Skeleton::Skeleton (const char* skeletonDataFile, spAtlas* aAtlas, float scale) {
	initialize();

	spSkeletonJson* json = spSkeletonJson_create(aAtlas);
	json->scale = scale == 0 ? (1 / Director::getInstance()->getContentScaleFactor()) : scale;
	spSkeletonData* skeletonData = spSkeletonJson_readSkeletonDataFile(json, skeletonDataFile);
	CCAssert(skeletonData, json->error ? json->error : "Error reading skeleton data.");
	spSkeletonJson_dispose(json);

	setSkeletonData(skeletonData, true);
}
Beispiel #2
0
CCSkeleton::CCSkeleton (const char* skeletonDataFile, const char* atlasFile, float scale) {
	initialize();

	atlas = spAtlas_readAtlasFile(atlasFile);
	CCAssert(atlas, "Error reading atlas file.");

	spSkeletonJson* json = spSkeletonJson_create(atlas);
	json->scale = scale == 0 ? (1 / CCDirector::sharedDirector()->getContentScaleFactor()) : scale;
	spSkeletonData* skeletonData = spSkeletonJson_readSkeletonDataFile(json, skeletonDataFile);
	CCAssert(skeletonData, json->error ? json->error : "Error reading skeleton data file.");
	spSkeletonJson_dispose(json);

	setSkeletonData(skeletonData, true);
}
void SkeletonAnimationFbo::loadSkeletonAndAtlasData()
{
    releaseSkeletonRelatedData();

    if (mAtlasFile.isEmpty() || !mAtlasFile.isValid()){
        qDebug()<<"SkeletonAnimation::loadSkeletonAndAtlasData Error: Invalid AtlasFile:"<<mAtlasFile;
        return;
    }

    if (mSkeletonDataFile.isEmpty() || !mSkeletonDataFile.isValid()){
        qDebug()<<"SkeletonAnimation::loadSkeletonAndAtlasData Error: Invalid SkeletonDataFile:"<<mSkeletonDataFile;
        return;
    }

    std::string atlasFile = QQmlFile::urlToLocalFileOrQrc(mAtlasFile).toStdString();
    mspAtlas = spAtlas_createFromFile(atlasFile.c_str(), 0);
    if (!mspAtlas){
        qDebug()<<"SkeletonAnimation::loadSkeletonAndAtlasData Error: Atals is null. AtlasFile:"<<mAtlasFile;
        return;
    }

    spSkeletonJson* json = spSkeletonJson_create(mspAtlas);
    json->scale = mScale;
    std::string skeletonFile = QQmlFile::urlToLocalFileOrQrc(mSkeletonDataFile).toStdString();
    spSkeletonData* skeletonData = spSkeletonJson_readSkeletonDataFile(json, skeletonFile.c_str());
    if (!skeletonData){
        qDebug()<<"SkeletonAnimation::loadSkeletonAndAtlasData Error: Failed to load json. jason error:"<<(json->error ? json->error : "null.");
        releaseSkeletonRelatedData();
        return;
    }

    spSkeletonJson_dispose(json);

    mspSkeleton = spSkeleton_create(skeletonData);
    mspRootBone = mspSkeleton->bones[0];

    const bool res = spSkeleton_setSkinByName(mspSkeleton, mSkin.toStdString().c_str());
    if (!res && !mSkin.isEmpty())
        qDebug()<<"SkeletonAnimation::loadSkeletonAndAtlasData Error: Invalid skin:"<<mSkin;

    mspAnimationState = spAnimationState_create(spAnimationStateData_create(mspSkeleton->data));
    mspAnimationState->rendererObject = this;
    mspAnimationState->listener = animationCallback;

    mSkeletonLoaded = true;

    mTimer.invalidate();
}
spSkeletonData* USpineSkeletonDataAsset::GetSkeletonData (spAtlas* Atlas, bool ForceReload) {
	if (!skeletonData || ForceReload) {
		if (skeletonData) {
			spSkeletonData_dispose(skeletonData);
			skeletonData = nullptr;
		}		
		int dataLen = rawData.Num();
		if (skeletonDataFileName.GetPlainNameString().Contains(TEXT(".json"))) {
			spSkeletonJson* json = spSkeletonJson_create(Atlas);
			this->skeletonData = spSkeletonJson_readSkeletonData(json, (const char*)rawData.GetData());
			if (!skeletonData) {
#if WITH_EDITORONLY_DATA
				FMessageDialog::Debugf(FText::FromString(UTF8_TO_TCHAR(json->error)));
#endif
				UE_LOG(SpineLog, Error, TEXT("Couldn't load skeleton data and atlas: %s"), UTF8_TO_TCHAR(json->error));
			}
			spSkeletonJson_dispose(json);
		} else {
			spSkeletonBinary* binary = spSkeletonBinary_create(Atlas);
			this->skeletonData = spSkeletonBinary_readSkeletonData(binary, (const unsigned char*)rawData.GetData(), (int)rawData.Num());
			if (!skeletonData) {
#if WITH_EDITORONLY_DATA
				FMessageDialog::Debugf(FText::FromString(UTF8_TO_TCHAR(binary->error)));
#endif
				UE_LOG(SpineLog, Error, TEXT("Couldn't load skeleton data and atlas: %s"), UTF8_TO_TCHAR(binary->error));
			}
			spSkeletonBinary_dispose(binary);
		}
		if (animationStateData) {
			spAnimationStateData_dispose(animationStateData);
			GetAnimationStateData(Atlas);
		}
		lastAtlas = Atlas;
	}
	return this->skeletonData;
}
spSkeletonData* USpineSkeletonDataAsset::GetSkeletonData (spAtlas* Atlas, bool ForceReload) {
	if (!skeletonData || ForceReload) {
		if (skeletonData) {
			spSkeletonData_dispose(skeletonData);
			skeletonData = nullptr;
		}		
		int dataLen = rawData.Num();
		if (skeletonDataFileName.GetPlainNameString().Contains(TEXT(".json"))) {
			spSkeletonJson* json = spSkeletonJson_create(Atlas);
			this->skeletonData = spSkeletonJson_readSkeletonData(json, (const char*)rawData.GetData());
			spSkeletonJson_dispose(json);
		} else {
			spSkeletonBinary* binary = spSkeletonBinary_create(Atlas);
			this->skeletonData = spSkeletonBinary_readSkeletonData(binary, (const unsigned char*)rawData.GetData(), (int)rawData.Num());
			spSkeletonBinary_dispose(binary);
		}
		if (animationStateData) {
			spAnimationStateData_dispose(animationStateData);
			GetAnimationStateData(Atlas);
		}
		lastAtlas = Atlas;
	}
	return this->skeletonData;
}
Beispiel #6
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Player::Player(Game& g, b2Vec2 p) : Character(g),swordFix(NULL), left(false), right(false), landed(true), contact(false), lastproc(0), life(100), attacking(false), attackcooldown(0)
{
	bodyDef.type = b2_dynamicBody;
	bodyDef.position.Set(p.x, p.y);
	bodyDef.fixedRotation = true;

	body = g.w.CreateBody(&bodyDef);

	dynamicBox.SetAsBox(.25f, 0.9f);
	
	fixtureDef.shape = &dynamicBox;
	fixtureDef.density = 5.0f;
	fixtureDef.friction = 0.0f;
	
	fixtureDef.filter.categoryBits = PLAYER;
	fixtureDef.filter.maskBits = MONSTER | TRIGGER | WALL | SWORD;

	(body->CreateFixture(&fixtureDef))->SetUserData(this);

	//add "feet" to detect floor
	dynamicBox.SetAsBox(0.2, 0.05, b2Vec2(0, 0.9f), 0);
	fixtureDef.isSensor = true;
	fixtureDef.density = 0.1;
	fixtureDef.filter.categoryBits = FOOT;
	fixtureDef.filter.maskBits = WALL | MONSTER;
	(body->CreateFixture(&fixtureDef))->SetUserData(this);

	//add sword to kill monsters
	dynamicBox.SetAsBox(0.4, 0.1, b2Vec2(0.65, 0), 0);
	swordDef.shape = &dynamicBox;
	swordDef.isSensor = true;
	swordDef.density = 0.1;
	swordDef.filter.categoryBits = SWORD;
	swordDef.filter.maskBits = MONSTER;

	// Loads the Spine model
	ALLEGRO_PATH *path, *resourceDir, *file;
	resourceDir= al_get_standard_path(ALLEGRO_RESOURCES_PATH);
	std::cerr << al_path_cstr(resourceDir, ALLEGRO_NATIVE_PATH_SEP) << std::endl;

	if (modelAtlas == NULL) {
		file = al_create_path("data/animations/hero.atlas");
		path =  al_clone_path(resourceDir);
		al_join_paths(path, file); al_destroy_path(file);
		modelAtlas = spAtlas_createFromFile(al_path_cstr(path, ALLEGRO_NATIVE_PATH_SEP), NULL);
		if (!modelAtlas) throw Failure("Failed to load the hero's atlas.");
		al_destroy_path(path);
		jsonSkel = spSkeletonJson_create(modelAtlas);

		file = al_create_path("data/animations/hero.json");
		path =  al_clone_path(resourceDir);
		al_join_paths(path, file); al_destroy_path(file);
		modelData = spSkeletonJson_readSkeletonDataFile(jsonSkel, al_path_cstr(path, ALLEGRO_NATIVE_PATH_SEP));
		if (!modelData) throw Failure("Failed to load the hero's data.");
		al_destroy_path(path); al_destroy_path(resourceDir);

		stateData = spAnimationStateData_create(modelData);
		spAnimationStateData_setMixByName(stateData, "walk", "rest", 0.2f);
		spAnimationStateData_setMixByName(stateData, "rest", "walk", 0.2f);
		spAnimationStateData_setMixByName(stateData, "rest", "slash", 0.1f);
		spAnimationStateData_setMixByName(stateData, "slash", "rest", 0.1f);
		spAnimationStateData_setMixByName(stateData, "walk", "slash", 0.1f);
		spAnimationStateData_setMixByName(stateData, "slash", "walk", 0.1f);
	
		model = loadSkeleton(modelData, stateData);
		if (!model) throw Failure("Failed to load the hero's skeleton.");

		spAnimationState_setAnimationByName(model->state, 0, "rest",  true);
	}
}
    SpineDrawable::SpineDrawable(const std::string& atlasFile, const std::string& skeletonFile):
        Component(TYPE)
    {
        atlas = spAtlas_createFromFile(atlasFile.c_str(), 0);
        if (!atlas)
        {
            ouzel::Log(ouzel::Log::Level::ERR) << "Failed to load atlas";
            return;
        }

        if (skeletonFile.find(".json") != std::string::npos)
        {
            // is json format
            spSkeletonJson* json = spSkeletonJson_create(atlas);
            skeletonData = spSkeletonJson_readSkeletonDataFile(json, skeletonFile.c_str());
            
            if (!skeletonData)
            {
                ouzel::Log(ouzel::Log::Level::ERR) << "Failed to load skeleton: " << json->error;
                return;
            }
            spSkeletonJson_dispose(json);
        }
        else
        {
            // binary format
            spSkeletonBinary* binary = spSkeletonBinary_create(atlas);
            skeletonData = spSkeletonBinary_readSkeletonDataFile(binary, skeletonFile.c_str());
            
            if (!skeletonData)
            {
                ouzel::Log(ouzel::Log::Level::ERR) << "Failed to load skeleton: " << binary->error;
                return;
            }
            spSkeletonBinary_dispose(binary);
        }

        bounds = spSkeletonBounds_create();

        skeleton = spSkeleton_create(skeletonData);

        animationStateData = spAnimationStateData_create(skeletonData);
        
        animationState = spAnimationState_create(animationStateData);
        animationState->listener = listener;
        animationState->rendererObject = this;

        spSkeleton_setToSetupPose(skeleton);
        spSkeleton_updateWorldTransform(skeleton);

        updateMaterials();
        updateBoundingBox();

        indexBuffer = std::make_shared<ouzel::graphics::Buffer>(*ouzel::engine->getRenderer());
        indexBuffer->init(ouzel::graphics::Buffer::Usage::INDEX, ouzel::graphics::Buffer::DYNAMIC);

        vertexBuffer = std::make_shared<ouzel::graphics::Buffer>(*ouzel::engine->getRenderer());
        vertexBuffer->init(ouzel::graphics::Buffer::Usage::VERTEX, ouzel::graphics::Buffer::DYNAMIC);

        whitePixelTexture = ouzel::engine->getCache().getTexture(ouzel::TEXTURE_WHITE_PIXEL);

        updateHandler.updateHandler = std::bind(&SpineDrawable::handleUpdate, this, std::placeholders::_1);
        ouzel::engine->getEventDispatcher().addEventHandler(&updateHandler);
    }