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Merge branch '3.8' into 3.9-beta

badlogic 5 år sedan
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+ 128 - 0
spine-libgdx/spine-libgdx-tests/src/com/esotericsoftware/spine/IKTest.java

@@ -0,0 +1,128 @@
+package com.esotericsoftware.spine;
+
+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.TextureAtlas;
+import com.badlogic.gdx.math.Vector2;
+import com.badlogic.gdx.math.Vector3;
+import com.esotericsoftware.spine.utils.TwoColorPolygonBatch;
+
+/** Demonstrates how to let the target bone of an IK constraint
+ * follow the mouse or touch position, which in turn repositions
+ * part of the skeleton, in this case Spineboy's back arm including
+ * his gun.
+ */
+public class IKTest extends ApplicationAdapter {
+	OrthographicCamera camera;
+	TwoColorPolygonBatch batch;
+	SkeletonRenderer renderer;
+
+	TextureAtlas atlas;
+	Skeleton skeleton;
+	AnimationState state;
+	
+	Vector3 cameraCoords = new Vector3();
+	Vector2 boneCoords = new Vector2();
+
+	public void create () {
+		// Create objects needed for rendering
+		camera = new OrthographicCamera();
+		batch = new TwoColorPolygonBatch();
+		renderer = new SkeletonRenderer();
+		renderer.setPremultipliedAlpha(true);
+
+		// Load the texture atlas and skeleton data
+		atlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy-pma.atlas"));
+		SkeletonBinary json = new SkeletonBinary(atlas);
+		json.setScale(0.6f);		
+		SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy/spineboy-pro.skel"));
+
+		// Create a skeleton from the skeleton data
+		skeleton = new Skeleton(skeletonData);
+		skeleton.setPosition(250, 20);
+		
+		// Create an animation satte
+		AnimationStateData stateData = new AnimationStateData(skeletonData);
+		state = new AnimationState(stateData);
+		
+		// Queue the "walk" animation on the first track.
+		state.setAnimation(0, "walk", true);
+		
+		// Queue the "aim" animation on a higher track. 
+		// It consists of a single frame that positions
+		// the back arm and gun such that they point at
+		// the "crosshair" bone. By setting this
+		// animation on a higher track, it overrides
+		// any changes to the back arm and gun made
+		// by the walk animation, allowing us to
+		// mix the two. The mouse position following
+		// is performed in the render() method below.
+		state.setAnimation(1, "aim", true);
+		
+		// apply the state once, so we have world
+		// bone positions that we can use.
+		skeleton.setToSetupPose();
+	}
+
+	public void render () {
+		// Update and apply the animations to the skeleton,
+		// then calculate the world transforms of every bone.
+		// This is needed so we can call Bone#worldToLocal()
+		// later.
+		state.update(Gdx.graphics.getDeltaTime());		
+		state.apply(skeleton);
+		skeleton.updateWorldTransform();
+		
+		// Position the "crosshair" bone at the mouse
+		// location. We do this before calling
+		// skeleton.updateWorldTransform() below, so
+		// our change is incorporated before the IK
+		// constraint is applied.
+		//
+		// When setting the crosshair bone position
+		// to the mouse position, we need to translate
+		// from "mouse space" to "camera space"
+		// and then to "local bone space". Note that the local 
+		// bone space is calculated using the bone's parent
+		// worldToLocal() function!
+		cameraCoords.set(Gdx.input.getX(), Gdx.input.getY(), 0);
+		camera.unproject(cameraCoords); // mouse space to camera space		
+		
+		Bone crosshair = skeleton.findBone("crosshair"); // Should be cached.
+		boneCoords.set(cameraCoords.x, cameraCoords.y);
+		crosshair.getParent().worldToLocal(boneCoords); // camera space to local bone space
+		crosshair.setPosition(boneCoords.x, boneCoords.y); // override the crosshair position
+		crosshair.setAppliedValid(false);
+		
+		// Calculate final world transform with the
+		// crosshair bone set to the mouse cursor
+		// position.
+		skeleton.updateWorldTransform();
+
+		// Clear the screen, update the camera and
+		// render the skeleton.
+		Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
+		camera.update();
+		
+		batch.getProjectionMatrix().set(camera.combined);
+		batch.begin();
+		renderer.draw(batch, skeleton);
+		batch.end();
+
+	}
+
+	public void resize (int width, int height) {
+		camera.setToOrtho(false); // Update camera with new size.
+	}
+
+	public void dispose () {
+		atlas.dispose();
+	}
+
+	public static void main (String[] args) throws Exception {
+		new LwjglApplication(new IKTest());
+	}
+}

+ 2 - 2
spine-ue4/README.md

@@ -1,5 +1,5 @@
 # spine-ue4
-The spine-ue4 runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [Unreal Engine 4.18+](https://www.unrealengine.com/). spine-ue4 is based on [spine-cpp](../spine-cpp).
+The spine-ue4 runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [Unreal Engine 4.21+](https://www.unrealengine.com/). spine-ue4 is based on [spine-cpp](../spine-cpp).
 
 ## Licensing
 
@@ -33,7 +33,7 @@ See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documen
 ## Example
 ### [Please see the spine-ue4 guide for full documentation](http://esotericsoftware.com/spine-ue4)
 
-The Spine UE4 example works on all platforms supported by Unreal Engine. The samples require Unreal Engine 4.18.
+The Spine UE4 example works on all platforms supported by Unreal Engine. The samples require Unreal Engine 4.23+.
 
 1. Copy the `spine-cpp` folder from this repositories root directory to your `Plugins/SpinePlugin/Sources/SpinePlugin/Public/` directory.
 2. Open the SpineUE4.uproject file with Unreal Editor

+ 1 - 1
spine-ue4/SpineUE4.uproject

@@ -1,6 +1,6 @@
 {
 	"FileVersion": 3,
-	"EngineAssociation": "4.22",
+	"EngineAssociation": "4.23",
 	"Category": "",
 	"Description": "",
 	"Modules": [