spine-runtimes/spine-glfw/example/ik-following.cpp
2025-09-15 15:14:50 +02:00

170 lines
5.6 KiB
C++

/******************************************************************************
* 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.
*****************************************************************************/
#include <glbinding/glbinding.h>
#include <glbinding/gl/gl.h>
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#include <iostream>
#include <spine-glfw.h>
using namespace spine;
int width = 800, height = 600;
// Mouse position for IK targeting
double mouseX = 400, mouseY = 300;
Skeleton *ikSkeleton = nullptr;
void cursor_position_callback(GLFWwindow *window, double xpos, double ypos) {
mouseX = xpos;
mouseY = ypos;
}
GLFWwindow *init_glfw() {
if (!glfwInit()) {
std::cerr << "Failed to initialize GLFW" << std::endl;
return nullptr;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow *window = glfwCreateWindow(width, height, "spine-glfw IK Following - Move mouse to aim", NULL, NULL);
if (!window) {
std::cerr << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return nullptr;
}
glfwMakeContextCurrent(window);
glbinding::initialize(glfwGetProcAddress);
// Set mouse callback
glfwSetCursorPosCallback(window, cursor_position_callback);
return window;
}
int main() {
// Initialize GLFW and glbinding
GLFWwindow *window = init_glfw();
if (!window) return -1;
// We use a y-down coordinate system, see renderer_set_viewport_size()
Bone::setYDown(true);
// Load the atlas and the skeleton data
GlTextureLoader textureLoader;
Atlas *atlas = new Atlas("data/spineboy-pma.atlas", &textureLoader);
SkeletonBinary binary(*atlas);
SkeletonData *skeletonData = binary.readSkeletonDataFile("data/spineboy-pro.skel");
// Create a skeleton from the data
Skeleton skeleton(*skeletonData);
skeleton.setScaleX(0.5);
skeleton.setScaleY(0.5);
skeleton.setupPose();
// Position the skeleton on the left side like in the Flutter example
skeleton.setPosition(200, height / 2 + 150);
// Set the global skeleton pointer for IK
ikSkeleton = &skeleton;
// Create an AnimationState to drive animations on the skeleton
AnimationStateData animationStateData(*skeletonData);
AnimationState animationState(animationStateData);
// Set the walk animation on track 0 and aim animation on track 1
animationState.setAnimation(0, "walk", true);
animationState.setAnimation(1, "aim", true);
// Create the renderer and set the viewport size to match the window size
renderer_t *renderer = renderer_create();
renderer_set_viewport_size(renderer, width, height);
// Rendering loop
double lastTime = glfwGetTime();
while (!glfwWindowShouldClose(window)) {
// Calculate the delta time in seconds
double currTime = glfwGetTime();
float delta = currTime - lastTime;
lastTime = currTime;
// Update and apply the animation state to the skeleton
animationState.update(delta);
animationState.apply(skeleton);
// Update the skeleton time (used for physics)
skeleton.update(delta);
// Update the crosshair bone position based on mouse position
Bone *crosshairBone = skeleton.findBone("crosshair");
if (crosshairBone != nullptr) {
Bone *parent = crosshairBone->getParent();
if (parent != nullptr) {
// Convert mouse position to world coordinates
float worldX = mouseX;
float worldY = mouseY;
// Convert world position to parent's local space
float localX, localY;
parent->getAppliedPose().worldToLocal(worldX, worldY, localX, localY);
// Set the crosshair bone position in its applied pose
crosshairBone->getAppliedPose().setX(localX);
crosshairBone->getAppliedPose().setY(localY);
}
}
// Calculate the new pose
skeleton.updateWorldTransform(spine::Physics_Update);
// Clear the screen
gl::glClear(gl::GL_COLOR_BUFFER_BIT);
// Render the skeleton in its current pose
renderer_draw(renderer, &skeleton, true);
// Present the rendering results and poll for events
glfwSwapBuffers(window);
glfwPollEvents();
}
// Clear the IK skeleton pointer
ikSkeleton = nullptr;
// Dispose everything
renderer_dispose(renderer);
delete skeletonData;
delete atlas;
// Kill the window and GLFW
glfwTerminate();
return 0;
}