void SkeletonAnimation::initialize () {
	listenerInstance = 0;
	listenerMethod = 0;

	ownsAnimationStateData = true;
	state = spAnimationState_create(spAnimationStateData_create(skeleton->data));
	state->context = this;
	state->listener = callback;
}
void SkeletonAnimation::initialize () {
    _ownsAnimationStateData = true;
    _state = spAnimationState_create(spAnimationStateData_create(_skeleton->data));
    _state->rendererObject = this;
    _state->listener = animationCallback;

    _spAnimationState* stateInternal = (_spAnimationState*)_state;
    stateInternal->disposeTrackEntry = disposeTrackEntry;
}
Пример #3
0
WIPAnimator::WIPAnimator(const char* atlas_path,const char* json_path,i32 w,i32 h):time_scale(1)
{
	_out_buffer = WIPRenderTexture::create(w,h);
	_frame_ref = 0;

	spAtlas* atlas = spAtlas_createFromFile(atlas_path, 0);
	spSkeletonJson* json = spSkeletonJson_create(atlas);
	json->scale = 0.8f;
	spSkeletonData *skeletonData = spSkeletonJson_readSkeletonDataFile(json, json_path);
	if (!skeletonData) {
		printf("Error: %s\n", json->error);
		getchar();
		exit(0);
	}
	//spAnimation* walkAnimation = spSkeletonData_findAnimation(skeletonData, "walk");
	spSkeletonJson_dispose(json);
	spSkeletonBounds* bounds = spSkeletonBounds_create();

	spAnimationStateData* stateData = spAnimationStateData_create(skeletonData);
	//spAnimationStateData_setMixByName(stateData, "walk", "jump", 0.2f);
	//spAnimationStateData_setMixByName(stateData, "jump", "run", 0.2f);
	//spAnimationStateData_setMixByName(stateData, "shoot", "walk", 0.2f);

	//drawable = new SkeletonDrawable(skeletonData,stateData);
	spBone_setYDown(true);
	skeleton = spSkeleton_create(skeletonData);
	state = spAnimationState_create(stateData);
	time_scale = 1;

	//spSkeleton* skeleton = drawable->skeleton;
	skeleton->flipX = false;
	skeleton->flipY = false;
	//spSkeleton_setSkinByName(skeleton, "goblin");
	spSkeleton_setToSetupPose(skeleton);

	skeleton->x = 0;
	skeleton->y = 0;
	spSkeleton_updateWorldTransform(skeleton);

	spSlot* headSlot = spSkeleton_findSlot(skeleton, "head");

	state->listener = callback;
	if (false) {
		spAnimationState_setAnimationByName(state, 0, "test", true);
	} else {

		spAnimationState_setAnimationByName(state, 0, "flying", true);
		/*
		spAnimationState_addAnimationByName(drawable->state, 0, "jump", false, 3);
		spAnimationState_addAnimationByName(drawable->state, 0, "run", true, 0);
		spAnimationState_addAnimationByName(drawable->state,0,"shoot",true,3);
		spAnimationState_addAnimationByName(drawable->state, 0, "walk", true,3);
		*/
	}
	//spAnimationState_setAnimation(drawable->state, 0, walkAnimation, false);
	//drawable->bounds = bounds;
}
static void testRunner(const char* jsonName, const char* atlasName)
{
	///////////////////////////////////////////////////////////////////////////
	// Global Animation Information
	spAtlas* atlas = spAtlas_createFromFile(atlasName, 0);
	ASSERT(atlas != 0);

	spSkeletonData* skeletonData = readSkeletonJsonData(jsonName, atlas);
	ASSERT(skeletonData != 0);

	spAnimationStateData* stateData = spAnimationStateData_create(skeletonData);
	ASSERT(stateData != 0);
	stateData->defaultMix = 0.2f; // force mixing

	///////////////////////////////////////////////////////////////////////////
	// Animation Instance 
	spSkeleton* skeleton = spSkeleton_create(skeletonData);
	ASSERT(skeleton != 0);

	spAnimationState* state = spAnimationState_create(stateData);
	ASSERT(state != 0);


	///////////////////////////////////////////////////////////////////////////
	// Run animation
	spSkeleton_setToSetupPose(skeleton);
	SpineEventMonitor eventMonitor(state);
//	eventMonitor.SetDebugLogging(true);


	AnimList anims; // Let's chain all the animations together as a test
	size_t count = enumerateAnimations(anims, skeletonData);
	if (count > 0) spAnimationState_setAnimationByName(state, 0, anims[0].c_str(), false);
	for (size_t i = 1; i < count; ++i) {
		spAnimationState_addAnimationByName(state, 0, anims[i].c_str(), false, 0.0f);
	}

	// Run Loop
	for (int i = 0; i < MAX_RUN_TIME && eventMonitor.isAnimationPlaying(); ++i) {
		const float timeSlice = 1.0f / 60.0f;
		spSkeleton_update(skeleton, timeSlice);
		spAnimationState_update(state, timeSlice);
		spAnimationState_apply(state, skeleton);
	}

	
	///////////////////////////////////////////////////////////////////////////
	// Dispose Instance
	spSkeleton_dispose(skeleton);
	spAnimationState_dispose(state);

	///////////////////////////////////////////////////////////////////////////
	// Dispose Global
	spAnimationStateData_dispose(stateData);
	spSkeletonData_dispose(skeletonData);
	spAtlas_dispose(atlas);
}
Пример #5
0
void SkeletonAnimation::setAnimationStateData (spAnimationStateData* stateData) {
	CCASSERT(stateData, "stateData cannot be null.");

	if (_ownsAnimationStateData) spAnimationStateData_dispose(_state->data);
	spAnimationState_dispose(_state);

	_ownsAnimationStateData = false;
	_state = spAnimationState_create(stateData);
	_state->rendererObject = this;
	_state->listener = animationCallback;
}
Пример #6
0
void SkeletonAnimation::setAnimationStateData (spAnimationStateData* stateData) {
	CCAssert(stateData, "stateData cannot be null.");

	if (ownsAnimationStateData) spAnimationStateData_dispose(state->data);
	spAnimationState_dispose(state);

	ownsAnimationStateData = false;
	state = spAnimationState_create(stateData);
	state->context = this;
	state->listener = callback;
}
Пример #7
0
Skeleton::Skeleton(spSkeletonData* data, spAtlas* atlas)
    : skeleton_(nullptr), state_(nullptr), time_scale_(1.0f), num_vertices_(0),
      texture_(nullptr), max_vertices_(0), animation_data_(nullptr),
      atlas_(atlas), data_(data)
{
    skeleton_ = spSkeleton_create(data);
    spSkeleton_setToSetupPose(skeleton_);
    animation_data_ = spAnimationStateData_create(data);
    state_ = spAnimationState_create(animation_data_);

    array_.reconfigure([this] { vertex_buffer_.bind(); });
}
Пример #8
0
void ComponentSpine::updateSpine(graphics::SpineManagerItem & animation)
{
    if(skeleton && skeleton->data != animation.getSkeletonData())
    {
        spSkeleton_dispose(skeleton);
        spAnimationState_dispose(animationState);
        skeleton = nullptr;
    }

    if(!skeleton)
    {
        skeleton = spSkeleton_create(animation.getSkeletonData());
        animationState = spAnimationState_create(animation.getAnimationStateData());
    }
}
Пример #9
0
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();
}
void USpineSkeletonAnimationComponent::CheckState () {
	if (lastAtlas != Atlas || lastData != SkeletonData) {
		DisposeState();
		
		if (Atlas && SkeletonData) {
			spSkeletonData* data = SkeletonData->GetSkeletonData(Atlas->GetAtlas(false), false);
			if (data) {
				skeleton = spSkeleton_create(data);
				spAnimationStateData* stateData = SkeletonData->GetAnimationStateData(Atlas->GetAtlas(false));
				state = spAnimationState_create(stateData);
				state->rendererObject = (void*)this;
				state->listener = callback;
				trackEntries.Empty();
			}
		}
		
		lastAtlas = Atlas;
		lastData = SkeletonData;
	}
}
static void LoadSpineboyExample(spAtlas* &atlas, spSkeletonData* &skeletonData, spAnimationStateData* &stateData, spSkeleton* &skeleton, spAnimationState* &state)
{
	///////////////////////////////////////////////////////////////////////////
	// Global Animation Information
	atlas = spAtlas_createFromFile(SPINEBOY_ATLAS, 0);
	ASSERT(atlas != nullptr);

	skeletonData = readSkeletonJsonData(SPINEBOY_JSON, atlas);
	ASSERT(skeletonData != nullptr);

	stateData = spAnimationStateData_create(skeletonData);
	ASSERT(stateData != nullptr);
	stateData->defaultMix = 0.4f; // force mixing

	///////////////////////////////////////////////////////////////////////////
	// Animation Instance 
	skeleton = spSkeleton_create(skeletonData);
	ASSERT(skeleton != nullptr);

	state = spAnimationState_create(stateData);
	ASSERT(state != nullptr);
}
Пример #12
0
SpineAnimation::SpineAnimation(JNIEnv* env, spSkeletonData* sd, SpineCallback* cb) {
	this->callback = cb;
	this->skeleton = spSkeleton_create(sd);
	this->state = spAnimationState_create(spAnimationStateData_create(skeleton->data));
	this->bounds = new spBounds();
	this->x = 0;
	this->y = 0;

	// Count slots with attachments AND bones only
	int i, bCount = 0;
	for(i = 0; i < skeleton->slotCount; i++) {
		spSlot* slot = skeleton->drawOrder[i];
		spBone* bone = slot->bone;

		if(bone && slot->attachment) {
			bCount++;
		}
	}

	// This will allocate the native array
	this->callback->onSkeletonCreate(env, bCount);

	int bIndex = 0;

	// Set to initial pose
	spSkeleton_setToSetupPose(this->skeleton);

	// Update transform so the bone's world position is set
	spSkeleton_updateWorldTransform(skeleton);

	for(i = 0; i < skeleton->slotCount; i++) {
		spSlot* slot = skeleton->drawOrder[i];
		spBone* bone = slot->bone;

		if(bone && slot->attachment) {
			this->callback->addBone(
					env,
					bIndex,
					slot);

			// create the buffer for this bone
			const char* boneName = slot->bone->data->name;

			this->boneVertBuffers[boneName] = new float[BUFFER_SIZE];  // 4 x 2 coords

			// Compute the starting verts
			spRegionAttachment_computeWorldVertices((spRegionAttachment*) slot->attachment, x, y, bone, this->boneVertBuffers[boneName]);

			bIndex++;
		}
	}

	// Loop again tp set the parents
	bIndex = 0;
	for(i = 0; i < skeleton->slotCount; i++) {
		spSlot* slot = skeleton->drawOrder[i];

		if(slot->bone && slot->attachment) {
			spBone* parent = slot->bone->parent;

			if(parent) {
				this->callback->setBoneParent(
						env,
						bIndex,
						parent->data->name);
			}

			bIndex++;
		}
	}

	this->center = new float[2]; // x, y

	// Initialize the mutex to lock between draw and step
	int mutexInitState = pthread_mutex_init (&mutex , NULL );

	if(mutexInitState != 0) {
		callback->onError(env, "Error initializing mutex: %s", strerror(errno));
	}
}
Пример #13
0
    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);
    }