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- /******************************************************************************
- * 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
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