mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
170 lines
5.6 KiB
C++
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;
|
|
} |