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@@ -165,6 +165,80 @@ void spineboy (SkeletonData* skeletonData, Atlas* atlas) {
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SkeletonBounds_dispose(bounds);
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}
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+void ikDemo (SkeletonData* skeletonData, Atlas* atlas) {
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+ UNUSED(atlas);
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+
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+ // Create the SkeletonDrawable and position it
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+ AnimationStateData* stateData = AnimationStateData_create(skeletonData);
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+ SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData, stateData);
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+ drawable->timeScale = 1;
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+ drawable->setUsePremultipliedAlpha(true);
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+
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+ Skeleton* skeleton = drawable->skeleton;
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+ skeleton->x = 320;
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+ skeleton->y = 590;
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+
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+ // Queue the "walk" animation on the first track.
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+ AnimationState_setAnimationByName(drawable->state, 0, "walk", true);
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+
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+ // Queue the "aim" animation on a higher track.
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+ // It consists of a single frame that positions
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+ // the back arm and gun such that they point at
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+ // the "crosshair" bone. By setting this
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+ // animation on a higher track, it overrides
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+ // any changes to the back arm and gun made
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+ // by the walk animation, allowing us to
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+ // mix the two. The mouse position following
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+ // is performed in the render() method below.
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+ AnimationState_setAnimationByName(drawable->state, 1, "aim", true);
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+
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+ sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - IK Demo");
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+ window.setFramerateLimit(60);
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+ sf::Event event;
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+ sf::Clock deltaClock;
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+ while (window.isOpen()) {
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+ while (window.pollEvent(event))
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+ if (event.type == sf::Event::Closed) window.close();
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+
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+ float delta = deltaClock.getElapsedTime().asSeconds();
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+ deltaClock.restart();
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+
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+ // Update and apply the animations to the skeleton,
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+ // then calculate the world transforms of every bone.
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+ // This is needed so we can call Bone#worldToLocal()
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+ // later.
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+ drawable->update(delta);
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+
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+ // Position the "crosshair" bone at the mouse
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+ // location. We do this before calling
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+ // skeleton.updateWorldTransform() below, so
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+ // our change is incorporated before the IK
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+ // constraint is applied.
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+ //
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+ // When setting the crosshair bone position
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+ // to the mouse position, we need to translate
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+ // from "mouse space" to "local bone space". Note that the local
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+ // bone space is calculated using the bone's parent
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+ // worldToLocal() function!
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+ sf::Vector2i mouseCoords = sf::Mouse::getPosition(window);
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+ float boneCoordsX = 0, boneCoordsY = 0;
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+ Bone* crosshair = Skeleton_findBone(drawable->skeleton, "crosshair"); // Should be cached.
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+ Bone_worldToLocal(crosshair->parent, mouseCoords.x, mouseCoords.y, &boneCoordsX, &boneCoordsY);
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+ crosshair->x = boneCoordsX;
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+ crosshair->y = boneCoordsY;
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+ crosshair->appliedValid = false;
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+
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+ // Calculate final world transform with the
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+ // crosshair bone set to the mouse cursor
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+ // position.
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+ Skeleton_updateWorldTransform(drawable->skeleton);
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+
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+ window.clear();
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+ window.draw(*drawable);
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+ window.display();
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+ }
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+}
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+
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void goblins (SkeletonData* skeletonData, Atlas* atlas) {
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UNUSED(atlas);
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SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData);
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@@ -552,6 +626,7 @@ void testMixAndMatch(SkeletonData* skeletonData, Atlas* atlas) {
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}
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int main () {
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+ testcase(ikDemo, "data/spineboy-pro.json", "data/spineboy-pro.skel", "data/spineboy-pma.atlas", 0.6f);
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testcase(testMixAndMatch, "data/mix-and-match-pro.json", "data/mix-and-match-pro.skel", "data/mix-and-match-pma.atlas", 0.5f);
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testcase(goblins, "data/goblins-pro.json", "data/goblins-pro.skel", "data/goblins-pma.atlas", 1.4f);
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testcase(test, "data/tank-pro.json", "data/tank-pro.skel", "data/tank-pma.atlas", 1.0f);
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