/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) 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 THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
package com.esotericsoftware.spine;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.math.Vector2;
public class IkTest extends ApplicationAdapter {
OrthographicCamera camera;
SpriteBatch batch;
SkeletonRenderer renderer;
SkeletonRendererDebug debugRenderer;
TextureAtlas atlas;
Skeleton skeleton;
AnimationState state;
public void create () {
camera = new OrthographicCamera();
batch = new SpriteBatch();
renderer = new SkeletonRenderer();
renderer.setPremultipliedAlpha(true);
debugRenderer = new SkeletonRendererDebug();
debugRenderer.setBoundingBoxes(false);
debugRenderer.setRegionAttachments(false);
atlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy.atlas"));
SkeletonJson json = new SkeletonJson(atlas); // This loads skeleton JSON data, which is stateless.
json.setScale(0.6f); // Load the skeleton at 60% the size it was in Spine.
SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy/spineboy.json"));
skeleton = new Skeleton(skeletonData); // Skeleton holds skeleton state (bone positions, slot attachments, etc).
skeleton.setPosition(250, 20);
AnimationStateData stateData = new AnimationStateData(skeletonData); // Defines mixing (crossfading) between animations.
stateData.setMix("run", "jump", 0.2f);
stateData.setMix("jump", "run", 0.2f);
state = new AnimationState(stateData); // Holds the animation state for a skeleton (current animation, time, etc).
state.setTimeScale(0.5f); // Slow all animations down to 50% speed.
state.setAnimation(0, "run", true);
state.addAnimation(0, "jump", false, 2); // Jump after 2 seconds.
state.addAnimation(0, "run", true, 0); // Run after the jump.
// skeleton.findBone("front_foot").parent = skeleton.findBone("hip");
IkConstraintData data;
data = new IkConstraintData("head");
data.getBones().add(skeletonData.findBone("torso"));
data.getBones().add(skeletonData.findBone("head"));
data.target = skeletonData.findBone("front_foot");
data.setBendDirection(-1);
skeleton.getIkConstraints().add(new IkConstraint(data, skeleton));
// data = new IkConstraintData("arm");
// data.getBones().add(skeletonData.findBone("front_upper_arm"));
// data.getBones().add(skeletonData.findBone("front_bracer"));
// data.setTarget(skeletonData.findBone("front_foot"));
// skeleton.getIkConstraints().add(new IkConstraint(data, skeleton));
//
// data = new IkConstraintData("leg");
// data.getBones().add(skeletonData.findBone("front_thigh"));
// data.getBones().add(skeletonData.findBone("front_shin"));
// data.target = skeletonData.findBone("front_foot");
// data.setBendDirection(-1);
// skeleton.getIkConstraints().add(new IkConstraint(data, skeleton));
// //skeleton.getIkConstraints().peek().setMix(0.5f);
skeleton.updateCache();
skeleton.updateWorldTransform();
}
public void render () {
state.update(Gdx.graphics.getDeltaTime()); // Update the animation time.
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
// state.apply(skeleton); // Poses skeleton using current animations. This sets the bones' local SRT.
// skeleton.findBone("front_shin").y = 40;
// skeleton.findBone("front_shin").scaleX = 2;
// skeleton.findBone("front_thigh").scaleX = 2;
// skeleton.findBone("front_bracer").y = 40;
// skeleton.findBone("front_bracer").scaleX = 2;
// skeleton.findBone("front_upper_arm").scaleX = 2;
// skeleton.getRootBone().setScale(1.3f, 0.6f);
// skeleton.findBone("front_upper_arm").parent = skeleton.findBone("front_shin");
// skeleton.findBone("head").scaleX = 2;
// skeleton.findBone("head").x = 100;
// skeleton.findBone("head").y = 100;
// skeleton.findBone("head").rotation = 0;
// skeleton.findBone("neck").x = 100;
// skeleton.findBone("neck").y = 100;
// skeleton.findBone("neck").rotation = 45;
skeleton.setPosition(250, 20);
// skeleton.setFlip(false, false);
skeleton.setPosition(250, 20);
// skeleton.setFlipX(true);
// skeleton.setFlipY(false);
// skeleton.findBone("torso").setFlipX(true);
// skeleton.findBone("torso").setFlipY(true);
Vector2 p = skeleton.findBone("front_foot").parent.worldToLocal(new Vector2(Gdx.input.getX() - skeleton.getX(),
Gdx.graphics.getHeight() - Gdx.input.getY() - skeleton.getY()));
skeleton.findBone("front_foot").setPosition(p.x, p.y);
skeleton.updateWorldTransform(); // Uses the bones' local SRT to compute their world SRT.
// Configure the camera, SpriteBatch, and SkeletonRendererDebug.
camera.update();
batch.getProjectionMatrix().set(camera.combined);
debugRenderer.getShapeRenderer().setProjectionMatrix(camera.combined);
batch.begin();
renderer.draw(batch, skeleton); // Draw the skeleton images.
batch.end();
debugRenderer.draw(skeleton); // Draw debug lines.
}
public void resize (int width, int height) {
camera.setToOrtho(false); // Update camera with new size.
}
public void dispose () {
atlas.dispose();
}
public static void main (String[] args) throws Exception {
new LwjglApplication(new IkTest());
}
}