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+/******************************************************************************
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+ * Spine Runtimes Software License
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+ * Version 2.1
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+ *
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+ * Copyright (c) 2013, Esoteric Software
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+ * All rights reserved.
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+ *
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+ * You are granted a perpetual, non-exclusive, non-sublicensable and
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+ * non-transferable license to install, execute and perform the Spine Runtimes
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+ * Software (the "Software") solely for internal use. Without the written
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+ * permission of Esoteric Software (typically granted by licensing Spine), you
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+ * may not (a) modify, translate, adapt or otherwise create derivative works,
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+ * improvements of the Software or develop new applications using the Software
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+ * or (b) remove, delete, alter or obscure any trademarks or any copyright,
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+ * trademark, patent or other intellectual property or proprietary rights
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+ * notices on or in the Software, including any copy thereof. Redistributions
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+ * in binary or source form must include this license and terms.
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+ *
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+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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+ * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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+ * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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+ * EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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+ * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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+ * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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+ * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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+ * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+ *****************************************************************************/
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+
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+package com.esotericsoftware.spine;
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+
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+import com.badlogic.gdx.files.FileHandle;
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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.MeshAttachment;
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+import com.esotericsoftware.spine.attachments.RegionAttachment;
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+import com.esotericsoftware.spine.attachments.SkinnedMeshAttachment;
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+
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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 SkinnedMeshAttachment newSkinnedMeshAttachment (Skin skin, String name, String path) {
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+ return null;
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+ }
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+
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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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+
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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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+
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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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+ });
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+ SkeletonData skeletonData = json.readSkeletonData(new FileHandle("assets/spineboy/spineboy.json"));
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+ Skeleton skeleton = new Skeleton(skeletonData);
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+ Bone bone = skeleton.findBone("gunTip");
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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);
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+ skeleton.updateWorldTransform();
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+ System.out.println(animation.getName() + "," + bone.getWorldX() + "," + bone.getWorldY() + ","
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+ + bone.getWorldRotation() + "," + bone.getWorldScaleX() + "," + bone.getWorldScaleY());
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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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