mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 22:34:53 +08:00
246 lines
9.2 KiB
Java
246 lines
9.2 KiB
Java
/******************************************************************************
|
|
* Spine Runtimes Software License
|
|
* Version 2
|
|
*
|
|
* Copyright (c) 2013, Esoteric Software
|
|
* All rights reserved.
|
|
*
|
|
* You are granted a perpetual, non-exclusive, non-sublicensable and
|
|
* non-transferable license to install, execute and perform the Spine Runtimes
|
|
* Software (the "Software") solely for internal use. Without the written
|
|
* permission of Esoteric Software, you may not (a) modify, translate, adapt or
|
|
* otherwise create derivative works, improvements of the Software or develop
|
|
* new applications using the Software or (b) remove, delete, alter or obscure
|
|
* any trademarks or any copyright, trademark, patent or other intellectual
|
|
* property or proprietary rights notices on or in the Software, including
|
|
* any copy thereof. Redistributions in binary or source form must include
|
|
* this license and terms. THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE
|
|
* "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 SOFTARE BE LIABLE FOR ANY
|
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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
|
|
* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
*****************************************************************************/
|
|
|
|
package com.esotericsoftware.spine;
|
|
|
|
import com.esotericsoftware.spine.attachments.AtlasAttachmentLoader;
|
|
import com.esotericsoftware.spine.attachments.RegionAttachment;
|
|
|
|
import com.badlogic.gdx.ApplicationAdapter;
|
|
import com.badlogic.gdx.Gdx;
|
|
import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
|
|
import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration;
|
|
import com.badlogic.gdx.graphics.GL10;
|
|
import com.badlogic.gdx.graphics.OrthographicCamera;
|
|
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
|
|
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
|
|
import com.badlogic.gdx.graphics.g2d.TextureAtlas.AtlasRegion;
|
|
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
|
|
import com.badlogic.gdx.math.MathUtils;
|
|
import com.badlogic.gdx.math.Matrix4;
|
|
import com.badlogic.gdx.math.Vector2;
|
|
import com.badlogic.gdx.physics.box2d.Body;
|
|
import com.badlogic.gdx.physics.box2d.BodyDef;
|
|
import com.badlogic.gdx.physics.box2d.BodyDef.BodyType;
|
|
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer;
|
|
import com.badlogic.gdx.physics.box2d.FixtureDef;
|
|
import com.badlogic.gdx.physics.box2d.PolygonShape;
|
|
import com.badlogic.gdx.physics.box2d.World;
|
|
import com.badlogic.gdx.utils.Array;
|
|
|
|
public class Box2DExample extends ApplicationAdapter {
|
|
SpriteBatch batch;
|
|
ShapeRenderer renderer;
|
|
SkeletonRenderer skeletonRenderer = new SkeletonRenderer();
|
|
|
|
TextureAtlas atlas;
|
|
Skeleton skeleton;
|
|
Animation animation;
|
|
float time;
|
|
Array<Event> events = new Array();
|
|
|
|
OrthographicCamera camera;
|
|
Box2DDebugRenderer box2dRenderer;
|
|
World world;
|
|
Body groundBody;
|
|
Matrix4 transform = new Matrix4();
|
|
Vector2 vector = new Vector2();
|
|
|
|
public void create () {
|
|
batch = new SpriteBatch();
|
|
renderer = new ShapeRenderer();
|
|
|
|
atlas = new TextureAtlas(Gdx.files.internal("spineboy.atlas"));
|
|
|
|
// This loader creates Box2dAttachments instead of RegionAttachments for an easy way to keep
|
|
// track of the Box2D body for each attachment.
|
|
AtlasAttachmentLoader atlasLoader = new AtlasAttachmentLoader(atlas) {
|
|
public RegionAttachment newRegionAttachment (Skin skin, String name, String path) {
|
|
Box2dAttachment attachment = new Box2dAttachment(name);
|
|
AtlasRegion region = atlas.findRegion(attachment.getName());
|
|
if (region == null) throw new RuntimeException("Region not found in atlas: " + attachment);
|
|
attachment.setRegion(region);
|
|
return attachment;
|
|
}
|
|
};
|
|
SkeletonJson json = new SkeletonJson(atlasLoader);
|
|
json.setScale(0.05f);
|
|
SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy.json"));
|
|
animation = skeletonData.findAnimation("walk");
|
|
|
|
skeleton = new Skeleton(skeletonData);
|
|
skeleton.x = -32;
|
|
skeleton.y = 1;
|
|
skeleton.updateWorldTransform();
|
|
|
|
// See Box2DTest in libgdx for more detailed information about Box2D setup.
|
|
camera = new OrthographicCamera(48, 32);
|
|
camera.position.set(0, 16, 0);
|
|
box2dRenderer = new Box2DDebugRenderer();
|
|
createWorld();
|
|
|
|
// Create a body for each attachment. Note it is probably better to create just a few bodies rather than one for each
|
|
// region attachment, but this is just an example.
|
|
for (Slot slot : skeleton.getSlots()) {
|
|
if (!(slot.getAttachment() instanceof Box2dAttachment)) continue;
|
|
Box2dAttachment attachment = (Box2dAttachment)slot.getAttachment();
|
|
|
|
PolygonShape boxPoly = new PolygonShape();
|
|
boxPoly.setAsBox(attachment.getWidth() / 2 * attachment.getScaleX(),
|
|
attachment.getHeight() / 2 * attachment.getScaleY(), vector.set(attachment.getX(), attachment.getY()),
|
|
attachment.getRotation() * MathUtils.degRad);
|
|
|
|
BodyDef boxBodyDef = new BodyDef();
|
|
boxBodyDef.type = BodyType.StaticBody;
|
|
attachment.body = world.createBody(boxBodyDef);
|
|
attachment.body.createFixture(boxPoly, 1);
|
|
|
|
boxPoly.dispose();
|
|
}
|
|
}
|
|
|
|
public void render () {
|
|
float delta = Gdx.graphics.getDeltaTime();
|
|
float remaining = delta;
|
|
while (remaining > 0) {
|
|
float d = Math.min(0.016f, remaining);
|
|
world.step(d, 8, 3);
|
|
time += d;
|
|
remaining -= d;
|
|
}
|
|
|
|
camera.update();
|
|
|
|
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
|
|
batch.setProjectionMatrix(camera.projection);
|
|
batch.setTransformMatrix(camera.view);
|
|
batch.begin();
|
|
|
|
animation.apply(skeleton, time, time, true, events);
|
|
skeleton.x += 8 * delta;
|
|
skeleton.updateWorldTransform();
|
|
skeletonRenderer.draw(batch, skeleton);
|
|
|
|
batch.end();
|
|
|
|
// Position each attachment body.
|
|
for (Slot slot : skeleton.getSlots()) {
|
|
if (!(slot.getAttachment() instanceof Box2dAttachment)) continue;
|
|
Box2dAttachment attachment = (Box2dAttachment)slot.getAttachment();
|
|
if (attachment.body == null) continue;
|
|
float x = skeleton.x + slot.getBone().getWorldX();
|
|
float y = skeleton.y + slot.getBone().getWorldY();
|
|
float rotation = slot.getBone().getWorldRotation();
|
|
attachment.body.setTransform(x, y, rotation * MathUtils.degRad);
|
|
}
|
|
|
|
box2dRenderer.render(world, camera.combined);
|
|
}
|
|
|
|
public void resize (int width, int height) {
|
|
batch.setProjectionMatrix(camera.projection);
|
|
renderer.setProjectionMatrix(camera.projection);
|
|
}
|
|
|
|
private void createWorld () {
|
|
world = new World(new Vector2(0, -10), true);
|
|
|
|
float[] vertices = {-0.07421887f, -0.16276085f, -0.12109375f, -0.22786504f, -0.157552f, -0.7122401f, 0.04296875f,
|
|
-0.7122401f, 0.110677004f, -0.6419276f, 0.13151026f, -0.49869835f, 0.08984375f, -0.3190109f};
|
|
|
|
PolygonShape shape = new PolygonShape();
|
|
shape.set(vertices);
|
|
|
|
// next we create a static ground platform. This platform
|
|
// is not moveable and will not react to any influences from
|
|
// outside. It will however influence other bodies. First we
|
|
// create a PolygonShape that holds the form of the platform.
|
|
// it will be 100 meters wide and 2 meters high, centered
|
|
// around the origin
|
|
PolygonShape groundPoly = new PolygonShape();
|
|
groundPoly.setAsBox(50, 1);
|
|
|
|
// next we create the body for the ground platform. It's
|
|
// simply a static body.
|
|
BodyDef groundBodyDef = new BodyDef();
|
|
groundBodyDef.type = BodyType.StaticBody;
|
|
groundBody = world.createBody(groundBodyDef);
|
|
|
|
// finally we add a fixture to the body using the polygon
|
|
// defined above. Note that we have to dispose PolygonShapes
|
|
// and CircleShapes once they are no longer used. This is the
|
|
// only time you have to care explicitely for memomry managment.
|
|
FixtureDef fixtureDef = new FixtureDef();
|
|
fixtureDef.shape = groundPoly;
|
|
fixtureDef.filter.groupIndex = 0;
|
|
groundBody.createFixture(fixtureDef);
|
|
groundPoly.dispose();
|
|
|
|
PolygonShape boxPoly = new PolygonShape();
|
|
boxPoly.setAsBox(1, 1);
|
|
|
|
// Next we create the 50 box bodies using the PolygonShape we just
|
|
// defined. This process is similar to the one we used for the ground
|
|
// body. Note that we reuse the polygon for each body fixture.
|
|
for (int i = 0; i < 20; i++) {
|
|
// Create the BodyDef, set a random position above the
|
|
// ground and create a new body
|
|
BodyDef boxBodyDef = new BodyDef();
|
|
boxBodyDef.type = BodyType.DynamicBody;
|
|
boxBodyDef.position.x = -24 + (float)(Math.random() * 48);
|
|
boxBodyDef.position.y = 10 + (float)(Math.random() * 100);
|
|
Body boxBody = world.createBody(boxBodyDef);
|
|
|
|
boxBody.createFixture(boxPoly, 1);
|
|
}
|
|
|
|
// we are done, all that's left is disposing the boxPoly
|
|
boxPoly.dispose();
|
|
}
|
|
|
|
public void dispose () {
|
|
atlas.dispose();
|
|
}
|
|
|
|
static class Box2dAttachment extends RegionAttachment {
|
|
Body body;
|
|
|
|
public Box2dAttachment (String name) {
|
|
super(name);
|
|
}
|
|
}
|
|
|
|
public static void main (String[] args) throws Exception {
|
|
LwjglApplicationConfiguration config = new LwjglApplicationConfiguration();
|
|
config.title = "Box2D - Spine";
|
|
config.width = 640;
|
|
config.height = 480;
|
|
new LwjglApplication(new Box2DExample(), config);
|
|
}
|
|
}
|