/****************************************************************************** * 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 #include #include "SkeletonSerializer.h" #include #include #include #include #include #include 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 &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 &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(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 [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; }