/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #import "IKExample.h" #import "SpineboyExample.h" // This example demonstrates how to set the position // of a bone based on the touch position, which in // turn will make an IK chain follow that bone // smoothly. @implementation IKExample + (CCScene*) scene { CCScene *scene = [CCScene node]; [scene addChild:[IKExample node]]; return scene; } -(id) init { self = [super init]; if (!self) return nil; // Load the Spineboy skeleton and create a SkeletonAnimation node from it // centered on the screen. skeletonNode = [SkeletonAnimation skeletonWithFile:@"spineboy-pro.json" atlasFile:@"spineboy.atlas" scale:0.4]; CGSize windowSize = [[CCDirector sharedDirector] viewSize]; [skeletonNode setPosition:ccp(windowSize.width / 2, 20)]; [self addChild:skeletonNode]; self.userInteractionEnabled = YES; self.contentSize = windowSize; // Queue the "walk" animation on the first track. [skeletonNode setAnimationForTrack:0 name:@"walk" loop:YES]; // 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 lambda below. [skeletonNode setAnimationForTrack:1 name:@"aim" loop:YES]; // Position the "crosshair" bone at the mouse // location. // // When setting the crosshair bone position // to the mouse position, we need to translate // from "skeleton space" to "local bone space". // Note that the local bone space is calculated // using the bone's parent worldToLocal() function! // // After updating the bone position based on the // converted mouse location, we call updateWorldTransforms() // again so the change of the IK target position is // applied to the rest of the skeleton. __weak IKExample* scene = self; skeletonNode.postUpdateWorldTransformsListener = ^(SkeletonAnimation* node) { if (scene != NULL) { __strong IKExample* sceneStrong = scene; spBone* crosshair = [node findBone:@"crosshair"]; // The bone should be cached float localX = 0, localY = 0; spBone_worldToLocal(crosshair->parent, sceneStrong->position.x, sceneStrong->position.y, &localX, &localY); crosshair->x = localX; crosshair->y = localY; crosshair->appliedValid = FALSE; spBone_updateWorldTransform(crosshair); } }; return self; } #if ( TARGET_OS_IPHONE || TARGET_IPHONE_SIMULATOR ) - (void)touchBegan:(UITouch *)touch withEvent:(UIEvent *)event { position = [skeletonNode convertToNodeSpace:touch.locationInWorld]; printf("%f %f\n", position.x, position.y); } - (void)touchMoved:(UITouch *)touch withEvent:(UIEvent *)event { position = [skeletonNode convertToNodeSpace:touch.locationInWorld]; printf("%f %f\n", position.x, position.y); } - (void)touchEnded:(UITouch *)touch withEvent:(UIEvent *)event { [[CCDirector sharedDirector] replaceScene:[SpineboyExample scene]]; } #endif @end