main.cpp 20 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated January 1, 2020. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2020, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
  8. * derivative works of the Spine Runtimes is permitted under the terms and
  9. * conditions of Section 2 of the Spine Editor License Agreement:
  10. * http://esotericsoftware.com/spine-editor-license
  11. *
  12. * Otherwise, it is permitted to integrate the Spine Runtimes into software
  13. * or otherwise create derivative works of the Spine Runtimes (collectively,
  14. * "Products"), provided that each user of the Products must obtain their own
  15. * Spine Editor license and redistribution of the Products in any form must
  16. * include this license and copyright notice.
  17. *
  18. * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
  19. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  20. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  21. * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
  22. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  23. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
  24. * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
  25. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  26. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
  27. * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  28. *****************************************************************************/
  29. #include <iostream>
  30. #include <spine/spine-sfml.h>
  31. #include <spine/Debug.h>
  32. #include <SFML/Graphics.hpp>
  33. using namespace std;
  34. using namespace spine;
  35. #include <memory>
  36. template<typename T, typename... Args>
  37. unique_ptr<T> make_unique_test(Args&&... args) {
  38. return unique_ptr<T>(new T(forward<Args>(args)...));
  39. }
  40. void callback (AnimationState* state, EventType type, TrackEntry* entry, Event* event) {
  41. SP_UNUSED(state);
  42. const String& animationName = (entry && entry->getAnimation()) ? entry->getAnimation()->getName() : String("");
  43. switch (type) {
  44. case EventType_Start:
  45. printf("%d start: %s\n", entry->getTrackIndex(), animationName.buffer());
  46. break;
  47. case EventType_Interrupt:
  48. printf("%d interrupt: %s\n", entry->getTrackIndex(), animationName.buffer());
  49. break;
  50. case EventType_End:
  51. printf("%d end: %s\n", entry->getTrackIndex(), animationName.buffer());
  52. break;
  53. case EventType_Complete:
  54. printf("%d complete: %s\n", entry->getTrackIndex(), animationName.buffer());
  55. break;
  56. case EventType_Dispose:
  57. printf("%d dispose: %s\n", entry->getTrackIndex(), animationName.buffer());
  58. break;
  59. case EventType_Event:
  60. printf("%d event: %s, %s: %d, %f, %s %f %f\n", entry->getTrackIndex(), animationName.buffer(), event->getData().getName().buffer(), event->getIntValue(), event->getFloatValue(),
  61. event->getStringValue().buffer(), event->getVolume(), event->getBalance());
  62. break;
  63. }
  64. fflush(stdout);
  65. }
  66. shared_ptr<SkeletonData> readSkeletonJsonData (const String& filename, Atlas* atlas, float scale) {
  67. SkeletonJson json(atlas);
  68. json.setScale(scale);
  69. auto skeletonData = json.readSkeletonDataFile(filename);
  70. if (!skeletonData) {
  71. printf("%s\n", json.getError().buffer());
  72. exit(0);
  73. }
  74. return shared_ptr<SkeletonData>(skeletonData);
  75. }
  76. shared_ptr<SkeletonData> readSkeletonBinaryData (const char* filename, Atlas* atlas, float scale) {
  77. SkeletonBinary binary(atlas);
  78. binary.setScale(scale);
  79. auto skeletonData = binary.readSkeletonDataFile(filename);
  80. if (!skeletonData) {
  81. printf("%s\n", binary.getError().buffer());
  82. exit(0);
  83. }
  84. return shared_ptr<SkeletonData>(skeletonData);
  85. }
  86. void testcase (void func(SkeletonData* skeletonData, Atlas* atlas),
  87. const char* jsonName, const char* binaryName, const char* atlasName,
  88. float scale) {
  89. SFMLTextureLoader textureLoader;
  90. auto atlas = make_unique_test<Atlas>(atlasName, &textureLoader);
  91. auto skeletonData = readSkeletonJsonData(jsonName, atlas.get(), scale);
  92. func(skeletonData.get(), atlas.get());
  93. skeletonData = readSkeletonBinaryData(binaryName, atlas.get(), scale);
  94. func(skeletonData.get(), atlas.get());
  95. }
  96. void spineboy (SkeletonData* skeletonData, Atlas* atlas) {
  97. SP_UNUSED(atlas);
  98. SkeletonBounds bounds;
  99. // Configure mixing.
  100. AnimationStateData stateData(skeletonData);
  101. stateData.setMix("walk", "jump", 0.2f);
  102. stateData.setMix("jump", "run", 0.2f);
  103. SkeletonDrawable drawable(skeletonData, &stateData);
  104. drawable.timeScale = 1;
  105. drawable.setUsePremultipliedAlpha(true);
  106. Skeleton* skeleton = drawable.skeleton;
  107. skeleton->setToSetupPose();
  108. skeleton->setPosition(320, 590);
  109. skeleton->updateWorldTransform();
  110. Slot* headSlot = skeleton->findSlot("head");
  111. drawable.state->setListener(callback);
  112. drawable.state->addAnimation(0, "walk", true, 0);
  113. drawable.state->addAnimation(0, "jump", false, 3);
  114. drawable.state->addAnimation(0, "run", true, 0);
  115. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - spineboy");
  116. window.setFramerateLimit(60);
  117. sf::Event event;
  118. sf::Clock deltaClock;
  119. while (window.isOpen()) {
  120. while (window.pollEvent(event))
  121. if (event.type == sf::Event::Closed) window.close();
  122. float delta = deltaClock.getElapsedTime().asSeconds();
  123. deltaClock.restart();
  124. bounds.update(*skeleton, true);
  125. sf::Vector2i position = sf::Mouse::getPosition(window);
  126. if (bounds.containsPoint((float)position.x, (float)position.y)) {
  127. headSlot->getColor().g = 0;
  128. headSlot->getColor().b = 0;
  129. } else {
  130. headSlot->getColor().g = 1;
  131. headSlot->getColor().b = 1;
  132. }
  133. drawable.update(delta);
  134. window.clear();
  135. window.draw(drawable);
  136. window.display();
  137. }
  138. }
  139. void ikDemo (SkeletonData* skeletonData, Atlas* atlas) {
  140. SP_UNUSED(atlas);
  141. SkeletonBounds bounds;
  142. // Create the SkeletonDrawable and position it
  143. AnimationStateData stateData(skeletonData);
  144. SkeletonDrawable drawable(skeletonData, &stateData);
  145. drawable.timeScale = 1;
  146. drawable.setUsePremultipliedAlpha(true);
  147. drawable.skeleton->setPosition(320, 590);
  148. // Queue the "walk" animation on the first track.
  149. drawable.state->setAnimation(0, "walk", true);
  150. // Queue the "aim" animation on a higher track.
  151. // It consists of a single frame that positions
  152. // the back arm and gun such that they point at
  153. // the "crosshair" bone. By setting this
  154. // animation on a higher track, it overrides
  155. // any changes to the back arm and gun made
  156. // by the walk animation, allowing us to
  157. // mix the two. The mouse position following
  158. // is performed in the render() method below.
  159. drawable.state->setAnimation(1, "aim", true);
  160. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - IK Demo");
  161. window.setFramerateLimit(60);
  162. sf::Event event;
  163. sf::Clock deltaClock;
  164. while (window.isOpen()) {
  165. while (window.pollEvent(event))
  166. if (event.type == sf::Event::Closed) window.close();
  167. float delta = deltaClock.getElapsedTime().asSeconds();
  168. deltaClock.restart();
  169. // Update and apply the animations to the skeleton,
  170. // then calculate the world transforms of every bone.
  171. // This is needed so we can call Bone#worldToLocal()
  172. // later.
  173. drawable.update(delta);
  174. // Position the "crosshair" bone at the mouse
  175. // location. We do this before calling
  176. // skeleton.updateWorldTransform() below, so
  177. // our change is incorporated before the IK
  178. // constraint is applied.
  179. //
  180. // When setting the crosshair bone position
  181. // to the mouse position, we need to translate
  182. // from "mouse space" to "local bone space". Note that the local
  183. // bone space is calculated using the bone's parent
  184. // worldToLocal() function!
  185. sf::Vector2i mouseCoords = sf::Mouse::getPosition(window);
  186. float boneCoordsX = 0, boneCoordsY = 0;
  187. Bone* crosshair = drawable.skeleton->findBone("crosshair"); // Should be cached.
  188. crosshair->getParent()->worldToLocal(mouseCoords.x, mouseCoords.y, boneCoordsX, boneCoordsY);
  189. crosshair->setX(boneCoordsX);
  190. crosshair->setY(boneCoordsY);
  191. crosshair->setAppliedValid(false);
  192. // Calculate final world transform with the
  193. // crosshair bone set to the mouse cursor
  194. // position.
  195. drawable.skeleton->updateWorldTransform();
  196. window.clear();
  197. window.draw(drawable);
  198. window.display();
  199. }
  200. }
  201. void goblins (SkeletonData* skeletonData, Atlas* atlas) {
  202. SP_UNUSED(atlas);
  203. SkeletonDrawable drawable(skeletonData);
  204. drawable.timeScale = 1;
  205. drawable.setUsePremultipliedAlpha(true);
  206. Skeleton* skeleton = drawable.skeleton;
  207. Skin* skin = skeleton->getData()->findSkin("goblingirl");
  208. Skin copy("test");
  209. copy.copySkin(skin);
  210. skeleton->setSkin(&copy);
  211. skeleton->setSlotsToSetupPose();
  212. skeleton->setPosition(320, 590);
  213. skeleton->updateWorldTransform();
  214. drawable.state->setAnimation(0, "walk", true);
  215. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - goblins");
  216. window.setFramerateLimit(60);
  217. sf::Event event;
  218. sf::Clock deltaClock;
  219. while (window.isOpen()) {
  220. while (window.pollEvent(event))
  221. if (event.type == sf::Event::Closed) window.close();
  222. float delta = deltaClock.getElapsedTime().asSeconds();
  223. deltaClock.restart();
  224. drawable.update(delta);
  225. window.clear();
  226. window.draw(drawable);
  227. window.display();
  228. }
  229. }
  230. void raptor (SkeletonData* skeletonData, Atlas* atlas) {
  231. SP_UNUSED(atlas);
  232. SkeletonDrawable drawable(skeletonData);
  233. drawable.timeScale = 1;
  234. drawable.setUsePremultipliedAlpha(true);
  235. PowInterpolation pow2(2);
  236. PowOutInterpolation powOut2(2);
  237. SwirlVertexEffect effect(400, powOut2);
  238. effect.setCenterY(-200);
  239. drawable.vertexEffect = &effect;
  240. Skeleton* skeleton = drawable.skeleton;
  241. skeleton->setPosition(320, 590);
  242. skeleton->updateWorldTransform();
  243. drawable.state->setAnimation(0, "walk", true);
  244. drawable.state->addAnimation(1, "gun-grab", false, 2);
  245. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - raptor");
  246. window.setFramerateLimit(60);
  247. sf::Event event;
  248. sf::Clock deltaClock;
  249. float swirlTime = 0;
  250. while (window.isOpen()) {
  251. while (window.pollEvent(event))
  252. if (event.type == sf::Event::Closed) window.close();
  253. float delta = deltaClock.getElapsedTime().asSeconds();
  254. deltaClock.restart();
  255. swirlTime += delta;
  256. float percent = MathUtil::fmod(swirlTime, 2);
  257. if (percent > 1) percent = 1 - (percent - 1);
  258. effect.setAngle(pow2.interpolate(-60.0f, 60.0f, percent));
  259. drawable.update(delta);
  260. window.clear();
  261. window.draw(drawable);
  262. window.display();
  263. }
  264. }
  265. void tank (SkeletonData* skeletonData, Atlas* atlas) {
  266. SP_UNUSED(atlas);
  267. SkeletonDrawable drawable(skeletonData);
  268. drawable.timeScale = 1;
  269. drawable.setUsePremultipliedAlpha(true);
  270. Skeleton* skeleton = drawable.skeleton;
  271. skeleton->setPosition(500, 590);
  272. skeleton->updateWorldTransform();
  273. drawable.state->setAnimation(0, "drive", true);
  274. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - tank");
  275. window.setFramerateLimit(60);
  276. sf::Event event;
  277. sf::Clock deltaClock;
  278. while (window.isOpen()) {
  279. while (window.pollEvent(event))
  280. if (event.type == sf::Event::Closed) window.close();
  281. float delta = deltaClock.getElapsedTime().asSeconds();
  282. deltaClock.restart();
  283. drawable.update(delta);
  284. window.clear();
  285. window.draw(drawable);
  286. window.display();
  287. }
  288. }
  289. void vine (SkeletonData* skeletonData, Atlas* atlas) {
  290. SP_UNUSED(atlas);
  291. SkeletonDrawable drawable(skeletonData);
  292. drawable.timeScale = 1;
  293. drawable.setUsePremultipliedAlpha(true);
  294. Skeleton* skeleton = drawable.skeleton;
  295. skeleton->setPosition(320, 590);
  296. skeleton->updateWorldTransform();
  297. drawable.state->setAnimation(0, "grow", true);
  298. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - vine");
  299. window.setFramerateLimit(60);
  300. sf::Event event;
  301. sf::Clock deltaClock;
  302. while (window.isOpen()) {
  303. while (window.pollEvent(event))
  304. if (event.type == sf::Event::Closed) window.close();
  305. float delta = deltaClock.getElapsedTime().asSeconds();
  306. deltaClock.restart();
  307. drawable.update(delta);
  308. window.clear();
  309. window.draw(drawable);
  310. window.display();
  311. }
  312. }
  313. void stretchyman (SkeletonData* skeletonData, Atlas* atlas) {
  314. SP_UNUSED(atlas);
  315. SkeletonDrawable drawable(skeletonData);
  316. drawable.timeScale = 1;
  317. drawable.setUsePremultipliedAlpha(true);
  318. Skeleton* skeleton = drawable.skeleton;
  319. skeleton->setPosition(100, 590);
  320. skeleton->updateWorldTransform();
  321. drawable.state->setAnimation(0, "sneak", true);
  322. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - Streatchyman");
  323. window.setFramerateLimit(60);
  324. sf::Event event;
  325. sf::Clock deltaClock;
  326. while (window.isOpen()) {
  327. while (window.pollEvent(event))
  328. if (event.type == sf::Event::Closed) window.close();
  329. float delta = deltaClock.getElapsedTime().asSeconds();
  330. deltaClock.restart();
  331. drawable.update(delta);
  332. window.clear();
  333. window.draw(drawable);
  334. window.display();
  335. }
  336. }
  337. void stretchymanStrechyIk (SkeletonData* skeletonData, Atlas* atlas) {
  338. SP_UNUSED(atlas);
  339. SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData);
  340. drawable->timeScale = 1;
  341. drawable->setUsePremultipliedAlpha(true);
  342. Skeleton* skeleton = drawable->skeleton;
  343. skeleton->setPosition(100, 590);
  344. skeleton->updateWorldTransform();
  345. drawable->state->setAnimation(0, "sneak", true);
  346. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - Streatchyman Stretchy IK");
  347. window.setFramerateLimit(60);
  348. sf::Event event;
  349. sf::Clock deltaClock;
  350. while (window.isOpen()) {
  351. while (window.pollEvent(event))
  352. if (event.type == sf::Event::Closed) window.close();
  353. float delta = deltaClock.getElapsedTime().asSeconds();
  354. deltaClock.restart();
  355. drawable->update(delta);
  356. window.clear();
  357. window.draw(*drawable);
  358. window.display();
  359. }
  360. delete drawable;
  361. }
  362. void coin (SkeletonData* skeletonData, Atlas* atlas) {
  363. SP_UNUSED(atlas);
  364. SkeletonDrawable drawable(skeletonData);
  365. drawable.timeScale = 1;
  366. drawable.setUsePremultipliedAlpha(true);
  367. Skeleton* skeleton = drawable.skeleton;
  368. skeleton->setPosition(320, 320);
  369. skeleton->updateWorldTransform();
  370. drawable.state->setAnimation(0, "animation", true);
  371. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - coin");
  372. window.setFramerateLimit(60);
  373. sf::Event event;
  374. sf::Clock deltaClock;
  375. while (window.isOpen()) {
  376. while (window.pollEvent(event)) {
  377. if (event.type == sf::Event::Closed) window.close();
  378. }
  379. float delta = deltaClock.getElapsedTime().asSeconds();
  380. deltaClock.restart();
  381. drawable.update(delta);
  382. window.clear();
  383. window.draw(drawable);
  384. window.display();
  385. }
  386. }
  387. void owl (SkeletonData* skeletonData, Atlas* atlas) {
  388. SP_UNUSED(atlas);
  389. SkeletonDrawable drawable(skeletonData);
  390. drawable.timeScale = 1;
  391. drawable.setUsePremultipliedAlpha(true);
  392. Skeleton* skeleton = drawable.skeleton;
  393. skeleton->setPosition(320, 400);
  394. skeleton->updateWorldTransform();
  395. drawable.state->setAnimation(0, "idle", true);
  396. TrackEntry* left = drawable.state->setAnimation(1, "left", true);
  397. TrackEntry* right = drawable.state->setAnimation(2, "right", true);
  398. TrackEntry* up = drawable.state->setAnimation(3, "up", true);
  399. TrackEntry* down = drawable.state->setAnimation(4, "down", true);
  400. left->setAlpha(0);
  401. left->setMixBlend(MixBlend_Add);
  402. right->setAlpha(0);
  403. right->setMixBlend(MixBlend_Add);
  404. up->setAlpha(0);
  405. up->setMixBlend(MixBlend_Add);
  406. down->setAlpha(0);
  407. down->setMixBlend(MixBlend_Add);
  408. // drawable.state->setAnimation(5, "blink", true);
  409. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - owl");
  410. window.setFramerateLimit(60);
  411. sf::Event event;
  412. sf::Clock deltaClock;
  413. while (window.isOpen()) {
  414. while (window.pollEvent(event)) {
  415. if (event.type == sf::Event::Closed) window.close();
  416. if (event.type == sf::Event::MouseMoved) {
  417. float x = event.mouseMove.x / 640.0f;
  418. left->setAlpha((MathUtil::max(x, 0.5f) - 0.5f) * 2);
  419. right->setAlpha((0.5f - MathUtil::min(x, 0.5f)) * 2);
  420. float y = event.mouseMove.y / 640.0f;
  421. down->setAlpha((MathUtil::max(y, 0.5f) - 0.5f) * 2);
  422. up->setAlpha((0.5f - MathUtil::min(y, 0.5f)) * 2);
  423. }
  424. }
  425. float delta = deltaClock.getElapsedTime().asSeconds();
  426. deltaClock.restart();
  427. drawable.update(delta);
  428. window.clear();
  429. window.draw(drawable);
  430. window.display();
  431. }
  432. }
  433. void mixAndMatch (SkeletonData* skeletonData, Atlas* atlas) {
  434. SP_UNUSED(atlas);
  435. SkeletonDrawable drawable(skeletonData);
  436. drawable.timeScale = 1;
  437. drawable.setUsePremultipliedAlpha(true);
  438. Skeleton* skeleton = drawable.skeleton;
  439. Skin skin("mix-and-match");
  440. skin.addSkin(skeletonData->findSkin("skin-base"));
  441. skin.addSkin(skeletonData->findSkin("nose/short"));
  442. skin.addSkin(skeletonData->findSkin("eyelids/girly"));
  443. skin.addSkin(skeletonData->findSkin("eyes/violet"));
  444. skin.addSkin(skeletonData->findSkin("hair/brown"));
  445. skin.addSkin(skeletonData->findSkin("clothes/hoodie-orange"));
  446. skin.addSkin(skeletonData->findSkin("legs/pants-jeans"));
  447. skin.addSkin(skeletonData->findSkin("accessories/bag"));
  448. skin.addSkin(skeletonData->findSkin("accessories/hat-red-yellow"));
  449. skeleton->setSkin(&skin);
  450. skeleton->setSlotsToSetupPose();
  451. skeleton->setPosition(320, 590);
  452. skeleton->updateWorldTransform();
  453. drawable.state->setAnimation(0, "dance", true);
  454. sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - goblins");
  455. window.setFramerateLimit(60);
  456. sf::Event event;
  457. sf::Clock deltaClock;
  458. while (window.isOpen()) {
  459. while (window.pollEvent(event))
  460. if (event.type == sf::Event::Closed) window.close();
  461. float delta = deltaClock.getElapsedTime().asSeconds();
  462. deltaClock.restart();
  463. drawable.update(delta);
  464. window.clear();
  465. window.draw(drawable);
  466. window.display();
  467. }
  468. }
  469. /**
  470. * Used for debugging purposes during runtime development
  471. */
  472. void test (SkeletonData* skeletonData, Atlas* atlas) {
  473. SP_UNUSED(atlas);
  474. Skeleton skeleton(skeletonData);
  475. AnimationStateData animationStateData(skeletonData);
  476. AnimationState animationState(&animationStateData);
  477. animationState.setAnimation(0, "idle", true);
  478. float d = 3;
  479. for (int i = 0; i < 1; i++) {
  480. animationState.update(d);
  481. animationState.apply(skeleton);
  482. skeleton.updateWorldTransform();
  483. d += 0.1f;
  484. }
  485. }
  486. DebugExtension dbgExtension(SpineExtension::getInstance());
  487. int main () {
  488. SpineExtension::setInstance(&dbgExtension);
  489. testcase(ikDemo, "data/spineboy-pro.json", "data/spineboy-pro.skel", "data/spineboy-pma.atlas", 0.6f);
  490. testcase(mixAndMatch, "data/mix-and-match-pro.json", "data/mix-and-match-pro.skel", "data/mix-and-match-pma.atlas", 0.5f);
  491. testcase(goblins, "data/goblins-pro.json", "data/goblins-pro.skel", "data/goblins-pma.atlas", 1.4f);
  492. testcase(owl, "data/owl-pro.json", "data/owl-pro.skel", "data/owl-pma.atlas", 0.5f);
  493. testcase(spineboy, "data/spineboy-pro.json", "data/spineboy-pro.skel", "data/spineboy-pma.atlas", 0.6f);
  494. testcase(raptor, "data/raptor-pro.json", "data/raptor-pro.skel", "data/raptor-pma.atlas", 0.5f);
  495. testcase(coin, "data/coin-pro.json", "data/coin-pro.skel", "data/coin-pma.atlas", 0.5f);
  496. testcase(vine, "data/vine-pro.json", "data/vine-pro.skel", "data/vine-pma.atlas", 0.5f);
  497. testcase(tank, "data/tank-pro.json", "data/tank-pro.skel", "data/tank-pma.atlas", 0.2f);
  498. testcase(raptor, "data/raptor-pro.json", "data/raptor-pro.skel", "data/raptor-pma.atlas", 0.5f);
  499. testcase(stretchyman, "data/stretchyman-pro.json", "data/stretchyman-pro.skel", "data/stretchyman-pma.atlas", 0.6f);
  500. dbgExtension.reportLeaks();
  501. return 0;
  502. }