().add(skeletonData.findBone("front_thigh"));
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// data.getBones().add(skeletonData.findBone("front_shin"));
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// data.target = skeletonData.findBone("front_foot");
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// data.setBendDirection(-1);
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// skeleton.getIkConstraints().add(new IkConstraint(data, skeleton));
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// //skeleton.getIkConstraints().peek().setMix(0.5f);
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skeleton.updateCache();
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skeleton.updateWorldTransform();
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}
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public void render () {
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state.update(Gdx.graphics.getDeltaTime()); // Update the animation time.
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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// state.apply(skeleton); // Poses skeleton using current animations. This sets the bones' local SRT.
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// skeleton.findBone("front_shin").y = 40;
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// skeleton.findBone("front_shin").scaleX = 2;
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// skeleton.findBone("front_thigh").scaleX = 2;
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// skeleton.findBone("front_bracer").y = 40;
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// skeleton.findBone("front_bracer").scaleX = 2;
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// skeleton.findBone("front_upper_arm").scaleX = 2;
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// skeleton.getRootBone().setScale(1.3f, 0.6f);
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// skeleton.findBone("front_upper_arm").parent = skeleton.findBone("front_shin");
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// skeleton.findBone("head").scaleX = 2;
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// skeleton.findBone("head").x = 100;
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// skeleton.findBone("head").y = 100;
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// skeleton.findBone("head").rotation = 0;
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// skeleton.findBone("neck").x = 100;
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// skeleton.findBone("neck").y = 100;
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// skeleton.findBone("neck").rotation = 45;
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skeleton.setPosition(250, 20);
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// skeleton.setFlip(false, false);
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skeleton.setPosition(250, 20);
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// skeleton.setFlipX(true);
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// skeleton.setFlipY(false);
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// skeleton.findBone("torso").setFlipX(true);
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// skeleton.findBone("torso").setFlipY(true);
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Vector2 p = skeleton.findBone("front_foot").parent.worldToLocal(new Vector2(Gdx.input.getX() - skeleton.getX(),
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Gdx.graphics.getHeight() - Gdx.input.getY() - skeleton.getY()));
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skeleton.findBone("front_foot").setPosition(p.x, p.y);
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skeleton.updateWorldTransform(); // Uses the bones' local SRT to compute their world SRT.
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// Configure the camera, SpriteBatch, and SkeletonRendererDebug.
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camera.update();
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batch.getProjectionMatrix().set(camera.combined);
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debugRenderer.getShapeRenderer().setProjectionMatrix(camera.combined);
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batch.begin();
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renderer.draw(batch, skeleton); // Draw the skeleton images.
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batch.end();
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debugRenderer.draw(skeleton); // Draw debug lines.
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}
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public void resize (int width, int height) {
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camera.setToOrtho(false); // Update camera with new size.
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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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public static void main (String[] args) throws Exception {
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new LwjglApplication(new IkTest());
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}
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}
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