2025-06-01 09:47:22 -04:00

138 lines
5.9 KiB
Java

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, 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.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.utils.ScreenUtils;
import com.esotericsoftware.spine.utils.TwoColorPolygonBatch;
/** Demonstrates how to let the target bone of an IK constraint follow the mouse or touch position, which in turn repositions part
* of the skeleton, in this case Spineboy's back arm including his gun. */
public class IKTest extends ApplicationAdapter {
OrthographicCamera camera;
TwoColorPolygonBatch batch;
SkeletonRenderer renderer;
TextureAtlas atlas;
Skeleton skeleton;
AnimationState state;
Vector3 cameraCoords = new Vector3();
Vector2 boneCoords = new Vector2();
public void create () {
// Create objects needed for rendering
camera = new OrthographicCamera();
batch = new TwoColorPolygonBatch();
renderer = new SkeletonRenderer();
renderer.setPremultipliedAlpha(true);
// Load the texture atlas and skeleton data
atlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy-pma.atlas"));
SkeletonBinary json = new SkeletonBinary(atlas);
json.setScale(0.6f);
SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy/spineboy-pro.skel"));
// Create a skeleton from the skeleton data
skeleton = new Skeleton(skeletonData);
skeleton.setPosition(250, 20);
// Create an animation satte
AnimationStateData stateData = new AnimationStateData(skeletonData);
state = new AnimationState(stateData);
// Queue the "walk" animation on the first track.
state.setAnimation(0, "walk", true);
// Queue the "aim" animation on a higher track. It consists of a single frame that positions the back arm and gun such that
// they point at the "crosshair" bone. By setting this animation on a higher track, it overrides any changes to the back arm
// and gun made by the walk animation, allowing us to mix the two. The mouse position following is performed in the render()
// method below.
state.setAnimation(1, "aim", true);
}
public void render () {
// Update and apply the animations to the skeleton, then calculate the world transforms of every bone. This is needed so we
// can call Bone#worldToLocal() later.
float delta = Gdx.graphics.getDeltaTime();
state.update(delta);
state.apply(skeleton);
skeleton.update(delta);
// This example has no physics, but if it did we first pose the skeleton without physics.
skeleton.updateWorldTransform(Physics.pose);
// Position the "crosshair" bone at the mouse location. We do this before calling skeleton.updateWorldTransform() below, so
// our change is incorporated before the IK constraint is applied.
//
// When setting the crosshair bone position to the mouse position, we need to translate from "mouse space" to "camera space"
// and then to "local bone space". Note that the local bone space is calculated using the bone's parent worldToLocal()
// function!
cameraCoords.set(Gdx.input.getX(), Gdx.input.getY(), 0);
camera.unproject(cameraCoords); // mouse space to camera space
Bone crosshair = skeleton.findBone("crosshair"); // Should be cached.
boneCoords.set(cameraCoords.x, cameraCoords.y);
crosshair.getParent().getAppliedPose().worldToLocal(boneCoords); // camera space to local bone space
crosshair.getPose().setPosition(boneCoords.x, boneCoords.y); // override the crosshair position
// Calculate final world transform with the crosshair bone set to the mouse cursor position. Update physics this time.
skeleton.updateWorldTransform(Physics.update);
// Clear the screen, update the camera and render the skeleton.
ScreenUtils.clear(0, 0, 0, 0);
camera.update();
batch.getProjectionMatrix().set(camera.combined);
batch.begin();
renderer.draw(batch, skeleton);
batch.end();
}
public void resize (int width, int height) {
camera.setToOrtho(false); // Update camera with new size.
}
public void dispose () {
atlas.dispose();
}
static public void main (String[] args) throws Exception {
new Lwjgl3Application(new IKTest());
}
}