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https://github.com/EsotericSoftware/spine-runtimes.git
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87 lines
3.8 KiB
Java
87 lines
3.8 KiB
Java
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated May 1, 2019. Replaces all prior versions.
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*
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* Copyright (c) 2013-2019, 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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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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* 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.files.FileHandle;
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import com.esotericsoftware.spine.Animation.MixDirection;
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import com.esotericsoftware.spine.Animation.MixBlend;
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import com.esotericsoftware.spine.attachments.AttachmentLoader;
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import com.esotericsoftware.spine.attachments.BoundingBoxAttachment;
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import com.esotericsoftware.spine.attachments.ClippingAttachment;
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import com.esotericsoftware.spine.attachments.RegionAttachment;
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import com.esotericsoftware.spine.attachments.MeshAttachment;
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import com.esotericsoftware.spine.attachments.PathAttachment;
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import com.esotericsoftware.spine.attachments.PointAttachment;
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public class BonePlotting {
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static public void main (String[] args) throws Exception {
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// This example shows how to load skeleton data and plot a bone transform for each animation.
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SkeletonJson json = new SkeletonJson(new AttachmentLoader() {
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public RegionAttachment newRegionAttachment (Skin skin, String name, String path) {
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return null;
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}
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public MeshAttachment newMeshAttachment (Skin skin, String name, String path) {
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return null;
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}
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public BoundingBoxAttachment newBoundingBoxAttachment (Skin skin, String name) {
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return null;
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}
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public ClippingAttachment newClippingAttachment (Skin skin, String name) {
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return null;
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}
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public PathAttachment newPathAttachment (Skin skin, String name) {
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return null;
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}
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public PointAttachment newPointAttachment (Skin skin, String name) {
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return null;
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}
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});
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SkeletonData skeletonData = json.readSkeletonData(new FileHandle("assets/spineboy/spineboy-ess.json"));
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Skeleton skeleton = new Skeleton(skeletonData);
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Bone bone = skeleton.findBone("gun-tip");
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float fps = 1 / 15f;
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for (Animation animation : skeletonData.getAnimations()) {
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float time = 0;
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while (time < animation.getDuration()) {
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animation.apply(skeleton, time, time, false, null, 1, MixBlend.first, MixDirection.in);
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skeleton.updateWorldTransform();
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System.out
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.println(animation.getName() + "," + bone.getWorldX() + "," + bone.getWorldY() + "," + bone.getWorldRotationX());
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time += fps;
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}
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}
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}
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}
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