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Fixed skeleton attachment position.

NathanSweet il y a 11 ans
Parent
commit
3424f31f53

+ 4 - 4
spine-libgdx/src/com/esotericsoftware/spine/SkeletonRenderer.java

@@ -91,8 +91,8 @@ public class SkeletonRenderer {
 				float oldScaleX = rootBone.getScaleX();
 				float oldScaleY = rootBone.getScaleY();
 				float oldRotation = rootBone.getRotation();
-				attachmentSkeleton.setX(bone.getWorldX());
-				attachmentSkeleton.setY(bone.getWorldY());
+				attachmentSkeleton.setX(skeleton.getX() + bone.getWorldX());
+				attachmentSkeleton.setY(skeleton.getY() + bone.getWorldY());
 				rootBone.setScaleX(1 + bone.getWorldScaleX() - oldScaleX);
 				rootBone.setScaleY(1 + bone.getWorldScaleY() - oldScaleY);
 				rootBone.setRotation(oldRotation + bone.getWorldRotation());
@@ -140,8 +140,8 @@ public class SkeletonRenderer {
 				float oldScaleX = rootBone.getScaleX();
 				float oldScaleY = rootBone.getScaleY();
 				float oldRotation = rootBone.getRotation();
-				attachmentSkeleton.setX(bone.getWorldX());
-				attachmentSkeleton.setY(bone.getWorldY());
+				attachmentSkeleton.setX(skeleton.getX() + bone.getWorldX());
+				attachmentSkeleton.setY(skeleton.getY() + bone.getWorldY());
 				rootBone.setScaleX(1 + bone.getWorldScaleX() - oldScaleX);
 				rootBone.setScaleY(1 + bone.getWorldScaleY() - oldScaleY);
 				rootBone.setRotation(oldRotation + bone.getWorldRotation());

+ 1 - 1
spine-libgdx/src/com/esotericsoftware/spine/Slot.java

@@ -120,7 +120,7 @@ public class Slot {
 		color.set(data.color);
 		setAttachment(data.attachmentName == null ? null : skeleton.getAttachment(slotIndex, data.attachmentName));
 		// BOZO - Set mesh to setup pose.
-		attachmentVertices.clear();
+		// attachmentVertices.clear();
 	}
 
 	public void setToSetupPose () {

+ 119 - 0
spine-libgdx/test/com/esotericsoftware/spine/SkeletonAttachmentTest.java

@@ -0,0 +1,119 @@
+/******************************************************************************
+ * 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.AnimationState.AnimationStateAdapter;
+import com.esotericsoftware.spine.attachments.SkeletonAttachment;
+
+import com.badlogic.gdx.ApplicationAdapter;
+import com.badlogic.gdx.Gdx;
+import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
+import com.badlogic.gdx.graphics.GL20;
+import com.badlogic.gdx.graphics.OrthographicCamera;
+import com.badlogic.gdx.graphics.g2d.PolygonSpriteBatch;
+import com.badlogic.gdx.graphics.g2d.TextureAtlas;
+
+public class SkeletonAttachmentTest extends ApplicationAdapter {
+	OrthographicCamera camera;
+	PolygonSpriteBatch batch;
+	SkeletonRenderer renderer;
+
+	Skeleton spineboy, goblin;
+	AnimationState spineboyState, goblinState;
+
+	public void create () {
+		camera = new OrthographicCamera();
+		batch = new PolygonSpriteBatch();
+		renderer = new SkeletonRenderer();
+		renderer.setPremultipliedAlpha(true);
+
+		{
+			TextureAtlas atlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy.atlas"));
+			SkeletonJson json = new SkeletonJson(atlas);
+			SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy/spineboy.json"));
+			spineboy = new Skeleton(skeletonData);
+			spineboy.setX(320);
+			spineboy.setY(20);
+
+			AnimationStateData stateData = new AnimationStateData(skeletonData);
+			stateData.setMix("walk", "jump", 0.2f);
+			stateData.setMix("jump", "walk", 0.4f);
+			spineboyState = new AnimationState(stateData);
+			new AnimationStateAdapter() {
+				public void start (int trackIndex) {
+					spineboyState.addAnimation(0, "walk", true, 0);
+					spineboyState.addAnimation(0, "jump", false, 3).setListener(this);
+				}
+			}.start(0);
+		}
+
+		{
+			TextureAtlas atlas = new TextureAtlas(Gdx.files.internal("goblins/goblins-ffd.atlas"));
+			SkeletonJson json = new SkeletonJson(atlas);
+			SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("goblins/goblins-ffd.json"));
+			goblin = new Skeleton(skeletonData);
+			goblin.setSkin("goblin");
+			goblin.setSlotsToSetupPose();
+
+			goblinState = new AnimationState(new AnimationStateData(skeletonData));
+			goblinState.setAnimation(0, "walk", true);
+
+			// Instead of a right shoulder, spineboy will have a goblin!
+			SkeletonAttachment skeletonAttachment = new SkeletonAttachment("goblin");
+			skeletonAttachment.setSkeleton(goblin);
+			spineboy.findSlot("right shoulder").setAttachment(skeletonAttachment);
+		}
+	}
+
+	public void render () {
+		spineboyState.update(Gdx.graphics.getDeltaTime());
+		spineboyState.apply(spineboy);
+		spineboy.updateWorldTransform();
+
+		goblinState.update(Gdx.graphics.getDeltaTime());
+		goblinState.apply(goblin);
+		goblin.updateWorldTransform();
+
+		Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
+
+		camera.update();
+		batch.getProjectionMatrix().set(camera.combined);
+		batch.begin();
+		renderer.draw(batch, spineboy);
+		batch.end();
+	}
+
+	public void resize (int width, int height) {
+		camera.setToOrtho(false);
+	}
+
+	public static void main (String[] args) throws Exception {
+		new LwjglApplication(new SkeletonAttachmentTest());
+	}
+}