加入5套spine官方运行时

This commit is contained in:
tianmo
2026-09-07 21:40:29 +08:00
parent 98e51a259e
commit 6837ecada9
935 changed files with 204665 additions and 8 deletions
@@ -0,0 +1,303 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, 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.
*****************************************************************************/
#include <spine/spine.h>
#include <spine/InheritTimeline.h>
#include "SkeletonSerializer.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdarg.h>
#include <locale.h>
#include <math.h>
static void printBonePoseJson(spine::BonePose &pose) {
printf("{");
printf("\"x\":%.6f,\"y\":%.6f,\"rotation\":%.6f,\"scaleX\":%.6f,\"scaleY\":%.6f,\"shearX\":%.6f,\"shearY\":%.6f,", pose.getX(), pose.getY(),
pose.getRotation(), pose.getScaleX(), pose.getScaleY(), pose.getShearX(), pose.getShearY());
printf("\"a\":%.6f,\"b\":%.6f,\"c\":%.6f,\"d\":%.6f,", pose.getA(), pose.getB(), pose.getC(), pose.getD());
printf("\"worldX\":%.6f,\"worldY\":%.6f,\"worldRotationX\":%.6f,\"worldRotationY\":%.6f,\"worldScaleX\":%.6f,\"worldScaleY\":%.6f",
pose.getWorldX(), pose.getWorldY(), pose.getWorldRotationX(), pose.getWorldRotationY(), pose.getWorldScaleX(), pose.getWorldScaleY());
printf("}");
}
static void printSlotPoseJson(spine::SlotPose &pose) {
printf("{");
printf("\"attachment\":");
spine::Attachment *attachment = pose.getAttachment();
if (attachment)
printf("\"%s\"", attachment->getName().buffer());
else
printf("null");
printf(",\"sequenceIndex\":%d,", pose.getSequenceIndex());
spine::Color &color = pose.getColor();
printf("\"color\":{\"r\":%.6f,\"g\":%.6f,\"b\":%.6f,\"a\":%.6f}", color.r, color.g, color.b, color.a);
printf("}");
}
static void printSkeletonFrameJson(spine::Skeleton &skeleton, int frame) {
printf("\n=== ANIMATION FRAME %d ===\n", frame);
printf("{");
printf("\"frame\":%d,", frame);
printf("\"time\":%.6f,", skeleton.getTime());
printf("\"bones\":[");
spine::Array<spine::Bone *> &bones = skeleton.getBones();
for (size_t i = 0; i < bones.size(); i++) {
if (i) printf(",");
spine::Bone *bone = bones[i];
printf("{");
printf("\"name\":\"%s\",", bone->getData().getName().buffer());
printf("\"pose\":");
printBonePoseJson(bone->getPose());
printf(",\"appliedPose\":");
printBonePoseJson(bone->getAppliedPose());
printf("}");
}
printf("],\"slots\":[");
spine::Array<spine::Slot *> &slots = skeleton.getSlots();
for (size_t i = 0; i < slots.size(); i++) {
if (i) printf(",");
spine::Slot *slot = slots[i];
printf("{");
printf("\"name\":\"%s\",", slot->getData().getName().buffer());
printf("\"pose\":");
printSlotPoseJson(slot->getPose());
printf(",\"appliedPose\":");
printSlotPoseJson(slot->getAppliedPose());
printf("}");
}
printf("]}");
}
using namespace spine;
// Provide the default extension implementation
namespace spine {
SpineExtension *getDefaultExtension() {
return new DefaultSpineExtension();
}
}// namespace spine
// Mock texture that doesn't require OpenGL
class MockTexture {
public:
int width = 1024;
int height = 1024;
};
// Custom texture loader that doesn't load actual textures
class HeadlessTextureLoader : public TextureLoader {
public:
virtual void load(AtlasPage &page, const String &path) override {
// Don't load actual texture, just set dimensions
page.texture = new MockTexture();
page.width = 1024;
page.height = 1024;
}
virtual void unload(void *texture) override {
delete static_cast<MockTexture *>(texture);
}
};
static bool testInheritTimelineBoneIndex() {
InheritTimeline timeline(1, 123);
if (timeline.getBoneIndex() != 123) {
fprintf(stderr, "InheritTimeline bone index was not initialized correctly\n");
return false;
}
return true;
}
int main(int argc, char *argv[]) {
// Set locale to ensure consistent number formatting
setlocale(LC_ALL, "C");
if (!testInheritTimelineBoneIndex()) return 1;
if (argc < 3) {
fprintf(stderr, "Usage: HeadlessTest <skeleton-path> <atlas-path> [animation-name] [animation-name-2]\n");
return 1;
}
Bone::setYDown(false);
const char *skeletonPath = argv[1];
const char *atlasPath = argv[2];
const char *animationName = argc >= 4 ? argv[3] : nullptr;
const char *animationName2 = argc >= 5 ? argv[4] : nullptr;
// Load atlas with headless texture loader
HeadlessTextureLoader textureLoader;
Atlas *atlas = new Atlas(atlasPath, &textureLoader);
// Load skeleton data
SkeletonData *skeletonData = nullptr;
if (strstr(skeletonPath, ".json") != nullptr) {
SkeletonJson json(*atlas);
skeletonData = json.readSkeletonDataFile(skeletonPath);
} else {
SkeletonBinary binary(*atlas);
skeletonData = binary.readSkeletonDataFile(skeletonPath);
}
if (!skeletonData) {
fprintf(stderr, "Failed to load skeleton data\n");
delete atlas;
return 1;
}
// Create skeleton instance
Skeleton skeleton(*skeletonData);
// Set animation if provided
AnimationState *state = nullptr;
AnimationStateData *stateData = nullptr;
if (animationName != nullptr) {
// Create animation state only when needed
stateData = new AnimationStateData(*skeletonData);
state = new AnimationState(*stateData);
// Find and set animation
Animation *animation = skeletonData->findAnimation(animationName);
if (!animation) {
fprintf(stderr, "Animation not found: %s\n", animationName);
delete skeletonData;
delete atlas;
return 1;
}
state->setAnimation(0, *animation, true);
// Update and apply
state->update(0.016f);
state->apply(skeleton);
}
skeleton.updateWorldTransform(Physics_Update);
// Use SkeletonSerializer for JSON output
SkeletonSerializer serializer;
// Print skeleton data
printf("=== SKELETON DATA ===\n");
printf("%s", serializer.serializeSkeletonData(skeletonData).buffer());
// Print skeleton state
printf("\n=== SKELETON STATE ===\n");
printf("%s", serializer.serializeSkeleton(&skeleton).buffer());
// Print animation state only if animation was loaded
if (state != nullptr) {
printf("\n=== ANIMATION STATE ===\n");
printf("%s", serializer.serializeAnimationState(state).buffer());
}
// Full animation sampling: if a single animation is provided, sample skeleton state for every
// frame across the full non-looping animation duration at 60 FPS.
if (state != nullptr && animationName2 == nullptr) {
Animation *animation = skeletonData->findAnimation(animationName);
if (!animation) {
fprintf(stderr, "Animation not found: %s\n", animationName);
delete state;
delete stateData;
delete skeletonData;
delete atlas;
return 1;
}
skeleton.setupPose();
state->clearTracks();
state->setAnimation(0, *animation, false);
state->apply(skeleton);
skeleton.updateWorldTransform(Physics_Update);
int frameCount = (int) ceilf(animation->getDuration() * 60.0f);
for (int i = 0; i <= frameCount; i++) {
if (i > 0) {
state->update(1 / 60.0f);
state->apply(skeleton);
skeleton.updateWorldTransform(Physics_Update);
}
printSkeletonFrameJson(skeleton, i);
}
}
// Transition test: if a second animation is provided, play A for 10 frames, transition to B,
// then sample skeleton state at frames 5, 10, 15, 20 during the mix.
if (state != nullptr && animationName2 != nullptr) {
Animation *animation2 = skeletonData->findAnimation(animationName2);
if (!animation2) {
fprintf(stderr, "Animation not found: %s\n", animationName2);
delete state;
delete stateData;
delete skeletonData;
delete atlas;
return 1;
}
// Reset skeleton and state
skeleton.setupPose();
state->clearTracks();
state->setAnimation(0, *skeletonData->findAnimation(animationName), true);
// Run 10 frames of animation A
for (int i = 0; i < 10; i++) {
state->update(1 / 60.0f);
state->apply(skeleton);
skeleton.updateWorldTransform(Physics_Update);
}
// Transition to animation B
state->setAnimation(0, *animation2, true);
// Run 20 frames through the mix, serializing at frames 5, 10, 15, 20
for (int i = 1; i <= 20; i++) {
state->update(1 / 60.0f);
state->apply(skeleton);
skeleton.updateWorldTransform(Physics_Update);
if (i == 5 || i == 10 || i == 15 || i == 20) {
SkeletonSerializer transSerializer;
printf("\n=== TRANSITION FRAME %d ===\n", i);
printf("%s", transSerializer.serializeSkeleton(&skeleton).buffer());
}
}
}
// Cleanup
if (state != nullptr) {
delete state;
}
if (stateData != nullptr) {
delete stateData;
}
delete skeletonData;
delete atlas;
return 0;
}