97 lines
4.1 KiB
Java

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, 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.badlogic.gdx.utils.Null;
import com.esotericsoftware.spine.Animation.MixBlend;
import com.esotericsoftware.spine.Animation.MixDirection;
import com.esotericsoftware.spine.Skeleton.Physics;
import com.esotericsoftware.spine.attachments.AttachmentLoader;
import com.esotericsoftware.spine.attachments.BoundingBoxAttachment;
import com.esotericsoftware.spine.attachments.ClippingAttachment;
import com.esotericsoftware.spine.attachments.MeshAttachment;
import com.esotericsoftware.spine.attachments.PathAttachment;
import com.esotericsoftware.spine.attachments.PointAttachment;
import com.esotericsoftware.spine.attachments.RegionAttachment;
import com.esotericsoftware.spine.attachments.Sequence;
/** Demonstrates loading skeleton data without an atlas and plotting bone transform for each animation. */
public class BonePlotting {
static public void main (String[] args) throws Exception {
// Create a skeleton loader that doesn't use an atlas and doesn't create any attachments.
SkeletonJson json = new SkeletonJson(new AttachmentLoader() {
public RegionAttachment newRegionAttachment (Skin skin, String name, String path, @Null Sequence sequence) {
return null;
}
public MeshAttachment newMeshAttachment (Skin skin, String name, String path, @Null Sequence sequence) {
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");
// Pose the skeleton at regular intervals throughout each animation.
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(Physics.update);
System.out.println(animation.getName() + "," //
+ bone.getWorldX() + "," + bone.getWorldY() + "," + bone.getWorldRotationX());
time += fps;
}
}
}
}