// spine json loader (wip) // - rlyeh, public domain // // [ref] http://es.esotericsoftware.com/spine-json-format // // notable misses: // - mesh deforms // - cubic beziers // - shears // - bounding boxes #include "v4k.h" #define spine spine2 #define spine_render spine_render2 #define spine_animate spine_animate2 #define spine_skin spine_skin2 #define ui_spine ui_spine2 enum { _64 = 64 }; // max bones typedef struct spine_bone_t { char *name, *parent; struct spine_bone_t *parent_bone; float z; // draw order usually matches bone-id. ie, zindex == bone_id .. root(0) < chest (mid) < finger(top) float x, y, deg; // base float x2, y2, deg2; // accum / temporaries during bone transform time float x3, y3, deg3; // values from timeline unsigned rect_id; unsigned atlas_id; } spine_bone_t; typedef struct spine_slot_t { char *name, *bone, *attach; } spine_slot_t; typedef struct spine_rect_t { char *name; float x,y,w,h,sx,sy,deg; } spine_rect_t; typedef struct spine_skin_t { char *name; array(spine_rect_t) rects; } spine_skin_t; typedef struct spine_animkey_t { // offline; only during loading float time, curve[4]; // time is mandatory, curve is optional union { char *name; // type: attachment (mode-1) struct { float deg; }; // type: rotate (mode-2) struct { float x,y; }; // type: translate (mode-3) }; } spine_animkey_t; #if 0 typedef struct spine_pose_t { // runtime; only during playing unsigned frame; array(vec4) xform; // entry per bone. translation(x,y),rotation(z),attachment-id(w) } spine_pose_t; #endif typedef struct spine_anim_t { char *name; union { #if 0 struct { unsigned frames; array(spine_pose_t) poses; }; #endif struct { array(spine_animkey_t) attach_keys[_64]; array(spine_animkey_t) rotate_keys[_64]; array(spine_animkey_t) translate_keys[_64]; }; }; } spine_anim_t; typedef struct spine_atlas_t { char *name; float x,y,w,h,deg; } spine_atlas_t; typedef struct spine_t { char *name; texture_t texture; unsigned skin; array(spine_bone_t) bones; array(spine_slot_t) slots; array(spine_skin_t) skins; array(spine_anim_t) anims; array(spine_atlas_t) atlas; // anim controller unsigned inuse; float time, maxtime; } spine_t; // --- void spine_convert_animkeys_to_animpose(spine_anim_t *input) { spine_anim_t copy = *input; // @todo // @leak: attach/rot/tra keys } int find_bone_id(spine_t *s, const char *bone_name) { for( unsigned i = 0, end = array_count(s->bones); i < end; ++i ) if( !strcmp(s->bones[i].name, bone_name)) return i; return -1; } spine_bone_t *find_bone(spine_t *s, const char *bone_name) { int bone_id = find_bone_id(s, bone_name); return bone_id >= 0 ? &s->bones[bone_id] : NULL; } void spine_skin(spine_t *p, unsigned skin) { if( !p->texture.id ) return; if( skin >= array_count(p->skins) ) return; p->skin = skin; char *skin_name = va("%s/", p->skins[skin].name); int header = strlen(skin_name); for( int i = 0; i < array_count(p->atlas); ++i) { if(!strbeg(p->atlas[i].name, skin_name)) continue; int bone_id = find_bone_id(p, p->atlas[i].name+header ); if( bone_id < 0 ) continue; p->bones[bone_id].atlas_id = i; } for( int i = 0; i < array_count(p->skins[p->skin].rects); ++i) { int bone_id = find_bone_id(p, p->skins[p->skin].rects[i].name ); if( bone_id < 0 ) continue; p->bones[bone_id].rect_id = i; } } spine_t spine(const char *file_json, const char *file_atlas, unsigned flags) { spine_t z = {0}, t = z; char *atlas = vfs_read(file_atlas); if(!atlas || !atlas[0]) return z; // goblins.png // size: 1024, 128 // filter: Linear, Linear // pma: true // dagger // bounds: 2, 18, 26, 108 // goblin/eyes-closed // bounds: 2, 4, 34, 12 spine_atlas_t *sa = 0; const char *last_id = 0; const char *texture_name = 0; const char *texture_filter = 0; const char *texture_format = 0; const char *texture_repeat = 0; float texture_width = 0, texture_height = 0, temp; for each_substring(atlas, "\r\n", it) { it += strspn(it, " \t\f\v"); /**/ if( strbeg(it, "pma:" ) || strbeg(it, "index:") ) {} // ignored else if( strbeg(it, "size:" ) ) sscanf(it+5, "%f,%f", &texture_width, &texture_height); else if( strbeg(it, "rotate:" ) ) { float tmp; tmp=sa->w,sa->w=sa->h,sa->h=tmp; sa->deg = 90; } // assert(val==90) else if( strbeg(it, "repeat:" ) ) texture_repeat = it+7; // temp string else if( strbeg(it, "filter:" ) ) texture_filter = it+7; // temp string else if( strbeg(it, "format:" ) ) texture_format = it+7; // temp string else if( strbeg(it, "bounds:" ) ) { sscanf(it+7, "%f,%f,%f,%f", &sa->x, &sa->y, &sa->w, &sa->h); } else if( !texture_name ) texture_name = va("%s", it); else { array_push(t.atlas, ((spine_atlas_t){0}) ); sa = &t.atlas[array_count(t.atlas) - 1]; sa->name = STRDUP(it); } } for( int i = 0; i < array_count(t.atlas); ++i ) { sa = &t.atlas[i]; sa->x /= texture_width, sa->y /= texture_height; sa->w /= texture_width, sa->h /= texture_height; } if(!texture_name) return z; t.texture = texture(texture_name, 0); // @todo: add texture flags here json_push(vfs_read(file_json)); // @fixme: json_push_from_file() ? array_resize(t.bones, json_count("/bones")); array_reserve(t.slots, json_count("/slots")); array_resize(t.skins, json_count("/skins")); array_resize(t.anims, json_count("/animations")); for( int i = 0, end = json_count("/bones"); i < end; ++i ) { spine_bone_t v = {0}; v.name = STRDUP(json_string("/bones[%d]/name", i)); v.parent = STRDUP(json_string("/bones[%d]/parent", i)); v.x = json_float("/bones[%d]/x", i); v.y = json_float("/bones[%d]/y", i); v.z = i; v.deg = json_float("/bones[%d]/rotation", i); t.bones[i] = v; for( int j = i-1; j > 0; --j ) { if( strcmp(t.bones[j].name,v.parent) ) continue; t.bones[i].parent_bone = &t.bones[j]; break; } } for( int i = 0, end = json_count("/slots"); i < end; ++i ) { spine_slot_t v = {0}; v.name = STRDUP(json_string("/slots[%d]/name", i)); v.bone = STRDUP(json_string("/slots[%d]/bone", i)); v.attach = STRDUP(json_string("/slots[%d]/attachment", i)); array_push(t.slots, v); // slots define draw-order. so, update draw-order/zindex in bone spine_bone_t *b = find_bone(&t, v.name); if( b ) b->z = i; } for( int i = 0, end = json_count("/skins"); i < end; ++i ) { spine_skin_t v = {0}; v.name = STRDUP(json_string("/skins[%d]/name", i)); for( int j = 0, jend = json_count("/skins[%d]/attachments",i); j < jend; ++j ) // /skins/default/ for( int k = 0, kend = json_count("/skins[%d]/attachments[%d]",i,j); k < kend; ++k ) { // /skins/default/left hand item/ spine_rect_t r = {0}; r.name = STRDUP(json_key("/skins[%d]/attachments[%d][%d]",i,j,k)); // stringf("%s-%s-%s", json_key("/skins[%d]",i), json_key("/skins[%d][%d]",i,j), json_key("/skins[%d][%d][%d]",i,j,k)); r.x = json_float("/skins[%d]/attachments[%d][%d]/x",i,j,k); r.y = json_float("/skins[%d]/attachments[%d][%d]/y",i,j,k); r.sx= json_float("/skins[%d]/attachments[%d][%d]/scaleX",i,j,k); r.sx += !r.sx; r.sy= json_float("/skins[%d]/attachments[%d][%d]/scaleY",i,j,k); r.sy += !r.sy; r.w = json_float("/skins[%d]/attachments[%d][%d]/width",i,j,k); r.h = json_float("/skins[%d]/attachments[%d][%d]/height",i,j,k); r.deg = json_float("/skins[%d]/attachments[%d][%d]/rotation",i,j,k); array_push(v.rects, r); } t.skins[i] = v; } #if 1 // simplify: // merge /skins/default into existing /skins/*, then delete /skins/default if( array_count(t.skins) > 1 ) { for( int i = 1; i < array_count(t.skins); ++i ) { for( int j = 0; j < array_count(t.skins[0].rects); ++j ) { array_push(t.skins[i].rects, t.skins[0].rects[j]); } } // @leak @fixme: free(t.skins[0]) for( int i = 0; i < array_count(t.skins)-1; ++i ) { t.skins[i] = t.skins[i+1]; } array_pop(t.skins); } #endif for( int i = 0, end = json_count("/animations"); i < end; ++i ) { int id; const char *name; spine_anim_t v = {0}; v.name = STRDUP(json_key("/animations[%d]", i)); // slots / attachments for( int j = 0, jend = json_count("/animations[%d]/slots",i); j < jend; ++j ) for( int k = 0, kend = json_count("/animations[%d]/slots[%d]",i,j); k < kend; ++k ) // ids { int bone_id = find_bone_id(&t, json_key("/animations[%d]/bones[%d]",i,j)); if( bone_id < 0 ) continue; for( int l = 0, lend = json_count("/animations[%d]/slots[%d][%d]",i,j,k); l < lend; ++l ) { // channels (rot,tra,attach) spine_animkey_t key = {0}; key.name = STRDUP(json_string("/animations[%d]/slots[%d][%d][%d]/name",i,j,k,l)); key.time = json_float("/animations[%d]/slots[%d][%d][%d]/time",i,j,k,l); if( json_count("/animations[%d]/slots[%d][%d][%d]/curve",i,j,k,l) == 4 ) { key.curve[0] = json_float("/animations[%d]/slots[%d][%d][%d]/curve[0]",i,j,k,l); key.curve[1] = json_float("/animations[%d]/slots[%d][%d][%d]/curve[1]",i,j,k,l); key.curve[2] = json_float("/animations[%d]/slots[%d][%d][%d]/curve[2]",i,j,k,l); key.curve[3] = json_float("/animations[%d]/slots[%d][%d][%d]/curve[3]",i,j,k,l); } // @todo: convert name to id // for(id = 0; t.bones[id].name && strcmp(t.bones[id].name,key.name); ++id) // printf("%s vs %s\n", key.name, t.bones[id].name); array_push(v.attach_keys[bone_id], key); } } // bones for( int j = 0, jend = json_count("/animations[%d]/bones",i); j < jend; ++j ) // slots or bones for( int k = 0, kend = json_count("/animations[%d]/bones[%d]",i,j); k < kend; ++k ) { // bone ids int bone_id = find_bone_id(&t, json_key("/animations[%d]/bones[%d]",i,j)); if( bone_id < 0 ) continue; // parse bones for( int l = 0, lend = json_count("/animations[%d]/bones[%d][%d]",i,j,k); l < lend; ++l ) { // channels (rot,tra,attach) const char *channel = json_key("/animations[%d]/bones[%d][%d]",i,j,k); int track = !strcmp(channel, "rotate") ? 1 : !strcmp(channel, "translate") ? 2 : 0; if( !track ) continue; spine_animkey_t key = {0}; key.time = json_float("/animations[%d]/bones[%d][%d][%d]/time",i,j,k,l); if( json_count("/animations[%d]/bones[%d][%d][%d]/curve",i,j,k,l) == 4 ) { key.curve[0] = json_float("/animations[%d]/bones[%d][%d][%d]/curve[0]",i,j,k,l); key.curve[1] = json_float("/animations[%d]/bones[%d][%d][%d]/curve[1]",i,j,k,l); key.curve[2] = json_float("/animations[%d]/bones[%d][%d][%d]/curve[2]",i,j,k,l); key.curve[3] = json_float("/animations[%d]/bones[%d][%d][%d]/curve[3]",i,j,k,l); } if( track == 1 ) key.deg = json_float("/animations[%d]/bones[%d][%d][%d]/value",i,j,k,l), // "/angle" array_push(v.rotate_keys[bone_id], key); else key.x = json_float("/animations[%d]/bones[%d][%d][%d]/x",i,j,k,l), key.y = json_float("/animations[%d]/bones[%d][%d][%d]/y",i,j,k,l), array_push(v.translate_keys[bone_id], key); } } t.anims[i] = v; } json_pop(); spine_skin(&t, 0); return t; } void spine_render(spine_t *p, vec3 offset, unsigned flags) { if( !p->texture.id ) return; if( !flags ) return; ddraw_push_2d(); if( flags & 2 ) ddraw_line(vec3(0,0,0), vec3(window_width(),window_height(),0)); if( flags & 2 ) ddraw_line(vec3(window_width(),0,0), vec3(0,window_height(),0)); for( int i = 1; i < array_count(p->bones); ++i ) { spine_bone_t *self = &p->bones[i]; static array(spine_bone_t*) chain = 0; array_resize(chain, 0); for( spine_bone_t *next = self; next ; next = next->parent_bone ) { array_push(chain, next); } vec3 target = {0}, prev = {0}; for( int j = 1, end = array_count(chain); j < end; ++j ) { // traverse from root(skipped) -> `i` bone direction int j_opposite = (end - 1) - j; spine_bone_t *b = chain[j_opposite]; // bone spine_bone_t *pb = chain[j_opposite+1]; // parent bone prev = target; const float deg2rad = C_PI / 180; b->x2 = b->x3 + pb->x2 + b->x * cos( -pb->deg2 * deg2rad ) - b->y * sin( -pb->deg2 * deg2rad ); b->y2 = -b->y3 + pb->y2 - b->y * cos( pb->deg2 * deg2rad ) + b->x * sin( pb->deg2 * deg2rad ); b->deg2 = -b->deg3 + pb->deg2 - b->deg; target = vec3(b->x2,b->y2,b->deg2); } float deg = target.z, deg_prev = prev.z; target.z = 0; prev.z = 0; target = add3(target, offset); prev = add3(prev, offset); if( flags & 2 ) { ddraw_point( target ); ddraw_text( target, -0.25f, self->name ); ddraw_line( target, prev ); // from bone to parent } if( flags & 1 ) { vec4 rect = ptr4(&p->atlas[self->atlas_id].x); float zindex = self->z; float offsx = 0; // -(rect.w * p->texture.w); // -p->atlas[self->atlas_id].w - (self->rect_id ? p->skins[p->skin].rects[self->rect_id].w/2 : 0); float offsy = 0; // /*-(rect.z * p->texture.h)*2*/ -p->atlas[self->atlas_id].h - (self->rect_id ? p->skins[p->skin].rects[self->rect_id].h/2 : 0); float deg_rect = self->rect_id ? p->skins[p->skin].rects[self->rect_id].deg : 0; float tilt = p->atlas[self->atlas_id].deg + self->deg2 - deg_rect; // + self->deg2 + deg_rect + p->atlas[self->atlas_id].deg unsigned tint = ~0u, flags = 0; sprite_rect(p->texture, rect, vec4(target.x,target.y,0,zindex), vec4(1,1,offsx,offsy), tilt, tint, flags); } } ddraw_pop_2d(); ddraw_flush(); } void spine_animate(spine_t *p, float *time, float *maxtime, float delta) { if( !p->texture.id ) return; if( delta > 1/120.f ) delta = 1/120.f; if( *time >= *maxtime ) *time = 0; else *time += delta; // reset root // needed? p->bones[0].x2 = 0; p->bones[0].y2 = 0; p->bones[0].deg2 = 0; p->bones[0].x3 = 0; p->bones[0].y3 = 0; p->bones[0].deg3 = 0; for( int i = 0, end = array_count(p->bones); i < end; ++i) { // @todo: attach channel // @todo: per channel: if curve == linear || curve == stepped || array_count(curve) == 4 {...} for each_array_ptr(p->anims[p->inuse].rotate_keys[i], spine_animkey_t, r) { double r0 = r->time; *maxtime = maxf( *maxtime, r0 ); if( absf(*time - r0) < delta ) { p->bones[i].deg3 = r->deg; } } for each_array_ptr(p->anims[p->inuse].translate_keys[i], spine_animkey_t, r) { double r0 = r->time; *maxtime = maxf( *maxtime, r0 ); if( absf(*time - r0) < delta ) { p->bones[i].x3 = r->x; p->bones[i].y3 = r->y; } } } } void ui_spine(spine_t *p) { if( ui_collapse(va("Anims: %d", array_count(p->anims)), va("%p-a", p))) { for each_array_ptr(p->anims, spine_anim_t, q) { if(ui_slider2("", &p->time, va("%.2f/%.0f %.2f%%", p->time, p->maxtime, p->time * 100.f))) { spine_animate(p, &p->time, &p->maxtime, 0); } int choice = ui_label2_toolbar(q->name, ICON_MD_PAUSE_CIRCLE " " ICON_MD_PLAY_CIRCLE); if( choice == 1 ) window_pause( 0 ); // play if( choice == 2 ) window_pause( 1 ); // pause for( int i = 0; i < _64; ++i ) { ui_separator(); ui_label(va("Bone %d: Attachment keys", i)); for each_array_ptr(q->attach_keys[i], spine_animkey_t, r) { ui_label(va("%.2f [%.2f %.2f %.2f %.2f] %s", r->time, r->curve[0], r->curve[1], r->curve[2], r->curve[3], r->name)); } ui_label(va("Bone %d: Rotate keys", i)); for each_array_ptr(q->rotate_keys[i], spine_animkey_t, r) { ui_label(va("%.2f [%.2f %.2f %.2f %.2f] %.2f deg", r->time, r->curve[0], r->curve[1], r->curve[2], r->curve[3], r->deg)); } ui_label(va("Bone %d: Translate keys", i)); for each_array_ptr(q->translate_keys[i], spine_animkey_t, r) { ui_label(va("%.2f [%.2f %.2f %.2f %.2f] (%.2f,%.2f)", r->time, r->curve[0], r->curve[1], r->curve[2], r->curve[3], r->x, r->y)); } } } ui_collapse_end(); } if( ui_collapse(va("Bones: %d", array_count(p->bones)), va("%p-b", p))) { for each_array_ptr(p->bones, spine_bone_t, q) if( ui_collapse(q->name, va("%p-b2", q)) ) { ui_label2("Parent:", q->parent); ui_label2("X:", va("%.2f", q->x)); ui_label2("Y:", va("%.2f", q->y)); ui_label2("Rotation:", va("%.2f", q->deg)); ui_collapse_end(); } ui_collapse_end(); } if( ui_collapse(va("Slots: %d", array_count(p->slots)), va("%p-s", p))) { for each_array_ptr(p->slots, spine_slot_t, q) if( ui_collapse(q->name, va("%p-s2", q)) ) { ui_label2("Bone:", q->bone); ui_label2("Attachment:", q->attach); ui_collapse_end(); } ui_collapse_end(); } if( ui_collapse(va("Skins: %d", array_count(p->skins)), va("%p-k", p))) { for each_array_ptr(p->skins, spine_skin_t, q) if( ui_collapse(q->name, va("%p-k2", q)) ) { for each_array_ptr(q->rects, spine_rect_t, r) if( ui_collapse(r->name, va("%p-k3", r)) ) { ui_label2("X:", va("%.2f", r->x)); ui_label2("Y:", va("%.2f", r->y)); ui_label2("Scale X:", va("%.2f", r->sx)); ui_label2("Scale Y:", va("%.2f", r->sy)); ui_label2("Width:", va("%.2f", r->w)); ui_label2("Height:", va("%.2f", r->h)); ui_label2("Rotation:", va("%.2f", r->deg)); ui_collapse_end(); spine_bone_t *b = find_bone(p, r->name); if( b ) { static float tilt = 0; if( input(KEY_LCTRL) ) tilt += 60*1/60.f; else tilt = 0; spine_atlas_t *r = p->atlas + b->atlas_id; sprite_flush(); camera_get_active()->position = vec3(0,0,2); vec4 rect = ptr4(&r->x); float zindex = 0; vec4 scale_offset = vec4(1,1,0,0); sprite_rect(p->texture, ptr4(&r->x), vec4(0,0,0,zindex), scale_offset, r->deg + tilt, ~0u, 0); sprite_flush(); camera_get_active()->position = vec3(+window_width()/3,window_height()/2.25,2); } } ui_collapse_end(); } ui_collapse_end(); } if( ui_int("Use skin", &p->skin) ) { p->skin = clampf(p->skin, 0, array_count(p->skins) - 1); spine_skin(p, p->skin); } if( p->texture.id ) ui_texture(0, p->texture); } int main() { window_create(0.75, 0); camera_t cam = camera(); cam.position = vec3(0,0,1); camera_enable(&cam); spine_t s = spine("goblins.json", "goblins.atlas", 0); while( window_swap() ) { camera_get_active()->position.x = window_width()/2; camera_get_active()->position.y = window_height()/2; static bool do_skin = 1, do_skel = 1; spine_animate(&s, &s.time, &s.maxtime, !window_has_pause() * window_delta()); spine_render(&s, vec3(window_width()/2, window_height()/2, 0), do_skin ); sprite_flush(); glClear(GL_DEPTH_BUFFER_BIT); spine_render(&s, vec3(window_width()/2, window_height()/2, 0), (do_skel*2)); if( ui_panel("Spine", 0) ) { if(ui_button("Load")) { s = spine("goblins.json", "goblins.atlas", 0); } ui_spine(&s); if(ui_bool("Draw Skin", &do_skin)); if(ui_bool("Draw Skeleton", &do_skel)); ui_panel_end(); } } }