mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-11 01:28:44 +08:00
97 lines
4.1 KiB
Java
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;
|
|
}
|
|
}
|
|
}
|
|
}
|