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+package com.esotericsoftware.spine;
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+
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+import com.badlogic.gdx.ApplicationAdapter;
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+import com.badlogic.gdx.Gdx;
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+import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
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+import com.badlogic.gdx.graphics.GL20;
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+import com.badlogic.gdx.graphics.OrthographicCamera;
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+import com.badlogic.gdx.graphics.g2d.TextureAtlas;
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+import com.badlogic.gdx.math.Vector2;
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+import com.badlogic.gdx.math.Vector3;
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+import com.esotericsoftware.spine.utils.TwoColorPolygonBatch;
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+
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+/** Demonstrates how to let the target bone of an IK constraint
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+ * follow the mouse or touch position, which in turn repositions
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+ * part of the skeleton, in this case Spineboy's back arm including
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+ * his gun.
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+ */
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+public class IKTest extends ApplicationAdapter {
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+ OrthographicCamera camera;
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+ TwoColorPolygonBatch batch;
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+ SkeletonRenderer renderer;
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+
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+ TextureAtlas atlas;
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+ Skeleton skeleton;
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+ AnimationState state;
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+
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+ Vector3 cameraCoords = new Vector3();
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+ Vector2 boneCoords = new Vector2();
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+
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+ public void create () {
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+ // Create objects needed for rendering
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+ camera = new OrthographicCamera();
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+ batch = new TwoColorPolygonBatch();
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+ renderer = new SkeletonRenderer();
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+ renderer.setPremultipliedAlpha(true);
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+
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+ // Load the texture atlas and skeleton data
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+ atlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy-pma.atlas"));
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+ SkeletonBinary json = new SkeletonBinary(atlas);
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+ json.setScale(0.6f);
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+ SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy/spineboy-pro.skel"));
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+
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+ // Create a skeleton from the skeleton data
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+ skeleton = new Skeleton(skeletonData);
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+ skeleton.setPosition(250, 20);
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+
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+ // Create an animation satte
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+ AnimationStateData stateData = new AnimationStateData(skeletonData);
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+ state = new AnimationState(stateData);
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+
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+ // Queue the "walk" animation on the first track.
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+ state.setAnimation(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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+ state.setAnimation(1, "aim", true);
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+
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+ // apply the state once, so we have world
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+ // bone positions that we can use.
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+ skeleton.setToSetupPose();
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+ }
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+
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+ public void render () {
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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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+ state.update(Gdx.graphics.getDeltaTime());
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+ state.apply(skeleton);
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+ skeleton.updateWorldTransform();
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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 "camera space"
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+ // and then 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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+ cameraCoords.set(Gdx.input.getX(), Gdx.input.getY(), 0);
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+ camera.unproject(cameraCoords); // mouse space to camera space
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+
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+ Bone crosshair = skeleton.findBone("crosshair"); // Should be cached.
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+ boneCoords.set(cameraCoords.x, cameraCoords.y);
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+ crosshair.getParent().worldToLocal(boneCoords); // camera space to local bone space
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+ crosshair.setPosition(boneCoords.x, boneCoords.y); // override the crosshair position
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+ crosshair.setAppliedValid(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();
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+
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+ // Clear the screen, update the camera and
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+ // render the skeleton.
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+ Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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+ camera.update();
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+
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+ batch.getProjectionMatrix().set(camera.combined);
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+ batch.begin();
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+ renderer.draw(batch, skeleton);
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+ batch.end();
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+
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+ }
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+
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+ public void resize (int width, int height) {
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+ camera.setToOrtho(false); // Update camera with new size.
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+ }
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+
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+ public void dispose () {
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+ atlas.dispose();
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+ }
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+
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+ public static void main (String[] args) throws Exception {
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+ new LwjglApplication(new IKTest());
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+ }
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+}
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