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618 lines
24 KiB
618 lines
24 KiB
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using UnityEngine;
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namespace Spine.Unity {
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public static class SkeletonExtensions {
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#region Colors
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const float ByteToFloat = 1f / 255f;
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public static Color GetColor (this Skeleton s) { return new Color(s.r, s.g, s.b, s.a); }
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public static Color GetColor (this RegionAttachment a) { return new Color(a.r, a.g, a.b, a.a); }
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public static Color GetColor (this MeshAttachment a) { return new Color(a.r, a.g, a.b, a.a); }
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public static Color GetColor (this Slot s) { return new Color(s.r, s.g, s.b, s.a); }
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public static Color GetColorTintBlack (this Slot s) { return new Color(s.r2, s.g2, s.b2, 1f); }
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public static void SetColor (this Skeleton skeleton, Color color) {
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skeleton.A = color.a;
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skeleton.R = color.r;
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skeleton.G = color.g;
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skeleton.B = color.b;
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}
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public static void SetColor (this Skeleton skeleton, Color32 color) {
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skeleton.A = color.a * ByteToFloat;
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skeleton.R = color.r * ByteToFloat;
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skeleton.G = color.g * ByteToFloat;
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skeleton.B = color.b * ByteToFloat;
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}
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public static void SetColor (this Slot slot, Color color) {
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slot.A = color.a;
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slot.R = color.r;
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slot.G = color.g;
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slot.B = color.b;
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}
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public static void SetColor (this Slot slot, Color32 color) {
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slot.A = color.a * ByteToFloat;
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slot.R = color.r * ByteToFloat;
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slot.G = color.g * ByteToFloat;
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slot.B = color.b * ByteToFloat;
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}
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public static void SetColor (this RegionAttachment attachment, Color color) {
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attachment.A = color.a;
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attachment.R = color.r;
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attachment.G = color.g;
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attachment.B = color.b;
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}
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public static void SetColor (this RegionAttachment attachment, Color32 color) {
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attachment.A = color.a * ByteToFloat;
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attachment.R = color.r * ByteToFloat;
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attachment.G = color.g * ByteToFloat;
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attachment.B = color.b * ByteToFloat;
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}
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public static void SetColor (this MeshAttachment attachment, Color color) {
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attachment.A = color.a;
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attachment.R = color.r;
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attachment.G = color.g;
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attachment.B = color.b;
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}
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public static void SetColor (this MeshAttachment attachment, Color32 color) {
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attachment.A = color.a * ByteToFloat;
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attachment.R = color.r * ByteToFloat;
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attachment.G = color.g * ByteToFloat;
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attachment.B = color.b * ByteToFloat;
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}
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#endregion
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#region Bone
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/// <summary>Sets the bone's (local) X and Y according to a Vector2</summary>
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public static void SetPosition (this Bone bone, Vector2 position) {
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bone.X = position.x;
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bone.Y = position.y;
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}
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/// <summary>Sets the bone's (local) X and Y according to a Vector3. The z component is ignored.</summary>
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public static void SetPosition (this Bone bone, Vector3 position) {
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bone.X = position.x;
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bone.Y = position.y;
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}
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/// <summary>Gets the bone's local X and Y as a Vector2.</summary>
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public static Vector2 GetLocalPosition (this Bone bone) {
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return new Vector2(bone.x, bone.y);
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}
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/// <summary>Gets the position of the bone in Skeleton-space.</summary>
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public static Vector2 GetSkeletonSpacePosition (this Bone bone) {
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return new Vector2(bone.worldX, bone.worldY);
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}
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/// <summary>Gets a local offset from the bone and converts it into Skeleton-space.</summary>
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public static Vector2 GetSkeletonSpacePosition (this Bone bone, Vector2 boneLocal) {
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Vector2 o;
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bone.LocalToWorld(boneLocal.x, boneLocal.y, out o.x, out o.y);
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return o;
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}
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/// <summary>Gets the bone's Unity World position using its Spine GameObject Transform. UpdateWorldTransform needs to have been called for this to return the correct, updated value.</summary>
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public static Vector3 GetWorldPosition (this Bone bone, UnityEngine.Transform spineGameObjectTransform) {
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return spineGameObjectTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY));
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}
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public static Vector3 GetWorldPosition (this Bone bone, UnityEngine.Transform spineGameObjectTransform, float positionScale) {
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return spineGameObjectTransform.TransformPoint(new Vector3(bone.worldX * positionScale, bone.worldY * positionScale));
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}
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/// <summary>Gets a skeleton space UnityEngine.Quaternion representation of bone.WorldRotationX.</summary>
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public static Quaternion GetQuaternion (this Bone bone) {
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var halfRotation = Mathf.Atan2(bone.c, bone.a) * 0.5f;
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return new Quaternion(0, 0, Mathf.Sin(halfRotation), Mathf.Cos(halfRotation));
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}
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/// <summary>Gets a bone-local space UnityEngine.Quaternion representation of bone.rotation.</summary>
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public static Quaternion GetLocalQuaternion (this Bone bone) {
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var halfRotation = bone.rotation * Mathf.Deg2Rad * 0.5f;
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return new Quaternion(0, 0, Mathf.Sin(halfRotation), Mathf.Cos(halfRotation));
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}
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/// <summary>Gets the internal bone matrix as a Unity bonespace-to-skeletonspace transformation matrix.</summary>
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public static Matrix4x4 GetMatrix4x4 (this Bone bone) {
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return new Matrix4x4 {
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m00 = bone.a, m01 = bone.b, m03 = bone.worldX,
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m10 = bone.c, m11 = bone.d, m13 = bone.worldY,
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m33 = 1
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};
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}
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/// <summary>Calculates a 2x2 Transformation Matrix that can convert a skeleton-space position to a bone-local position.</summary>
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public static void GetWorldToLocalMatrix (this Bone bone, out float ia, out float ib, out float ic, out float id) {
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float a = bone.a, b = bone.b, c = bone.c, d = bone.d;
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float invDet = 1 / (a * d - b * c);
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ia = invDet * d;
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ib = invDet * -b;
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ic = invDet * -c;
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id = invDet * a;
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}
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/// <summary>UnityEngine.Vector2 override of Bone.WorldToLocal. This converts a skeleton-space position into a bone local position.</summary>
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public static Vector2 WorldToLocal (this Bone bone, Vector2 worldPosition) {
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Vector2 o;
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bone.WorldToLocal(worldPosition.x, worldPosition.y, out o.x, out o.y);
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return o;
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}
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/// <summary>Sets the skeleton-space position of a bone.</summary>
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/// <returns>The local position in its parent bone space, or in skeleton space if it is the root bone.</returns>
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public static Vector2 SetPositionSkeletonSpace (this Bone bone, Vector2 skeletonSpacePosition) {
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if (bone.parent == null) { // root bone
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bone.SetPosition(skeletonSpacePosition);
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return skeletonSpacePosition;
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} else {
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var parent = bone.parent;
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Vector2 parentLocal = parent.WorldToLocal(skeletonSpacePosition);
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bone.SetPosition(parentLocal);
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return parentLocal;
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}
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}
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#endregion
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#region Attachments
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public static Material GetMaterial (this Attachment a) {
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object rendererObject = null;
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var renderableAttachment = a as IHasRendererObject;
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if (renderableAttachment != null) {
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rendererObject = renderableAttachment.RendererObject;
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}
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if (rendererObject == null)
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return null;
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#if SPINE_TK2D
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return (rendererObject.GetType() == typeof(Material)) ? (Material)rendererObject : (Material)((AtlasRegion)rendererObject).page.rendererObject;
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#else
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return (Material)((AtlasRegion)rendererObject).page.rendererObject;
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#endif
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}
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/// <summary>Fills a Vector2 buffer with local vertices.</summary>
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/// <param name="va">The VertexAttachment</param>
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/// <param name="slot">Slot where the attachment belongs.</param>
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/// <param name="buffer">Correctly-sized buffer. Use attachment's .WorldVerticesLength to get the correct size. If null, a new Vector2[] of the correct size will be allocated.</param>
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public static Vector2[] GetLocalVertices (this VertexAttachment va, Slot slot, Vector2[] buffer) {
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int floatsCount = va.worldVerticesLength;
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int bufferTargetSize = floatsCount >> 1;
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buffer = buffer ?? new Vector2[bufferTargetSize];
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if (buffer.Length < bufferTargetSize) throw new System.ArgumentException(string.Format("Vector2 buffer too small. {0} requires an array of size {1}. Use the attachment's .WorldVerticesLength to get the correct size.", va.Name, floatsCount), "buffer");
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if (va.bones == null) {
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var localVerts = va.vertices;
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for (int i = 0; i < bufferTargetSize; i++) {
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int j = i * 2;
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buffer[i] = new Vector2(localVerts[j], localVerts[j+1]);
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}
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} else {
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var floats = new float[floatsCount];
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va.ComputeWorldVertices(slot, floats);
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Bone sb = slot.bone;
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float ia, ib, ic, id, bwx = sb.worldX, bwy = sb.worldY;
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sb.GetWorldToLocalMatrix(out ia, out ib, out ic, out id);
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for (int i = 0; i < bufferTargetSize; i++) {
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int j = i * 2;
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float x = floats[j] - bwx, y = floats[j+1] - bwy;
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buffer[i] = new Vector2(x * ia + y * ib, x * ic + y * id);
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}
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}
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return buffer;
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}
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/// <summary>Calculates world vertices and fills a Vector2 buffer.</summary>
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/// <param name="a">The VertexAttachment</param>
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/// <param name="slot">Slot where the attachment belongs.</param>
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/// <param name="buffer">Correctly-sized buffer. Use attachment's .WorldVerticesLength to get the correct size. If null, a new Vector2[] of the correct size will be allocated.</param>
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public static Vector2[] GetWorldVertices (this VertexAttachment a, Slot slot, Vector2[] buffer) {
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int worldVertsLength = a.worldVerticesLength;
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int bufferTargetSize = worldVertsLength >> 1;
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buffer = buffer ?? new Vector2[bufferTargetSize];
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if (buffer.Length < bufferTargetSize) throw new System.ArgumentException(string.Format("Vector2 buffer too small. {0} requires an array of size {1}. Use the attachment's .WorldVerticesLength to get the correct size.", a.Name, worldVertsLength), "buffer");
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var floats = new float[worldVertsLength];
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a.ComputeWorldVertices(slot, floats);
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for (int i = 0, n = worldVertsLength >> 1; i < n; i++) {
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int j = i * 2;
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buffer[i] = new Vector2(floats[j], floats[j + 1]);
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}
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return buffer;
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}
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/// <summary>Gets the PointAttachment's Unity World position using its Spine GameObject Transform.</summary>
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public static Vector3 GetWorldPosition (this PointAttachment attachment, Slot slot, Transform spineGameObjectTransform) {
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Vector3 skeletonSpacePosition;
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skeletonSpacePosition.z = 0;
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attachment.ComputeWorldPosition(slot.bone, out skeletonSpacePosition.x, out skeletonSpacePosition.y);
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return spineGameObjectTransform.TransformPoint(skeletonSpacePosition);
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}
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/// <summary>Gets the PointAttachment's Unity World position using its Spine GameObject Transform.</summary>
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public static Vector3 GetWorldPosition (this PointAttachment attachment, Bone bone, Transform spineGameObjectTransform) {
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Vector3 skeletonSpacePosition;
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skeletonSpacePosition.z = 0;
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attachment.ComputeWorldPosition(bone, out skeletonSpacePosition.x, out skeletonSpacePosition.y);
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return spineGameObjectTransform.TransformPoint(skeletonSpacePosition);
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}
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#endregion
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}
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}
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namespace Spine {
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using System;
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using System.Collections.Generic;
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public struct BoneMatrix {
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public float a, b, c, d, x, y;
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/// <summary>Recursively calculates a worldspace bone matrix based on BoneData.</summary>
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public static BoneMatrix CalculateSetupWorld (BoneData boneData) {
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if (boneData == null)
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return default(BoneMatrix);
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// End condition: isRootBone
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if (boneData.parent == null)
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return GetInheritedInternal(boneData, default(BoneMatrix));
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BoneMatrix result = CalculateSetupWorld(boneData.parent);
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return GetInheritedInternal(boneData, result);
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}
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static BoneMatrix GetInheritedInternal (BoneData boneData, BoneMatrix parentMatrix) {
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var parent = boneData.parent;
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if (parent == null) return new BoneMatrix(boneData); // isRootBone
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float pa = parentMatrix.a, pb = parentMatrix.b, pc = parentMatrix.c, pd = parentMatrix.d;
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BoneMatrix result = default(BoneMatrix);
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result.x = pa * boneData.x + pb * boneData.y + parentMatrix.x;
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result.y = pc * boneData.x + pd * boneData.y + parentMatrix.y;
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switch (boneData.transformMode) {
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case TransformMode.Normal: {
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float rotationY = boneData.rotation + 90 + boneData.shearY;
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float la = MathUtils.CosDeg(boneData.rotation + boneData.shearX) * boneData.scaleX;
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float lb = MathUtils.CosDeg(rotationY) * boneData.scaleY;
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float lc = MathUtils.SinDeg(boneData.rotation + boneData.shearX) * boneData.scaleX;
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float ld = MathUtils.SinDeg(rotationY) * boneData.scaleY;
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result.a = pa * la + pb * lc;
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result.b = pa * lb + pb * ld;
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result.c = pc * la + pd * lc;
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result.d = pc * lb + pd * ld;
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break;
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}
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case TransformMode.OnlyTranslation: {
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float rotationY = boneData.rotation + 90 + boneData.shearY;
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result.a = MathUtils.CosDeg(boneData.rotation + boneData.shearX) * boneData.scaleX;
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result.b = MathUtils.CosDeg(rotationY) * boneData.scaleY;
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result.c = MathUtils.SinDeg(boneData.rotation + boneData.shearX) * boneData.scaleX;
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result.d = MathUtils.SinDeg(rotationY) * boneData.scaleY;
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break;
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}
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case TransformMode.NoRotationOrReflection: {
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float s = pa * pa + pc * pc, prx;
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if (s > 0.0001f) {
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s = Math.Abs(pa * pd - pb * pc) / s;
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pb = pc * s;
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pd = pa * s;
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prx = MathUtils.Atan2(pc, pa) * MathUtils.RadDeg;
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} else {
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pa = 0;
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pc = 0;
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prx = 90 - MathUtils.Atan2(pd, pb) * MathUtils.RadDeg;
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}
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float rx = boneData.rotation + boneData.shearX - prx;
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float ry = boneData.rotation + boneData.shearY - prx + 90;
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float la = MathUtils.CosDeg(rx) * boneData.scaleX;
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float lb = MathUtils.CosDeg(ry) * boneData.scaleY;
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float lc = MathUtils.SinDeg(rx) * boneData.scaleX;
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float ld = MathUtils.SinDeg(ry) * boneData.scaleY;
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result.a = pa * la - pb * lc;
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result.b = pa * lb - pb * ld;
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result.c = pc * la + pd * lc;
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result.d = pc * lb + pd * ld;
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break;
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}
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case TransformMode.NoScale:
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case TransformMode.NoScaleOrReflection: {
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float cos = MathUtils.CosDeg(boneData.rotation), sin = MathUtils.SinDeg(boneData.rotation);
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float za = pa * cos + pb * sin;
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float zc = pc * cos + pd * sin;
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float s = (float)Math.Sqrt(za * za + zc * zc);
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if (s > 0.00001f)
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s = 1 / s;
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za *= s;
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zc *= s;
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s = (float)Math.Sqrt(za * za + zc * zc);
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float r = MathUtils.PI / 2 + MathUtils.Atan2(zc, za);
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float zb = MathUtils.Cos(r) * s;
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float zd = MathUtils.Sin(r) * s;
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float la = MathUtils.CosDeg(boneData.shearX) * boneData.scaleX;
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float lb = MathUtils.CosDeg(90 + boneData.shearY) * boneData.scaleY;
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float lc = MathUtils.SinDeg(boneData.shearX) * boneData.scaleX;
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float ld = MathUtils.SinDeg(90 + boneData.shearY) * boneData.scaleY;
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if (boneData.transformMode != TransformMode.NoScaleOrReflection ? pa * pd - pb * pc < 0 : false) {
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zb = -zb;
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zd = -zd;
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}
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result.a = za * la + zb * lc;
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result.b = za * lb + zb * ld;
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result.c = zc * la + zd * lc;
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result.d = zc * lb + zd * ld;
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break;
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}
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}
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return result;
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}
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/// <summary>Constructor for a local bone matrix based on Setup Pose BoneData.</summary>
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public BoneMatrix (BoneData boneData) {
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float rotationY = boneData.rotation + 90 + boneData.shearY;
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float rotationX = boneData.rotation + boneData.shearX;
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a = MathUtils.CosDeg(rotationX) * boneData.scaleX;
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c = MathUtils.SinDeg(rotationX) * boneData.scaleX;
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b = MathUtils.CosDeg(rotationY) * boneData.scaleY;
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d = MathUtils.SinDeg(rotationY) * boneData.scaleY;
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x = boneData.x;
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y = boneData.y;
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}
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/// <summary>Constructor for a local bone matrix based on a bone instance's current pose.</summary>
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public BoneMatrix (Bone bone) {
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float rotationY = bone.rotation + 90 + bone.shearY;
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float rotationX = bone.rotation + bone.shearX;
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a = MathUtils.CosDeg(rotationX) * bone.scaleX;
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c = MathUtils.SinDeg(rotationX) * bone.scaleX;
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b = MathUtils.CosDeg(rotationY) * bone.scaleY;
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d = MathUtils.SinDeg(rotationY) * bone.scaleY;
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x = bone.x;
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y = bone.y;
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}
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public BoneMatrix TransformMatrix (BoneMatrix local) {
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return new BoneMatrix {
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a = this.a * local.a + this.b * local.c,
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b = this.a * local.b + this.b * local.d,
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c = this.c * local.a + this.d * local.c,
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d = this.c * local.b + this.d * local.d,
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x = this.a * local.x + this.b * local.y + this.x,
|
|
y = this.c * local.x + this.d * local.y + this.y
|
|
};
|
|
}
|
|
}
|
|
|
|
public static class SkeletonExtensions {
|
|
public static bool IsWeighted (this VertexAttachment va) {
|
|
return va.bones != null && va.bones.Length > 0;
|
|
}
|
|
|
|
public static bool IsRenderable (this Attachment a) {
|
|
return a is IHasRendererObject;
|
|
}
|
|
|
|
#region Transform Modes
|
|
public static bool InheritsRotation (this TransformMode mode) {
|
|
const int RotationBit = 0;
|
|
return ((int)mode & (1U << RotationBit)) == 0;
|
|
}
|
|
|
|
public static bool InheritsScale (this TransformMode mode) {
|
|
const int ScaleBit = 1;
|
|
return ((int)mode & (1U << ScaleBit)) == 0;
|
|
}
|
|
#endregion
|
|
|
|
#region Posing
|
|
internal static void SetPropertyToSetupPose (this Skeleton skeleton, int propertyID) {
|
|
int tt = propertyID >> 24;
|
|
var timelineType = (TimelineType)tt;
|
|
int i = propertyID - (tt << 24);
|
|
|
|
Bone bone;
|
|
IkConstraint ikc;
|
|
PathConstraint pc;
|
|
|
|
switch (timelineType) {
|
|
// Bone
|
|
case TimelineType.Rotate:
|
|
bone = skeleton.bones.Items[i];
|
|
bone.rotation = bone.data.rotation;
|
|
break;
|
|
case TimelineType.Translate:
|
|
bone = skeleton.bones.Items[i];
|
|
bone.x = bone.data.x;
|
|
bone.y = bone.data.y;
|
|
break;
|
|
case TimelineType.Scale:
|
|
bone = skeleton.bones.Items[i];
|
|
bone.scaleX = bone.data.scaleX;
|
|
bone.scaleY = bone.data.scaleY;
|
|
break;
|
|
case TimelineType.Shear:
|
|
bone = skeleton.bones.Items[i];
|
|
bone.shearX = bone.data.shearX;
|
|
bone.shearY = bone.data.shearY;
|
|
break;
|
|
|
|
// Slot
|
|
case TimelineType.Attachment:
|
|
skeleton.SetSlotAttachmentToSetupPose(i);
|
|
break;
|
|
case TimelineType.Color:
|
|
skeleton.slots.Items[i].SetColorToSetupPose();
|
|
break;
|
|
case TimelineType.TwoColor:
|
|
skeleton.slots.Items[i].SetColorToSetupPose();
|
|
break;
|
|
case TimelineType.Deform:
|
|
skeleton.slots.Items[i].attachmentVertices.Clear();
|
|
break;
|
|
|
|
// Skeleton
|
|
case TimelineType.DrawOrder:
|
|
skeleton.SetDrawOrderToSetupPose();
|
|
break;
|
|
|
|
// IK Constraint
|
|
case TimelineType.IkConstraint:
|
|
ikc = skeleton.ikConstraints.Items[i];
|
|
ikc.mix = ikc.data.mix;
|
|
ikc.bendDirection = ikc.data.bendDirection;
|
|
break;
|
|
|
|
// TransformConstraint
|
|
case TimelineType.TransformConstraint:
|
|
var tc = skeleton.transformConstraints.Items[i];
|
|
var tcData = tc.data;
|
|
tc.rotateMix = tcData.rotateMix;
|
|
tc.translateMix = tcData.translateMix;
|
|
tc.scaleMix = tcData.scaleMix;
|
|
tc.shearMix = tcData.shearMix;
|
|
break;
|
|
|
|
// Path Constraint
|
|
case TimelineType.PathConstraintPosition:
|
|
pc = skeleton.pathConstraints.Items[i];
|
|
pc.position = pc.data.position;
|
|
break;
|
|
case TimelineType.PathConstraintSpacing:
|
|
pc = skeleton.pathConstraints.Items[i];
|
|
pc.spacing = pc.data.spacing;
|
|
break;
|
|
case TimelineType.PathConstraintMix:
|
|
pc = skeleton.pathConstraints.Items[i];
|
|
pc.rotateMix = pc.data.rotateMix;
|
|
pc.translateMix = pc.data.translateMix;
|
|
break;
|
|
}
|
|
}
|
|
|
|
/// <summary>Resets the DrawOrder to the Setup Pose's draw order</summary>
|
|
public static void SetDrawOrderToSetupPose (this Skeleton skeleton) {
|
|
var slotsItems = skeleton.slots.Items;
|
|
int n = skeleton.slots.Count;
|
|
|
|
var drawOrder = skeleton.drawOrder;
|
|
drawOrder.Clear(false);
|
|
drawOrder.GrowIfNeeded(n);
|
|
System.Array.Copy(slotsItems, drawOrder.Items, n);
|
|
}
|
|
|
|
/// <summary>Resets the color of a slot to Setup Pose value.</summary>
|
|
public static void SetColorToSetupPose (this Slot slot) {
|
|
slot.r = slot.data.r;
|
|
slot.g = slot.data.g;
|
|
slot.b = slot.data.b;
|
|
slot.a = slot.data.a;
|
|
slot.r2 = slot.data.r2;
|
|
slot.g2 = slot.data.g2;
|
|
slot.b2 = slot.data.b2;
|
|
}
|
|
|
|
/// <summary>Sets a slot's attachment to setup pose. If you have the slotIndex, Skeleton.SetSlotAttachmentToSetupPose is faster.</summary>
|
|
public static void SetAttachmentToSetupPose (this Slot slot) {
|
|
var slotData = slot.data;
|
|
slot.Attachment = slot.bone.skeleton.GetAttachment(slotData.name, slotData.attachmentName);
|
|
}
|
|
|
|
/// <summary>Resets the attachment of slot at a given slotIndex to setup pose. This is faster than Slot.SetAttachmentToSetupPose.</summary>
|
|
public static void SetSlotAttachmentToSetupPose (this Skeleton skeleton, int slotIndex) {
|
|
var slot = skeleton.slots.Items[slotIndex];
|
|
var attachmentName = slot.data.attachmentName;
|
|
if (string.IsNullOrEmpty(attachmentName)) {
|
|
slot.Attachment = null;
|
|
} else {
|
|
var attachment = skeleton.GetAttachment(slotIndex, attachmentName);
|
|
slot.Attachment = attachment;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Shortcut for posing a skeleton at a specific time. Time is in seconds. (frameNumber / 30f) will give you seconds.
|
|
/// If you need to do this often, you should get the Animation object yourself using skeleton.data.FindAnimation. and call Apply on that.</summary>
|
|
/// <param name = "skeleton">The skeleton to pose.</param>
|
|
/// <param name="animationName">The name of the animation to use.</param>
|
|
/// <param name = "time">The time of the pose within the animation.</param>
|
|
/// <param name = "loop">Wraps the time around if it is longer than the duration of the animation.</param>
|
|
public static void PoseWithAnimation (this Skeleton skeleton, string animationName, float time, bool loop = false) {
|
|
// Fail loud when skeleton.data is null.
|
|
Spine.Animation animation = skeleton.data.FindAnimation(animationName);
|
|
if (animation == null) return;
|
|
animation.Apply(skeleton, 0, time, loop, null, 1f, MixPose.Setup, MixDirection.In);
|
|
}
|
|
|
|
/// <summary>Pose a skeleton according to a given time in an animation.</summary>
|
|
public static void PoseSkeleton (this Animation animation, Skeleton skeleton, float time, bool loop = false) {
|
|
animation.Apply(skeleton, 0, time, loop, null, 1f, MixPose.Setup, MixDirection.In);
|
|
}
|
|
|
|
/// <summary>Resets Skeleton parts to Setup Pose according to a Spine.Animation's keyed items.</summary>
|
|
public static void SetKeyedItemsToSetupPose (this Animation animation, Skeleton skeleton) {
|
|
animation.Apply(skeleton, 0, 0, false, null, 0, MixPose.Setup, MixDirection.Out);
|
|
}
|
|
|
|
|
|
#endregion
|
|
|
|
#region Skins
|
|
/// <summary><see cref="Spine.Skin.FindNamesForSlot(int,List)"/></summary>
|
|
public static void FindNamesForSlot (this Skin skin, string slotName, SkeletonData skeletonData, List<string> results) {
|
|
int slotIndex = skeletonData.FindSlotIndex(slotName);
|
|
skin.FindNamesForSlot(slotIndex, results);
|
|
}
|
|
|
|
/// <summary><see cref="Spine.Skin.FindAttachmentsForSlot(int,List)"/></summary>
|
|
public static void FindAttachmentsForSlot (this Skin skin, string slotName, SkeletonData skeletonData, List<Attachment> results) {
|
|
int slotIndex = skeletonData.FindSlotIndex(slotName);
|
|
skin.FindAttachmentsForSlot(slotIndex, results);
|
|
}
|
|
#endregion
|
|
}
|
|
}
|