/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes or (b) remove, * delete, alter, or obscure any trademarks or any copyright, trademark, patent, * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ // Contributed by: Mitch Thompson using UnityEngine; using System.Collections.Generic; using Spine; namespace Spine.Unity { [RequireComponent(typeof(ISkeletonAnimation))] [ExecuteInEditMode] public class SkeletonUtility : MonoBehaviour { #region BoundingBoxAttachment public static PolygonCollider2D AddBoundingBoxGameObject (Skeleton skeleton, string skinName, string slotName, string attachmentName, Transform parent, bool isTrigger = true) { Skin skin = string.IsNullOrEmpty(skinName) ? skeleton.data.defaultSkin : skeleton.data.FindSkin(skinName); if (skin == null) { Debug.LogError("Skin " + skinName + " not found!"); return null; } var attachment = skin.GetAttachment(skeleton.FindSlotIndex(slotName), attachmentName); if (attachment == null) { Debug.LogFormat("Attachment in slot '{0}' named '{1}' not found in skin '{2}'.", slotName, attachmentName, skin.name); return null; } var box = attachment as BoundingBoxAttachment; if (box != null) { var slot = skeleton.FindSlot(slotName); return AddBoundingBoxGameObject(box.Name, box, slot, parent, isTrigger); } else { Debug.LogFormat("Attachment '{0}' was not a Bounding Box.", attachmentName); return null; } } public static PolygonCollider2D AddBoundingBoxGameObject (string name, BoundingBoxAttachment box, Slot slot, Transform parent, bool isTrigger = true) { var go = new GameObject("[BoundingBox]" + (string.IsNullOrEmpty(name) ? box.Name : name)); var got = go.transform; got.parent = parent; got.localPosition = Vector3.zero; got.localRotation = Quaternion.identity; got.localScale = Vector3.one; return AddBoundingBoxAsComponent(box, slot, go, isTrigger); } public static PolygonCollider2D AddBoundingBoxAsComponent (BoundingBoxAttachment box, Slot slot, GameObject gameObject, bool isTrigger = true, bool isKinematic = true, float gravityScale = 0f) { if (box == null) return null; if (slot.bone != slot.Skeleton.RootBone) { var rb = gameObject.GetComponent(); if (rb == null) { rb = gameObject.AddComponent(); rb.isKinematic = isKinematic; rb.gravityScale = gravityScale; } } var collider = gameObject.AddComponent(); collider.isTrigger = isTrigger; SetColliderPointsLocal(collider, slot, box); return collider; } public static void SetColliderPointsLocal (PolygonCollider2D collider, Slot slot, BoundingBoxAttachment box) { if (box == null) return; if (box.IsWeighted()) Debug.LogWarning("UnityEngine.PolygonCollider2D does not support weighted or animated points. Collider points will not be animated and may have incorrect orientation. If you want to use it as a collider, please remove weights and animations from the bounding box in Spine editor."); var verts = box.GetLocalVertices(slot, null); collider.SetPath(0, verts); } public static Bounds GetBoundingBoxBounds (BoundingBoxAttachment boundingBox, float depth = 0) { float[] floats = boundingBox.Vertices; int floatCount = floats.Length; Bounds bounds = new Bounds(); bounds.center = new Vector3(floats[0], floats[1], 0); for (int i = 2; i < floatCount; i += 2) bounds.Encapsulate(new Vector3(floats[i], floats[i + 1], 0)); Vector3 size = bounds.size; size.z = depth; bounds.size = size; return bounds; } #endregion public delegate void SkeletonUtilityDelegate (); public event SkeletonUtilityDelegate OnReset; public Transform boneRoot; void Update () { var skeleton = skeletonRenderer.skeleton; if (boneRoot != null && skeleton != null) { Vector3 flipScale = Vector3.one; if (skeleton.FlipX) flipScale.x = -1; if (skeleton.FlipY) flipScale.y = -1; boneRoot.localScale = flipScale; } } [HideInInspector] public SkeletonRenderer skeletonRenderer; [HideInInspector] public ISkeletonAnimation skeletonAnimation; [System.NonSerialized] public List utilityBones = new List(); [System.NonSerialized] public List utilityConstraints = new List(); protected bool hasTransformBones; protected bool hasUtilityConstraints; protected bool needToReprocessBones; void OnEnable () { if (skeletonRenderer == null) { skeletonRenderer = GetComponent(); } if (skeletonAnimation == null) { skeletonAnimation = GetComponent(); if (skeletonAnimation == null) skeletonAnimation = GetComponent(); } skeletonRenderer.OnRebuild -= HandleRendererReset; skeletonRenderer.OnRebuild += HandleRendererReset; if (skeletonAnimation != null) { skeletonAnimation.UpdateLocal -= UpdateLocal; skeletonAnimation.UpdateLocal += UpdateLocal; } CollectBones(); } void Start () { //recollect because order of operations failure when switching between game mode and edit mode... CollectBones(); } void OnDisable () { skeletonRenderer.OnRebuild -= HandleRendererReset; if (skeletonAnimation != null) { skeletonAnimation.UpdateLocal -= UpdateLocal; skeletonAnimation.UpdateWorld -= UpdateWorld; skeletonAnimation.UpdateComplete -= UpdateComplete; } } void HandleRendererReset (SkeletonRenderer r) { if (OnReset != null) OnReset(); CollectBones(); } public void RegisterBone (SkeletonUtilityBone bone) { if (utilityBones.Contains(bone)) return; else { utilityBones.Add(bone); needToReprocessBones = true; } } public void UnregisterBone (SkeletonUtilityBone bone) { utilityBones.Remove(bone); } public void RegisterConstraint (SkeletonUtilityConstraint constraint) { if (utilityConstraints.Contains(constraint)) return; else { utilityConstraints.Add(constraint); needToReprocessBones = true; } } public void UnregisterConstraint (SkeletonUtilityConstraint constraint) { utilityConstraints.Remove(constraint); } public void CollectBones () { var skeleton = skeletonRenderer.skeleton; if (skeleton == null) return; if (boneRoot != null) { var constraintTargets = new List(); var ikConstraints = skeleton.IkConstraints; for (int i = 0, n = ikConstraints.Count; i < n; i++) constraintTargets.Add(ikConstraints.Items[i].target); var transformConstraints = skeleton.TransformConstraints; for (int i = 0, n = transformConstraints.Count; i < n; i++) constraintTargets.Add(transformConstraints.Items[i].target); var utilityBones = this.utilityBones; for (int i = 0, n = utilityBones.Count; i < n; i++) { var b = utilityBones[i]; if (b.bone == null) continue; hasTransformBones |= (b.mode == SkeletonUtilityBone.Mode.Override); hasUtilityConstraints |= constraintTargets.Contains(b.bone); } hasUtilityConstraints |= utilityConstraints.Count > 0; if (skeletonAnimation != null) { skeletonAnimation.UpdateWorld -= UpdateWorld; skeletonAnimation.UpdateComplete -= UpdateComplete; if (hasTransformBones || hasUtilityConstraints) skeletonAnimation.UpdateWorld += UpdateWorld; if (hasUtilityConstraints) skeletonAnimation.UpdateComplete += UpdateComplete; } needToReprocessBones = false; } else { utilityBones.Clear(); utilityConstraints.Clear(); } } void UpdateLocal (ISkeletonAnimation anim) { if (needToReprocessBones) CollectBones(); var utilityBones = this.utilityBones; if (utilityBones == null) return; for (int i = 0, n = utilityBones.Count; i < n; i++) utilityBones[i].transformLerpComplete = false; UpdateAllBones(SkeletonUtilityBone.UpdatePhase.Local); } void UpdateWorld (ISkeletonAnimation anim) { UpdateAllBones(SkeletonUtilityBone.UpdatePhase.World); for (int i = 0, n = utilityConstraints.Count; i < n; i++) utilityConstraints[i].DoUpdate(); } void UpdateComplete (ISkeletonAnimation anim) { UpdateAllBones(SkeletonUtilityBone.UpdatePhase.Complete); } void UpdateAllBones (SkeletonUtilityBone.UpdatePhase phase) { if (boneRoot == null) CollectBones(); var utilityBones = this.utilityBones; if (utilityBones == null) return; for (int i = 0, n = utilityBones.Count; i < n; i++) utilityBones[i].DoUpdate(phase); } public Transform GetBoneRoot () { if (boneRoot != null) return boneRoot; boneRoot = new GameObject("SkeletonUtility-Root").transform; boneRoot.parent = transform; boneRoot.localPosition = Vector3.zero; boneRoot.localRotation = Quaternion.identity; boneRoot.localScale = Vector3.one; return boneRoot; } public GameObject SpawnRoot (SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) { GetBoneRoot(); Skeleton skeleton = this.skeletonRenderer.skeleton; GameObject go = SpawnBone(skeleton.RootBone, boneRoot, mode, pos, rot, sca); CollectBones(); return go; } public GameObject SpawnHierarchy (SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) { GetBoneRoot(); Skeleton skeleton = this.skeletonRenderer.skeleton; GameObject go = SpawnBoneRecursively(skeleton.RootBone, boneRoot, mode, pos, rot, sca); CollectBones(); return go; } public GameObject SpawnBoneRecursively (Bone bone, Transform parent, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) { GameObject go = SpawnBone(bone, parent, mode, pos, rot, sca); ExposedList childrenBones = bone.Children; for (int i = 0, n = childrenBones.Count; i < n; i++) { Bone child = childrenBones.Items[i]; SpawnBoneRecursively(child, go.transform, mode, pos, rot, sca); } return go; } public GameObject SpawnBone (Bone bone, Transform parent, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) { GameObject go = new GameObject(bone.Data.Name); go.transform.parent = parent; SkeletonUtilityBone b = go.AddComponent(); b.skeletonUtility = this; b.position = pos; b.rotation = rot; b.scale = sca; b.mode = mode; b.zPosition = true; b.Reset(); b.bone = bone; b.boneName = bone.Data.Name; b.valid = true; if (mode == SkeletonUtilityBone.Mode.Override) { if (rot) go.transform.localRotation = Quaternion.Euler(0, 0, b.bone.AppliedRotation); if (pos) go.transform.localPosition = new Vector3(b.bone.X, b.bone.Y, 0); go.transform.localScale = new Vector3(b.bone.scaleX, b.bone.scaleY, 0); } return go; } } }