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https://github.com/EsotericSoftware/spine-runtimes.git
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138 lines
5.9 KiB
Java
138 lines
5.9 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.graphics.OrthographicCamera;
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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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import com.badlogic.gdx.math.Vector3;
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import com.badlogic.gdx.utils.ScreenUtils;
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import com.esotericsoftware.spine.utils.TwoColorPolygonBatch;
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/** Demonstrates how to let the target bone of an IK constraint follow the mouse or touch position, which in turn repositions part
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* of the skeleton, in this case Spineboy's back arm including his gun. */
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public class IKTest extends ApplicationAdapter {
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OrthographicCamera camera;
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TwoColorPolygonBatch batch;
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SkeletonRenderer renderer;
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TextureAtlas atlas;
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Skeleton skeleton;
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AnimationState state;
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Vector3 cameraCoords = new Vector3();
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Vector2 boneCoords = new Vector2();
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public void create () {
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// Create objects needed for rendering
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camera = new OrthographicCamera();
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batch = new TwoColorPolygonBatch();
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renderer = new SkeletonRenderer();
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renderer.setPremultipliedAlpha(true);
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// Load the texture atlas and skeleton data
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atlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy-pma.atlas"));
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SkeletonBinary json = new SkeletonBinary(atlas);
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json.setScale(0.6f);
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SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy/spineboy-pro.skel"));
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// Create a skeleton from the skeleton data
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skeleton = new Skeleton(skeletonData);
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skeleton.setPosition(250, 20);
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// Create an animation satte
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AnimationStateData stateData = new AnimationStateData(skeletonData);
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state = new AnimationState(stateData);
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// Queue the "walk" animation on the first track.
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state.setAnimation(0, "walk", true);
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// Queue the "aim" animation on a higher track. It consists of a single frame that positions the back arm and gun such that
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// they point at the "crosshair" bone. By setting this animation on a higher track, it overrides any changes to the back arm
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// and gun made by the walk animation, allowing us to mix the two. The mouse position following is performed in the render()
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// method below.
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state.setAnimation(1, "aim", true);
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}
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public void render () {
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// Update and apply the animations to the skeleton, then calculate the world transforms of every bone. This is needed so we
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// can call Bone#worldToLocal() later.
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float delta = Gdx.graphics.getDeltaTime();
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state.update(delta);
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state.apply(skeleton);
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skeleton.update(delta);
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// This example has no physics, but if it did we first pose the skeleton without physics.
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skeleton.updateWorldTransform(Physics.pose);
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// Position the "crosshair" bone at the mouse location. We do this before calling skeleton.updateWorldTransform() below, so
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// our change is incorporated before the IK constraint is applied.
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//
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// When setting the crosshair bone position to the mouse position, we need to translate from "mouse space" to "camera space"
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// and then to "local bone space". Note that the local bone space is calculated using the bone's parent worldToLocal()
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// function!
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cameraCoords.set(Gdx.input.getX(), Gdx.input.getY(), 0);
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camera.unproject(cameraCoords); // mouse space to camera space
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Bone crosshair = skeleton.findBone("crosshair"); // Should be cached.
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boneCoords.set(cameraCoords.x, cameraCoords.y);
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crosshair.getParent().getAppliedPose().worldToLocal(boneCoords); // camera space to local bone space
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crosshair.getPose().setPosition(boneCoords.x, boneCoords.y); // override the crosshair position
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// Calculate final world transform with the crosshair bone set to the mouse cursor position. Update physics this time.
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skeleton.updateWorldTransform(Physics.update);
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// Clear the screen, update the camera and render the skeleton.
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ScreenUtils.clear(0, 0, 0, 0);
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camera.update();
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batch.getProjectionMatrix().set(camera.combined);
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batch.begin();
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renderer.draw(batch, skeleton);
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batch.end();
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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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static public void main (String[] args) throws Exception {
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new Lwjgl3Application(new IKTest());
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}
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}
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