2
This commit is contained in:
@@ -1,224 +0,0 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, 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.
|
||||
*****************************************************************************/
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||||
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||||
using System;
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namespace Spine {
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/// <summary>Attachment that displays a texture region using a mesh.</summary>
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public class MeshAttachment : VertexAttachment, IHasRendererObject {
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internal float regionOffsetX, regionOffsetY, regionWidth, regionHeight, regionOriginalWidth, regionOriginalHeight;
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private MeshAttachment parentMesh;
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internal float[] uvs, regionUVs;
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internal int[] triangles;
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internal float r = 1, g = 1, b = 1, a = 1;
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internal int hulllength;
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public int HullLength { get { return hulllength; } set { hulllength = value; } }
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public float[] RegionUVs { get { return regionUVs; } set { regionUVs = value; } }
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/// <summary>The UV pair for each vertex, normalized within the entire texture. <seealso cref="MeshAttachment.UpdateUVs"/></summary>
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public float[] UVs { get { return uvs; } set { uvs = value; } }
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public int[] Triangles { get { return triangles; } set { triangles = value; } }
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public float R { get { return r; } set { r = value; } }
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public float G { get { return g; } set { g = value; } }
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public float B { get { return b; } set { b = value; } }
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public float A { get { return a; } set { a = value; } }
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||||
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public string Path { get; set; }
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public object RendererObject { get; set; }
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public float RegionU { get; set; }
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public float RegionV { get; set; }
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public float RegionU2 { get; set; }
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public float RegionV2 { get; set; }
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public bool RegionRotate { get; set; }
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public int RegionDegrees { get; set; }
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public float RegionOffsetX { get { return regionOffsetX; } set { regionOffsetX = value; } }
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public float RegionOffsetY { get { return regionOffsetY; } set { regionOffsetY = value; } } // Pixels stripped from the bottom left, unrotated.
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public float RegionWidth { get { return regionWidth; } set { regionWidth = value; } }
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public float RegionHeight { get { return regionHeight; } set { regionHeight = value; } } // Unrotated, stripped size.
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public float RegionOriginalWidth { get { return regionOriginalWidth; } set { regionOriginalWidth = value; } }
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public float RegionOriginalHeight { get { return regionOriginalHeight; } set { regionOriginalHeight = value; } } // Unrotated, unstripped size.
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public MeshAttachment ParentMesh {
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get { return parentMesh; }
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set {
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parentMesh = value;
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if (value != null) {
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bones = value.bones;
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vertices = value.vertices;
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worldVerticesLength = value.worldVerticesLength;
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regionUVs = value.regionUVs;
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triangles = value.triangles;
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HullLength = value.HullLength;
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Edges = value.Edges;
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Width = value.Width;
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Height = value.Height;
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}
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}
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}
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// Nonessential.
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public int[] Edges { get; set; }
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public float Width { get; set; }
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public float Height { get; set; }
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public MeshAttachment (string name)
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: base(name) {
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}
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public void UpdateUVs () {
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float[] regionUVs = this.regionUVs;
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if (this.uvs == null || this.uvs.Length != regionUVs.Length) this.uvs = new float[regionUVs.Length];
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float[] uvs = this.uvs;
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float u = RegionU, v = RegionV, width = 0, height = 0;
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if (RegionDegrees == 90) {
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float textureHeight = this.regionWidth / (RegionV2 - RegionV);
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float textureWidth = this.regionHeight / (RegionU2 - RegionU);
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u -= (RegionOriginalHeight - RegionOffsetY - RegionHeight) / textureWidth;
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v -= (RegionOriginalWidth - RegionOffsetX - RegionWidth) / textureHeight;
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width = RegionOriginalHeight / textureWidth;
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height = RegionOriginalWidth / textureHeight;
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for (int i = 0, n = uvs.Length; i < n; i += 2) {
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uvs[i] = u + regionUVs[i + 1] * width;
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uvs[i + 1] = v + (1 - regionUVs[i]) * height;
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}
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} else if (RegionDegrees == 180) {
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float textureWidth = this.regionWidth / (RegionU2 - RegionU);
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float textureHeight = this.regionHeight / (RegionV2 - RegionV);
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u -= (RegionOriginalWidth - RegionOffsetX - RegionWidth) / textureWidth;
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v -= RegionOffsetY / textureHeight;
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width = RegionOriginalWidth / textureWidth;
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height = RegionOriginalHeight / textureHeight;
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for (int i = 0, n = uvs.Length; i < n; i += 2) {
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uvs[i] = u + (1 - regionUVs[i]) * width;
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uvs[i + 1] = v + (1 - regionUVs[i + 1]) * height;
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}
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} else if (RegionDegrees == 270) {
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float textureWidth = this.regionWidth / (RegionU2 - RegionU);
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float textureHeight = this.regionHeight / (RegionV2 - RegionV);
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u -= RegionOffsetY / textureWidth;
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v -= RegionOffsetX / textureHeight;
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width = RegionOriginalHeight / textureWidth;
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height = RegionOriginalWidth / textureHeight;
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for (int i = 0, n = uvs.Length; i<n; i += 2) {
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uvs[i] = u + (1 - regionUVs[i + 1]) * width;
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uvs[i + 1] = v + regionUVs[i] * height;
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}
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} else {
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float textureWidth = this.regionWidth / (RegionU2 - RegionU);
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float textureHeight = this.regionHeight / (RegionV2 - RegionV);
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u -= RegionOffsetX / textureWidth;
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v -= (RegionOriginalHeight - RegionOffsetY - RegionHeight) / textureHeight;
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width = RegionOriginalWidth / textureWidth;
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height = RegionOriginalHeight / textureHeight;
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for (int i = 0, n = uvs.Length; i < n; i += 2) {
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uvs[i] = u + regionUVs[i] * width;
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uvs[i + 1] = v + regionUVs[i + 1] * height;
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}
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}
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}
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public override Attachment Copy () {
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if (parentMesh != null) return NewLinkedMesh();
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MeshAttachment copy = new MeshAttachment(this.Name);
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copy.RendererObject = RendererObject;
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copy.regionOffsetX = regionOffsetX;
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copy.regionOffsetY = regionOffsetY;
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copy.regionWidth = regionWidth;
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copy.regionHeight = regionHeight;
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copy.regionOriginalWidth = regionOriginalWidth;
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copy.regionOriginalHeight = regionOriginalHeight;
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copy.RegionRotate = RegionRotate;
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copy.RegionDegrees = RegionDegrees;
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copy.RegionU = RegionU;
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copy.RegionV = RegionV;
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copy.RegionU2 = RegionU2;
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copy.RegionV2 = RegionV2;
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copy.Path = Path;
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copy.r = r;
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copy.g = g;
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copy.b = b;
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copy.a = a;
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CopyTo(copy);
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copy.regionUVs = new float[regionUVs.Length];
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Array.Copy(regionUVs, 0, copy.regionUVs, 0, regionUVs.Length);
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copy.uvs = new float[uvs.Length];
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Array.Copy(uvs, 0, copy.uvs, 0, uvs.Length);
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copy.triangles = new int[triangles.Length];
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Array.Copy(triangles, 0, copy.triangles, 0, triangles.Length);
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copy.HullLength = HullLength;
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// Nonessential.
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if (Edges != null) {
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copy.Edges = new int[Edges.Length];
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Array.Copy(Edges, 0, copy.Edges, 0, Edges.Length);
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}
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copy.Width = Width;
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copy.Height = Height;
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return copy;
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}
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///<summary>Returns a new mesh with this mesh set as the <see cref="ParentMesh"/>.
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public MeshAttachment NewLinkedMesh () {
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MeshAttachment mesh = new MeshAttachment(Name);
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mesh.RendererObject = RendererObject;
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mesh.regionOffsetX = regionOffsetX;
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mesh.regionOffsetY = regionOffsetY;
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mesh.regionWidth = regionWidth;
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mesh.regionHeight = regionHeight;
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mesh.regionOriginalWidth = regionOriginalWidth;
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mesh.regionOriginalHeight = regionOriginalHeight;
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mesh.RegionDegrees = RegionDegrees;
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mesh.RegionRotate = RegionRotate;
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mesh.RegionU = RegionU;
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mesh.RegionV = RegionV;
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mesh.RegionU2 = RegionU2;
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mesh.RegionV2 = RegionV2;
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mesh.Path = Path;
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mesh.r = r;
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mesh.g = g;
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mesh.b = b;
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mesh.a = a;
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mesh.deformAttachment = deformAttachment;
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mesh.ParentMesh = parentMesh != null ? parentMesh : this;
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mesh.UpdateUVs();
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return mesh;
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||||
}
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||||
}
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||||
}
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||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b7f7514a003143844b6d01ecc93ed4d5
|
||||
timeCreated: 1466772712
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,57 +0,0 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, 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.
|
||||
*****************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Spine {
|
||||
public class PathAttachment : VertexAttachment {
|
||||
internal float[] lengths;
|
||||
internal bool closed, constantSpeed;
|
||||
|
||||
/// <summary>The length in the setup pose from the start of the path to the end of each curve.</summary>
|
||||
public float[] Lengths { get { return lengths; } set { lengths = value; } }
|
||||
public bool Closed { get { return closed; } set { closed = value; } }
|
||||
public bool ConstantSpeed { get { return constantSpeed; } set { constantSpeed = value; } }
|
||||
|
||||
public PathAttachment (String name)
|
||||
: base(name) {
|
||||
}
|
||||
|
||||
public override Attachment Copy () {
|
||||
PathAttachment copy = new PathAttachment(this.Name);
|
||||
CopyTo(copy);
|
||||
copy.lengths = new float[lengths.Length];
|
||||
Array.Copy(lengths, 0, copy.lengths, 0, lengths.Length);
|
||||
copy.closed = closed;
|
||||
copy.constantSpeed = constantSpeed;
|
||||
return copy;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c77d9bf384a1e9f41966464e7e3b4870
|
||||
timeCreated: 1466772712
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,67 +0,0 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, 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.
|
||||
*****************************************************************************/
|
||||
|
||||
namespace Spine {
|
||||
/// <summary>
|
||||
/// An attachment which is a single point and a rotation. This can be used to spawn projectiles, particles, etc. A bone can be
|
||||
/// used in similar ways, but a PointAttachment is slightly less expensive to compute and can be hidden, shown, and placed in a
|
||||
/// skin.
|
||||
/// <p>
|
||||
/// See <a href="http://esotericsoftware.com/spine-point-attachments">Point Attachments</a> in the Spine User Guide.
|
||||
/// </summary>
|
||||
public class PointAttachment : Attachment {
|
||||
internal float x, y, rotation;
|
||||
public float X { get { return x; } set { x = value; } }
|
||||
public float Y { get { return y; } set { y = value; } }
|
||||
public float Rotation { get { return rotation; } set { rotation = value; } }
|
||||
|
||||
public PointAttachment (string name)
|
||||
: base(name) {
|
||||
}
|
||||
|
||||
public void ComputeWorldPosition (Bone bone, out float ox, out float oy) {
|
||||
bone.LocalToWorld(this.x, this.y, out ox, out oy);
|
||||
}
|
||||
|
||||
public float ComputeWorldRotation (Bone bone) {
|
||||
float cos = MathUtils.CosDeg(rotation), sin = MathUtils.SinDeg(rotation);
|
||||
float ix = cos * bone.a + sin * bone.b;
|
||||
float iy = cos * bone.c + sin * bone.d;
|
||||
return MathUtils.Atan2(iy, ix) * MathUtils.RadDeg;
|
||||
}
|
||||
|
||||
public override Attachment Copy () {
|
||||
PointAttachment copy = new PointAttachment(this.Name);
|
||||
copy.x = x;
|
||||
copy.y = y;
|
||||
copy.rotation = rotation;
|
||||
return copy;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4fdde4cc4df0952468946f4f913dcb36
|
||||
timeCreated: 1485603478
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,208 +0,0 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, 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.
|
||||
*****************************************************************************/
|
||||
|
||||
using System;
|
||||
|
||||
namespace Spine {
|
||||
/// <summary>Attachment that displays a texture region.</summary>
|
||||
public class RegionAttachment : Attachment, IHasRendererObject {
|
||||
public const int BLX = 0;
|
||||
public const int BLY = 1;
|
||||
public const int ULX = 2;
|
||||
public const int ULY = 3;
|
||||
public const int URX = 4;
|
||||
public const int URY = 5;
|
||||
public const int BRX = 6;
|
||||
public const int BRY = 7;
|
||||
|
||||
internal float x, y, rotation, scaleX = 1, scaleY = 1, width, height;
|
||||
internal float regionOffsetX, regionOffsetY, regionWidth, regionHeight, regionOriginalWidth, regionOriginalHeight;
|
||||
internal float[] offset = new float[8], uvs = new float[8];
|
||||
internal float r = 1, g = 1, b = 1, a = 1;
|
||||
|
||||
public float X { get { return x; } set { x = value; } }
|
||||
public float Y { get { return y; } set { y = value; } }
|
||||
public float Rotation { get { return rotation; } set { rotation = value; } }
|
||||
public float ScaleX { get { return scaleX; } set { scaleX = value; } }
|
||||
public float ScaleY { get { return scaleY; } set { scaleY = value; } }
|
||||
public float Width { get { return width; } set { width = value; } }
|
||||
public float Height { get { return height; } set { height = value; } }
|
||||
|
||||
public float R { get { return r; } set { r = value; } }
|
||||
public float G { get { return g; } set { g = value; } }
|
||||
public float B { get { return b; } set { b = value; } }
|
||||
public float A { get { return a; } set { a = value; } }
|
||||
|
||||
public string Path { get; set; }
|
||||
public object RendererObject { get; set; }
|
||||
public float RegionOffsetX { get { return regionOffsetX; } set { regionOffsetX = value; } }
|
||||
public float RegionOffsetY { get { return regionOffsetY; } set { regionOffsetY = value; } } // Pixels stripped from the bottom left, unrotated.
|
||||
public float RegionWidth { get { return regionWidth; } set { regionWidth = value; } }
|
||||
public float RegionHeight { get { return regionHeight; } set { regionHeight = value; } } // Unrotated, stripped size.
|
||||
public float RegionOriginalWidth { get { return regionOriginalWidth; } set { regionOriginalWidth = value; } }
|
||||
public float RegionOriginalHeight { get { return regionOriginalHeight; } set { regionOriginalHeight = value; } } // Unrotated, unstripped size.
|
||||
|
||||
public float[] Offset { get { return offset; } }
|
||||
public float[] UVs { get { return uvs; } }
|
||||
|
||||
public RegionAttachment (string name)
|
||||
: base(name) {
|
||||
}
|
||||
|
||||
public void UpdateOffset () {
|
||||
float width = this.width;
|
||||
float height = this.height;
|
||||
float localX2 = width * 0.5f;
|
||||
float localY2 = height * 0.5f;
|
||||
float localX = -localX2;
|
||||
float localY = -localY2;
|
||||
if (regionOriginalWidth != 0) { // if (region != null)
|
||||
localX += regionOffsetX / regionOriginalWidth * width;
|
||||
localY += regionOffsetY / regionOriginalHeight * height;
|
||||
localX2 -= (regionOriginalWidth - regionOffsetX - regionWidth) / regionOriginalWidth * width;
|
||||
localY2 -= (regionOriginalHeight - regionOffsetY - regionHeight) / regionOriginalHeight * height;
|
||||
}
|
||||
float scaleX = this.scaleX;
|
||||
float scaleY = this.scaleY;
|
||||
localX *= scaleX;
|
||||
localY *= scaleY;
|
||||
localX2 *= scaleX;
|
||||
localY2 *= scaleY;
|
||||
float rotation = this.rotation;
|
||||
float cos = MathUtils.CosDeg(rotation);
|
||||
float sin = MathUtils.SinDeg(rotation);
|
||||
float x = this.x;
|
||||
float y = this.y;
|
||||
float localXCos = localX * cos + x;
|
||||
float localXSin = localX * sin;
|
||||
float localYCos = localY * cos + y;
|
||||
float localYSin = localY * sin;
|
||||
float localX2Cos = localX2 * cos + x;
|
||||
float localX2Sin = localX2 * sin;
|
||||
float localY2Cos = localY2 * cos + y;
|
||||
float localY2Sin = localY2 * sin;
|
||||
float[] offset = this.offset;
|
||||
offset[BLX] = localXCos - localYSin;
|
||||
offset[BLY] = localYCos + localXSin;
|
||||
offset[ULX] = localXCos - localY2Sin;
|
||||
offset[ULY] = localY2Cos + localXSin;
|
||||
offset[URX] = localX2Cos - localY2Sin;
|
||||
offset[URY] = localY2Cos + localX2Sin;
|
||||
offset[BRX] = localX2Cos - localYSin;
|
||||
offset[BRY] = localYCos + localX2Sin;
|
||||
}
|
||||
|
||||
public void SetUVs (float u, float v, float u2, float v2, bool rotate) {
|
||||
float[] uvs = this.uvs;
|
||||
// UV values differ from RegionAttachment.java
|
||||
if (rotate) {
|
||||
uvs[URX] = u;
|
||||
uvs[URY] = v2;
|
||||
uvs[BRX] = u;
|
||||
uvs[BRY] = v;
|
||||
uvs[BLX] = u2;
|
||||
uvs[BLY] = v;
|
||||
uvs[ULX] = u2;
|
||||
uvs[ULY] = v2;
|
||||
} else {
|
||||
uvs[ULX] = u;
|
||||
uvs[ULY] = v2;
|
||||
uvs[URX] = u;
|
||||
uvs[URY] = v;
|
||||
uvs[BRX] = u2;
|
||||
uvs[BRY] = v;
|
||||
uvs[BLX] = u2;
|
||||
uvs[BLY] = v2;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Transforms the attachment's four vertices to world coordinates.</summary>
|
||||
/// <param name="bone">The parent bone.</param>
|
||||
/// <param name="worldVertices">The output world vertices. Must have a length greater than or equal to offset + 8.</param>
|
||||
/// <param name="offset">The worldVertices index to begin writing values.</param>
|
||||
/// <param name="stride">The number of worldVertices entries between the value pairs written.</param>
|
||||
public void ComputeWorldVertices (Bone bone, float[] worldVertices, int offset, int stride = 2) {
|
||||
float[] vertexOffset = this.offset;
|
||||
float bwx = bone.worldX, bwy = bone.worldY;
|
||||
float a = bone.a, b = bone.b, c = bone.c, d = bone.d;
|
||||
float offsetX, offsetY;
|
||||
|
||||
// Vertex order is different from RegionAttachment.java
|
||||
offsetX = vertexOffset[BRX]; // 0
|
||||
offsetY = vertexOffset[BRY]; // 1
|
||||
worldVertices[offset] = offsetX * a + offsetY * b + bwx; // bl
|
||||
worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
|
||||
offset += stride;
|
||||
|
||||
offsetX = vertexOffset[BLX]; // 2
|
||||
offsetY = vertexOffset[BLY]; // 3
|
||||
worldVertices[offset] = offsetX * a + offsetY * b + bwx; // ul
|
||||
worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
|
||||
offset += stride;
|
||||
|
||||
offsetX = vertexOffset[ULX]; // 4
|
||||
offsetY = vertexOffset[ULY]; // 5
|
||||
worldVertices[offset] = offsetX * a + offsetY * b + bwx; // ur
|
||||
worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
|
||||
offset += stride;
|
||||
|
||||
offsetX = vertexOffset[URX]; // 6
|
||||
offsetY = vertexOffset[URY]; // 7
|
||||
worldVertices[offset] = offsetX * a + offsetY * b + bwx; // br
|
||||
worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
|
||||
//offset += stride;
|
||||
}
|
||||
|
||||
public override Attachment Copy () {
|
||||
RegionAttachment copy = new RegionAttachment(this.Name);
|
||||
copy.RendererObject = RendererObject;
|
||||
copy.regionOffsetX = regionOffsetX;
|
||||
copy.regionOffsetY = regionOffsetY;
|
||||
copy.regionWidth = regionWidth;
|
||||
copy.regionHeight = regionHeight;
|
||||
copy.regionOriginalWidth = regionOriginalWidth;
|
||||
copy.regionOriginalHeight = regionOriginalHeight;
|
||||
copy.Path = Path;
|
||||
copy.x = x;
|
||||
copy.y = y;
|
||||
copy.scaleX = scaleX;
|
||||
copy.scaleY = scaleY;
|
||||
copy.rotation = rotation;
|
||||
copy.width = width;
|
||||
copy.height = height;
|
||||
Array.Copy(uvs, 0, copy.uvs, 0, 8);
|
||||
Array.Copy(offset, 0, copy.offset, 0, 8);
|
||||
copy.r = r;
|
||||
copy.g = g;
|
||||
copy.b = b;
|
||||
copy.a = a;
|
||||
return copy;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 89cefdd024734a941952a05d2b5dff71
|
||||
timeCreated: 1466772712
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,633 +0,0 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, 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.
|
||||
*****************************************************************************/
|
||||
|
||||
/******************************************************************************
|
||||
* Thanks to Travis Parks
|
||||
* https://github.com/jehugaleahsa/truncon.collections.OrderedDictionary
|
||||
*****************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.ComponentModel;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
|
||||
namespace Spine.Collections
|
||||
{
|
||||
/// <summary>
|
||||
/// Represents a dictionary that tracks the order that items were added.
|
||||
/// </summary>
|
||||
/// <typeparam name="TKey">The type of the dictionary keys.</typeparam>
|
||||
/// <typeparam name="TValue">The type of the dictionary values.</typeparam>
|
||||
/// <remarks>
|
||||
/// This dictionary makes it possible to get the index of a key and a key based on an index.
|
||||
/// It can be costly to find the index of a key because it must be searched for linearly.
|
||||
/// It can be costly to insert a key/value pair because other key's indexes must be adjusted.
|
||||
/// It can be costly to remove a key/value pair because other keys' indexes must be adjusted.
|
||||
/// </remarks>
|
||||
[DebuggerDisplay("Count = {Count}")]
|
||||
[DebuggerTypeProxy(typeof(OrderedDictionaryDebugView<,>))]
|
||||
public sealed class OrderedDictionary<TKey, TValue> : IDictionary<TKey, TValue>, IList<KeyValuePair<TKey, TValue>>
|
||||
{
|
||||
private readonly Dictionary<TKey, int> dictionary;
|
||||
private readonly List<TKey> keys;
|
||||
private readonly List<TValue> values;
|
||||
private int version;
|
||||
|
||||
private const string CollectionModifiedMessage = "Collection was modified; enumeration operation may not execute.";
|
||||
private const string EditReadOnlyListMessage = "An attempt was made to edit a read-only list.";
|
||||
private const string IndexOutOfRangeMessage = "The index is negative or outside the bounds of the collection.";
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a new instance of an OrderedDictionary.
|
||||
/// </summary>
|
||||
public OrderedDictionary ()
|
||||
: this(0, null) {
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a new instance of an OrderedDictionary.
|
||||
/// </summary>
|
||||
/// <param name="capacity">The initial capacity of the dictionary.</param>
|
||||
/// <exception cref="System.ArgumentOutOfRangeException">The capacity is less than zero.</exception>
|
||||
public OrderedDictionary (int capacity)
|
||||
: this(capacity, null) {
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a new instance of an OrderedDictionary.
|
||||
/// </summary>
|
||||
/// <param name="comparer">The equality comparer to use to compare keys.</param>
|
||||
public OrderedDictionary (IEqualityComparer<TKey> comparer)
|
||||
: this(0, comparer) {
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a new instance of an OrderedDictionary.
|
||||
/// </summary>
|
||||
/// <param name="capacity">The initial capacity of the dictionary.</param>
|
||||
/// <param name="comparer">The equality comparer to use to compare keys.</param>
|
||||
public OrderedDictionary (int capacity, IEqualityComparer<TKey> comparer) {
|
||||
dictionary = new Dictionary<TKey, int>(capacity, comparer ?? EqualityComparer<TKey>.Default);
|
||||
keys = new List<TKey>(capacity);
|
||||
values = new List<TValue>(capacity);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the equality comparer used to compare keys.
|
||||
/// </summary>
|
||||
public IEqualityComparer<TKey> Comparer {
|
||||
get {
|
||||
return dictionary.Comparer;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds the given key/value pair to the dictionary.
|
||||
/// </summary>
|
||||
/// <param name="key">The key to add to the dictionary.</param>
|
||||
/// <param name="value">The value to associated with the key.</param>
|
||||
/// <exception cref="System.ArgumentException">The given key already exists in the dictionary.</exception>
|
||||
/// <exception cref="System.ArgumentNullException">The key is null.</exception>
|
||||
public void Add (TKey key, TValue value) {
|
||||
dictionary.Add(key, values.Count);
|
||||
keys.Add(key);
|
||||
values.Add(value);
|
||||
++version;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Inserts the given key/value pair at the specified index.
|
||||
/// </summary>
|
||||
/// <param name="index">The index to insert the key/value pair.</param>
|
||||
/// <param name="key">The key to insert.</param>
|
||||
/// <param name="value">The value to insert.</param>
|
||||
/// <exception cref="System.ArgumentException">The given key already exists in the dictionary.</exception>
|
||||
/// <exception cref="System.ArgumentNullException">The key is null.</exception>
|
||||
/// <exception cref="System.ArgumentOutOfRangeException">The index is negative -or- larger than the size of the dictionary.</exception>
|
||||
public void Insert (int index, TKey key, TValue value) {
|
||||
if (index < 0 || index > values.Count) {
|
||||
throw new ArgumentOutOfRangeException("index", index, IndexOutOfRangeMessage);
|
||||
}
|
||||
dictionary.Add(key, index);
|
||||
for (int keyIndex = index; keyIndex != keys.Count; ++keyIndex) {
|
||||
var otherKey = keys[keyIndex];
|
||||
dictionary[otherKey] += 1;
|
||||
}
|
||||
keys.Insert(index, key);
|
||||
values.Insert(index, value);
|
||||
++version;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determines whether the given key exists in the dictionary.
|
||||
/// </summary>
|
||||
/// <param name="key">The key to look for.</param>
|
||||
/// <returns>True if the key exists in the dictionary; otherwise, false.</returns>
|
||||
/// <exception cref="System.ArgumentNullException">The key is null.</exception>
|
||||
public bool ContainsKey (TKey key) {
|
||||
return dictionary.ContainsKey(key);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the key at the given index.
|
||||
/// </summary>
|
||||
/// <param name="index">The index of the key to get.</param>
|
||||
/// <returns>The key at the given index.</returns>
|
||||
/// <exception cref="System.ArgumentOutOfRangeException">The index is negative -or- larger than the number of keys.</exception>
|
||||
public TKey GetKey (int index) {
|
||||
return keys[index];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the index of the given key.
|
||||
/// </summary>
|
||||
/// <param name="key">The key to get the index of.</param>
|
||||
/// <returns>The index of the key in the dictionary -or- -1 if the key is not found.</returns>
|
||||
/// <remarks>The operation runs in O(n).</remarks>
|
||||
public int IndexOf (TKey key) {
|
||||
int index;
|
||||
if (dictionary.TryGetValue(key, out index)) {
|
||||
return index;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the keys in the dictionary in the order they were added.
|
||||
/// </summary>
|
||||
public KeyCollection Keys {
|
||||
get {
|
||||
return new KeyCollection(this.dictionary);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes the key/value pair with the given key from the dictionary.
|
||||
/// </summary>
|
||||
/// <param name="key">The key of the pair to remove.</param>
|
||||
/// <returns>True if the key was found and the pair removed; otherwise, false.</returns>
|
||||
/// <exception cref="System.ArgumentNullException">The key is null.</exception>
|
||||
public bool Remove (TKey key) {
|
||||
int index;
|
||||
if (dictionary.TryGetValue(key, out index)) {
|
||||
RemoveAt(index);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes the key/value pair at the given index.
|
||||
/// </summary>
|
||||
/// <param name="index">The index of the key/value pair to remove.</param>
|
||||
/// <exception cref="System.ArgumentOutOfRangeException">The index is negative -or- larger than the size of the dictionary.</exception>
|
||||
public void RemoveAt (int index) {
|
||||
var key = keys[index];
|
||||
for (int keyIndex = index + 1; keyIndex < keys.Count; ++keyIndex) {
|
||||
var otherKey = keys[keyIndex];
|
||||
dictionary[otherKey] -= 1;
|
||||
}
|
||||
dictionary.Remove(key);
|
||||
keys.RemoveAt(index);
|
||||
values.RemoveAt(index);
|
||||
++version;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tries to get the value associated with the given key. If the key is not found,
|
||||
/// default(TValue) value is stored in the value.
|
||||
/// </summary>
|
||||
/// <param name="key">The key to get the value for.</param>
|
||||
/// <param name="value">The value used to hold the results.</param>
|
||||
/// <returns>True if the key was found; otherwise, false.</returns>
|
||||
/// <exception cref="System.ArgumentNullException">The key is null.</exception>
|
||||
public bool TryGetValue (TKey key, out TValue value) {
|
||||
int index;
|
||||
if (dictionary.TryGetValue(key, out index)) {
|
||||
value = values[index];
|
||||
return true;
|
||||
}
|
||||
value = default(TValue);
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the values in the dictionary.
|
||||
/// </summary>
|
||||
public ValueCollection Values {
|
||||
get {
|
||||
return new ValueCollection(values);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the value at the given index.
|
||||
/// </summary>
|
||||
/// <param name="index">The index of the value to get.</param>
|
||||
/// <returns>The value at the given index.</returns>
|
||||
/// <exception cref="System.ArgumentOutOfRangeException">The index is negative -or- beyond the length of the dictionary.</exception>
|
||||
public TValue this[int index] {
|
||||
get {
|
||||
return values[index];
|
||||
}
|
||||
|
||||
set {
|
||||
values[index] = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the value associated with the given key.
|
||||
/// </summary>
|
||||
/// <param name="key">The key to get the associated value by or to associate with the value.</param>
|
||||
/// <returns>The value associated with the given key.</returns>
|
||||
/// <exception cref="System.ArgumentNullException">The key is null.</exception>
|
||||
/// <exception cref="System.Collections.Generic.KeyNotFoundException">The key is not in the dictionary.</exception>
|
||||
public TValue this[TKey key] {
|
||||
get {
|
||||
return values[dictionary[key]];
|
||||
}
|
||||
set {
|
||||
int index;
|
||||
if (dictionary.TryGetValue(key, out index)) {
|
||||
keys[index] = key;
|
||||
values[index] = value;
|
||||
}
|
||||
else {
|
||||
Add(key, value);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes all key/value pairs from the dictionary.
|
||||
/// </summary>
|
||||
public void Clear () {
|
||||
dictionary.Clear();
|
||||
keys.Clear();
|
||||
values.Clear();
|
||||
++version;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the number of key/value pairs in the dictionary.
|
||||
/// </summary>
|
||||
public int Count {
|
||||
get {
|
||||
return dictionary.Count;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the key/value pairs in the dictionary in the order they were added.
|
||||
/// </summary>
|
||||
/// <returns>An enumerator over the key/value pairs in the dictionary.</returns>
|
||||
public IEnumerator<KeyValuePair<TKey, TValue>> GetEnumerator () {
|
||||
int startVersion = version;
|
||||
for (int index = 0; index != keys.Count; ++index) {
|
||||
var key = keys[index];
|
||||
var value = values[index];
|
||||
yield return new KeyValuePair<TKey, TValue>(key, value);
|
||||
if (version != startVersion) {
|
||||
throw new InvalidOperationException(CollectionModifiedMessage);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int IList<KeyValuePair<TKey, TValue>>.IndexOf (KeyValuePair<TKey, TValue> item) {
|
||||
int index;
|
||||
if (dictionary.TryGetValue(item.Key, out index) && Equals(values[index], item.Value)) {
|
||||
return index;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
void IList<KeyValuePair<TKey, TValue>>.Insert (int index, KeyValuePair<TKey, TValue> item) {
|
||||
Insert(index, item.Key, item.Value);
|
||||
}
|
||||
|
||||
KeyValuePair<TKey, TValue> IList<KeyValuePair<TKey, TValue>>.this[int index] {
|
||||
get {
|
||||
TKey key = keys[index];
|
||||
TValue value = values[index];
|
||||
return new KeyValuePair<TKey, TValue>(key, value);
|
||||
}
|
||||
set {
|
||||
TKey key = keys[index];
|
||||
if (dictionary.Comparer.Equals(key, value.Key)) {
|
||||
dictionary[value.Key] = index;
|
||||
}
|
||||
else {
|
||||
dictionary.Add(value.Key, index); // will throw if key already exists
|
||||
dictionary.Remove(key);
|
||||
}
|
||||
keys[index] = value.Key;
|
||||
values[index] = value.Value;
|
||||
}
|
||||
}
|
||||
|
||||
ICollection<TKey> IDictionary<TKey, TValue>.Keys {
|
||||
get {
|
||||
return Keys;
|
||||
}
|
||||
}
|
||||
|
||||
ICollection<TValue> IDictionary<TKey, TValue>.Values {
|
||||
get {
|
||||
return Values;
|
||||
}
|
||||
}
|
||||
|
||||
void ICollection<KeyValuePair<TKey, TValue>>.Add (KeyValuePair<TKey, TValue> item) {
|
||||
Add(item.Key, item.Value);
|
||||
}
|
||||
|
||||
bool ICollection<KeyValuePair<TKey, TValue>>.Contains (KeyValuePair<TKey, TValue> item) {
|
||||
int index;
|
||||
if (dictionary.TryGetValue(item.Key, out index) && Equals(values[index], item.Value)) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void ICollection<KeyValuePair<TKey, TValue>>.CopyTo (KeyValuePair<TKey, TValue>[] array, int arrayIndex) {
|
||||
if (array == null) {
|
||||
throw new ArgumentNullException("array");
|
||||
}
|
||||
if (arrayIndex < 0) {
|
||||
throw new ArgumentOutOfRangeException("arrayIndex", arrayIndex, IndexOutOfRangeMessage);
|
||||
}
|
||||
for (int index = 0; index != keys.Count && arrayIndex < array.Length; ++index, ++arrayIndex) {
|
||||
var key = keys[index];
|
||||
var value = values[index];
|
||||
array[arrayIndex] = new KeyValuePair<TKey, TValue>(key, value);
|
||||
}
|
||||
}
|
||||
|
||||
bool ICollection<KeyValuePair<TKey, TValue>>.IsReadOnly {
|
||||
get {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool ICollection<KeyValuePair<TKey, TValue>>.Remove (KeyValuePair<TKey, TValue> item) {
|
||||
ICollection<KeyValuePair<TKey, TValue>> self = this;
|
||||
if (self.Contains(item)) {
|
||||
return Remove(item.Key);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
IEnumerator IEnumerable.GetEnumerator () {
|
||||
return GetEnumerator();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Wraps the keys in an OrderDictionary.
|
||||
/// </summary>
|
||||
public sealed class KeyCollection : ICollection<TKey>
|
||||
{
|
||||
private readonly Dictionary<TKey, int> dictionary;
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a new instance of a KeyCollection.
|
||||
/// </summary>
|
||||
/// <param name="dictionary">The OrderedDictionary whose keys to wrap.</param>
|
||||
/// <exception cref="System.ArgumentNullException">The dictionary is null.</exception>
|
||||
internal KeyCollection (Dictionary<TKey, int> dictionary) {
|
||||
this.dictionary = dictionary;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Copies the keys from the OrderedDictionary to the given array, starting at the given index.
|
||||
/// </summary>
|
||||
/// <param name="array">The array to copy the keys to.</param>
|
||||
/// <param name="arrayIndex">The index into the array to start copying the keys.</param>
|
||||
/// <exception cref="System.ArgumentNullException">The array is null.</exception>
|
||||
/// <exception cref="System.ArgumentOutOfRangeException">The arrayIndex is negative.</exception>
|
||||
/// <exception cref="System.ArgumentException">The array, starting at the given index, is not large enough to contain all the keys.</exception>
|
||||
public void CopyTo (TKey[] array, int arrayIndex) {
|
||||
dictionary.Keys.CopyTo(array, arrayIndex);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the number of keys in the OrderedDictionary.
|
||||
/// </summary>
|
||||
public int Count {
|
||||
get {
|
||||
return dictionary.Count;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets an enumerator over the keys in the OrderedDictionary.
|
||||
/// </summary>
|
||||
/// <returns>The enumerator.</returns>
|
||||
public IEnumerator<TKey> GetEnumerator () {
|
||||
return dictionary.Keys.GetEnumerator();
|
||||
}
|
||||
|
||||
[EditorBrowsable(EditorBrowsableState.Never)]
|
||||
bool ICollection<TKey>.Contains (TKey item) {
|
||||
return dictionary.ContainsKey(item);
|
||||
}
|
||||
|
||||
[EditorBrowsable(EditorBrowsableState.Never)]
|
||||
void ICollection<TKey>.Add (TKey item) {
|
||||
throw new NotSupportedException(EditReadOnlyListMessage);
|
||||
}
|
||||
|
||||
[EditorBrowsable(EditorBrowsableState.Never)]
|
||||
void ICollection<TKey>.Clear () {
|
||||
throw new NotSupportedException(EditReadOnlyListMessage);
|
||||
}
|
||||
|
||||
[EditorBrowsable(EditorBrowsableState.Never)]
|
||||
bool ICollection<TKey>.IsReadOnly {
|
||||
get {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
[EditorBrowsable(EditorBrowsableState.Never)]
|
||||
bool ICollection<TKey>.Remove (TKey item) {
|
||||
throw new NotSupportedException(EditReadOnlyListMessage);
|
||||
}
|
||||
|
||||
IEnumerator IEnumerable.GetEnumerator () {
|
||||
return GetEnumerator();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Wraps the keys in an OrderDictionary.
|
||||
/// </summary>
|
||||
public sealed class ValueCollection : ICollection<TValue>
|
||||
{
|
||||
private readonly List<TValue> values;
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a new instance of a ValueCollection.
|
||||
/// </summary>
|
||||
/// <param name="values">The OrderedDictionary whose keys to wrap.</param>
|
||||
/// <exception cref="System.ArgumentNullException">The dictionary is null.</exception>
|
||||
internal ValueCollection (List<TValue> values) {
|
||||
this.values = values;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Copies the values from the OrderedDictionary to the given array, starting at the given index.
|
||||
/// </summary>
|
||||
/// <param name="array">The array to copy the values to.</param>
|
||||
/// <param name="arrayIndex">The index into the array to start copying the values.</param>
|
||||
/// <exception cref="System.ArgumentNullException">The array is null.</exception>
|
||||
/// <exception cref="System.ArgumentOutOfRangeException">The arrayIndex is negative.</exception>
|
||||
/// <exception cref="System.ArgumentException">The array, starting at the given index, is not large enough to contain all the values.</exception>
|
||||
public void CopyTo (TValue[] array, int arrayIndex) {
|
||||
values.CopyTo(array, arrayIndex);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the number of values in the OrderedDictionary.
|
||||
/// </summary>
|
||||
public int Count {
|
||||
get {
|
||||
return values.Count;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets an enumerator over the values in the OrderedDictionary.
|
||||
/// </summary>
|
||||
/// <returns>The enumerator.</returns>
|
||||
public IEnumerator<TValue> GetEnumerator () {
|
||||
return values.GetEnumerator();
|
||||
}
|
||||
|
||||
[EditorBrowsable(EditorBrowsableState.Never)]
|
||||
bool ICollection<TValue>.Contains (TValue item) {
|
||||
return values.Contains(item);
|
||||
}
|
||||
|
||||
[EditorBrowsable(EditorBrowsableState.Never)]
|
||||
void ICollection<TValue>.Add (TValue item) {
|
||||
throw new NotSupportedException(EditReadOnlyListMessage);
|
||||
}
|
||||
|
||||
[EditorBrowsable(EditorBrowsableState.Never)]
|
||||
void ICollection<TValue>.Clear () {
|
||||
throw new NotSupportedException(EditReadOnlyListMessage);
|
||||
}
|
||||
|
||||
[EditorBrowsable(EditorBrowsableState.Never)]
|
||||
bool ICollection<TValue>.IsReadOnly {
|
||||
get {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
[EditorBrowsable(EditorBrowsableState.Never)]
|
||||
bool ICollection<TValue>.Remove (TValue item) {
|
||||
throw new NotSupportedException(EditReadOnlyListMessage);
|
||||
}
|
||||
|
||||
IEnumerator IEnumerable.GetEnumerator () {
|
||||
return GetEnumerator();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal class OrderedDictionaryDebugView<TKey, TValue>
|
||||
{
|
||||
private readonly OrderedDictionary<TKey, TValue> dictionary;
|
||||
|
||||
public OrderedDictionaryDebugView (OrderedDictionary<TKey, TValue> dictionary) {
|
||||
this.dictionary = dictionary;
|
||||
}
|
||||
|
||||
[DebuggerBrowsable(DebuggerBrowsableState.RootHidden)]
|
||||
public KeyValuePair<TKey, TValue>[] Items {
|
||||
get {
|
||||
return dictionary.ToArray();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Provides extensions methods for constructing instances of <see cref="OrderedDictionary{TKey, TValue}"/>.
|
||||
/// </summary>
|
||||
public static class CollectionExtensions
|
||||
{
|
||||
#region ToOrderedDictionary
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new OrderedDictionary from the given collection, using the key selector to extract the key.
|
||||
/// </summary>
|
||||
/// <typeparam name="TSource">The type of the items in the collection.</typeparam>
|
||||
/// <typeparam name="TKey">The type of the key.</typeparam>
|
||||
/// <param name="source">The items to created the OrderedDictionary from.</param>
|
||||
/// <param name="keySelector">A delegate that can extract a key from an item in the collection.</param>
|
||||
/// <returns>An OrderedDictionary mapping the extracted keys to their values.</returns>
|
||||
public static OrderedDictionary<TKey, TSource> ToOrderedDictionary<TSource, TKey> (this IEnumerable<TSource> source, Func<TSource, TKey> keySelector) {
|
||||
return ToOrderedDictionary(source, keySelector, null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new OrderedDictionary from the given collection, using the key selector to extract the key.
|
||||
/// The key comparer is passed to the OrderedDictionary for comparing the extracted keys.
|
||||
/// </summary>
|
||||
/// <typeparam name="TSource">The type of the items in the collection.</typeparam>
|
||||
/// <typeparam name="TKey">The type of the key.</typeparam>
|
||||
/// <param name="source">The items to created the OrderedDictionary from.</param>
|
||||
/// <param name="keySelector">A delegate that can extract a key from an item in the collection.</param>
|
||||
/// <param name="comparer">The key equality comparer to use to compare keys in the dictionary.</param>
|
||||
/// <returns>An OrderedDictionary mapping the extracted keys to their values.</returns>
|
||||
public static OrderedDictionary<TKey, TSource> ToOrderedDictionary<TSource, TKey> (
|
||||
this IEnumerable<TSource> source,
|
||||
Func<TSource, TKey> keySelector,
|
||||
IEqualityComparer<TKey> comparer) {
|
||||
if (source == null) {
|
||||
throw new ArgumentNullException("source");
|
||||
}
|
||||
if (keySelector == null) {
|
||||
throw new ArgumentNullException("keySelector");
|
||||
}
|
||||
var dictionary = new OrderedDictionary<TKey, TSource>(comparer);
|
||||
foreach (TSource item in source) {
|
||||
TKey key = keySelector(item);
|
||||
dictionary.Add(key, item);
|
||||
}
|
||||
return dictionary;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ca4b738078ed756469d5d97bcca93e6f
|
||||
timeCreated: 1636570216
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,42 +0,0 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, 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.
|
||||
*****************************************************************************/
|
||||
|
||||
namespace Spine {
|
||||
|
||||
///<summary>The interface for items updated by <see cref="Skeleton.UpdateWorldTransform()"/>.</summary>
|
||||
public interface IUpdatable {
|
||||
void Update ();
|
||||
|
||||
///<summary>Returns false when this item has not been updated because a skin is required and the <see cref="Skeleton.Skin">active
|
||||
/// skin</see> does not contain this item.</summary>
|
||||
/// <seealso cref="Skin.Bones"/>
|
||||
/// <seealso cref="Skin.Constraints"/>
|
||||
bool Active { get; }
|
||||
}
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 44a51df5672fe4249b6763960587a017
|
||||
timeCreated: 1456265154
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,365 +0,0 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, 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.
|
||||
*****************************************************************************/
|
||||
|
||||
using System;
|
||||
|
||||
namespace Spine {
|
||||
/// <summary>
|
||||
/// <para>
|
||||
/// Stores the current pose for an IK constraint. An IK constraint adjusts the rotation of 1 or 2 constrained bones so the tip of
|
||||
/// the last bone is as close to the target bone as possible.</para>
|
||||
/// <para>
|
||||
/// See <a href="http://esotericsoftware.com/spine-ik-constraints">IK constraints</a> in the Spine User Guide.</para>
|
||||
/// </summary>
|
||||
public class IkConstraint : IUpdatable {
|
||||
internal IkConstraintData data;
|
||||
internal ExposedList<Bone> bones = new ExposedList<Bone>();
|
||||
internal Bone target;
|
||||
internal int bendDirection;
|
||||
internal bool compress, stretch;
|
||||
internal float mix = 1, softness;
|
||||
|
||||
internal bool active;
|
||||
|
||||
public IkConstraint (IkConstraintData data, Skeleton skeleton) {
|
||||
if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
|
||||
if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
|
||||
this.data = data;
|
||||
mix = data.mix;
|
||||
softness = data.softness;
|
||||
bendDirection = data.bendDirection;
|
||||
compress = data.compress;
|
||||
stretch = data.stretch;
|
||||
|
||||
bones = new ExposedList<Bone>(data.bones.Count);
|
||||
foreach (BoneData boneData in data.bones)
|
||||
bones.Add(skeleton.FindBone(boneData.name));
|
||||
target = skeleton.FindBone(data.target.name);
|
||||
}
|
||||
|
||||
/// <summary>Copy constructor.</summary>
|
||||
public IkConstraint (IkConstraint constraint, Skeleton skeleton) {
|
||||
if (constraint == null) throw new ArgumentNullException("constraint cannot be null.");
|
||||
if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null.");
|
||||
data = constraint.data;
|
||||
bones = new ExposedList<Bone>(constraint.Bones.Count);
|
||||
foreach (Bone bone in constraint.Bones)
|
||||
bones.Add(skeleton.Bones.Items[bone.data.index]);
|
||||
target = skeleton.Bones.Items[constraint.target.data.index];
|
||||
mix = constraint.mix;
|
||||
softness = constraint.softness;
|
||||
bendDirection = constraint.bendDirection;
|
||||
compress = constraint.compress;
|
||||
stretch = constraint.stretch;
|
||||
}
|
||||
|
||||
/// <summary>Applies the constraint to the constrained bones.</summary>
|
||||
public void Apply () {
|
||||
Update();
|
||||
}
|
||||
|
||||
public void Update () {
|
||||
Bone target = this.target;
|
||||
ExposedList<Bone> bones = this.bones;
|
||||
switch (bones.Count) {
|
||||
case 1:
|
||||
Apply(bones.Items[0], target.worldX, target.worldY, compress, stretch, data.uniform, mix);
|
||||
break;
|
||||
case 2:
|
||||
Apply(bones.Items[0], bones.Items[1], target.worldX, target.worldY, bendDirection, stretch, softness, mix);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>The bones that will be modified by this IK constraint.</summary>
|
||||
public ExposedList<Bone> Bones {
|
||||
get { return bones; }
|
||||
}
|
||||
|
||||
/// <summary>The bone that is the IK target.</summary>
|
||||
public Bone Target {
|
||||
get { return target; }
|
||||
set { target = value; }
|
||||
}
|
||||
|
||||
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained rotations.</summary>
|
||||
public float Mix {
|
||||
get { return mix; }
|
||||
set { mix = value; }
|
||||
}
|
||||
|
||||
///<summary>For two bone IK, the distance from the maximum reach of the bones that rotation will slow.</summary>
|
||||
public float Softness {
|
||||
get { return softness; }
|
||||
set { softness = value; }
|
||||
}
|
||||
|
||||
/// <summary>Controls the bend direction of the IK bones, either 1 or -1.</summary>
|
||||
public int BendDirection {
|
||||
get { return bendDirection; }
|
||||
set { bendDirection = value; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When true and only a single bone is being constrained, if the target is too close, the bone is scaled to reach it.</summary>
|
||||
public bool Compress {
|
||||
get { return compress; }
|
||||
set { compress = value; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When true, if the target is out of range, the parent bone is scaled to reach it. If more than one bone is being constrained
|
||||
/// and the parent bone has local nonuniform scale, stretch is not applied.</summary>
|
||||
public bool Stretch {
|
||||
get { return stretch; }
|
||||
set { stretch = value; }
|
||||
}
|
||||
|
||||
public bool Active {
|
||||
get { return active; }
|
||||
}
|
||||
|
||||
/// <summary>The IK constraint's setup pose data.</summary>
|
||||
public IkConstraintData Data {
|
||||
get { return data; }
|
||||
}
|
||||
|
||||
override public string ToString () {
|
||||
return data.name;
|
||||
}
|
||||
|
||||
/// <summary>Applies 1 bone IK. The target is specified in the world coordinate system.</summary>
|
||||
static public void Apply (Bone bone, float targetX, float targetY, bool compress, bool stretch, bool uniform,
|
||||
float alpha) {
|
||||
if (!bone.appliedValid) bone.UpdateAppliedTransform();
|
||||
Bone p = bone.parent;
|
||||
|
||||
float pa = p.a, pb = p.b, pc = p.c, pd = p.d;
|
||||
float rotationIK = -bone.ashearX - bone.arotation;
|
||||
float tx = 0, ty = 0;
|
||||
|
||||
switch(bone.data.transformMode) {
|
||||
case TransformMode.OnlyTranslation:
|
||||
tx = targetX - bone.worldX;
|
||||
ty = targetY - bone.worldY;
|
||||
break;
|
||||
case TransformMode.NoRotationOrReflection: {
|
||||
float s = Math.Abs(pa * pd - pb * pc) / (pa * pa + pc * pc);
|
||||
float sa = pa / bone.skeleton.ScaleX;
|
||||
float sc = pc / bone.skeleton.ScaleY;
|
||||
pb = -sc * s * bone.skeleton.ScaleX;
|
||||
pd = sa * s * bone.skeleton.ScaleY;
|
||||
rotationIK += (float)Math.Atan2(pc, pa) * MathUtils.RadDeg;
|
||||
goto default; // Fall through.
|
||||
}
|
||||
default: {
|
||||
float x = targetX - p.worldX, y = targetY - p.worldY;
|
||||
float d = pa * pd - pb * pc;
|
||||
tx = (x * pd - y * pb) / d - bone.ax;
|
||||
ty = (y * pa - x * pc) / d - bone.ay;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
rotationIK += (float)Math.Atan2(ty, tx) * MathUtils.RadDeg;
|
||||
if (bone.ascaleX < 0) rotationIK += 180;
|
||||
if (rotationIK > 180)
|
||||
rotationIK -= 360;
|
||||
else if (rotationIK < -180) //
|
||||
rotationIK += 360;
|
||||
|
||||
float sx = bone.ascaleX, sy = bone.ascaleY;
|
||||
if (compress || stretch) {
|
||||
switch (bone.data.transformMode) {
|
||||
case TransformMode.NoScale:
|
||||
tx = targetX - bone.worldX;
|
||||
ty = targetY - bone.worldY;
|
||||
break;
|
||||
case TransformMode.NoScaleOrReflection:
|
||||
tx = targetX - bone.worldX;
|
||||
ty = targetY - bone.worldY;
|
||||
break;
|
||||
}
|
||||
float b = bone.data.length * sx, dd = (float)Math.Sqrt(tx * tx + ty * ty);
|
||||
if ((compress && dd < b) || (stretch && dd > b) && b > 0.0001f) {
|
||||
float s = (dd / b - 1) * alpha + 1;
|
||||
sx *= s;
|
||||
if (uniform) sy *= s;
|
||||
}
|
||||
}
|
||||
bone.UpdateWorldTransform(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, sx, sy, bone.ashearX, bone.ashearY);
|
||||
}
|
||||
|
||||
/// <summary>Applies 2 bone IK. The target is specified in the world coordinate system.</summary>
|
||||
/// <param name="child">A direct descendant of the parent bone.</param>
|
||||
static public void Apply (Bone parent, Bone child, float targetX, float targetY, int bendDir, bool stretch, float softness,
|
||||
float alpha) {
|
||||
if (alpha == 0) {
|
||||
child.UpdateWorldTransform();
|
||||
return;
|
||||
}
|
||||
if (!parent.appliedValid) parent.UpdateAppliedTransform();
|
||||
if (!child.appliedValid) child.UpdateAppliedTransform();
|
||||
float px = parent.ax, py = parent.ay, psx = parent.ascaleX, sx = psx, psy = parent.ascaleY, csx = child.ascaleX;
|
||||
int os1, os2, s2;
|
||||
if (psx < 0) {
|
||||
psx = -psx;
|
||||
os1 = 180;
|
||||
s2 = -1;
|
||||
} else {
|
||||
os1 = 0;
|
||||
s2 = 1;
|
||||
}
|
||||
if (psy < 0) {
|
||||
psy = -psy;
|
||||
s2 = -s2;
|
||||
}
|
||||
if (csx < 0) {
|
||||
csx = -csx;
|
||||
os2 = 180;
|
||||
} else
|
||||
os2 = 0;
|
||||
float cx = child.ax, cy, cwx, cwy, a = parent.a, b = parent.b, c = parent.c, d = parent.d;
|
||||
bool u = Math.Abs(psx - psy) <= 0.0001f;
|
||||
if (!u) {
|
||||
cy = 0;
|
||||
cwx = a * cx + parent.worldX;
|
||||
cwy = c * cx + parent.worldY;
|
||||
} else {
|
||||
cy = child.ay;
|
||||
cwx = a * cx + b * cy + parent.worldX;
|
||||
cwy = c * cx + d * cy + parent.worldY;
|
||||
}
|
||||
Bone pp = parent.parent;
|
||||
a = pp.a;
|
||||
b = pp.b;
|
||||
c = pp.c;
|
||||
d = pp.d;
|
||||
float id = 1 / (a * d - b * c), x = cwx - pp.worldX, y = cwy - pp.worldY;
|
||||
float dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py;
|
||||
float l1 = (float)Math.Sqrt(dx * dx + dy * dy), l2 = child.data.length * csx, a1, a2;
|
||||
if (l1 < 0.0001f) {
|
||||
Apply(parent, targetX, targetY, false, stretch, false, alpha);
|
||||
child.UpdateWorldTransform(cx, cy, 0, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY);
|
||||
return;
|
||||
}
|
||||
x = targetX - pp.worldX;
|
||||
y = targetY - pp.worldY;
|
||||
float tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py;
|
||||
float dd = tx * tx + ty * ty;
|
||||
if (softness != 0) {
|
||||
softness *= psx * (csx + 1) / 2;
|
||||
float td = (float)Math.Sqrt(dd), sd = td - l1 - l2 * psx + softness;
|
||||
if (sd > 0) {
|
||||
float p = Math.Min(1, sd / (softness * 2)) - 1;
|
||||
p = (sd - softness * (1 - p * p)) / td;
|
||||
tx -= p * tx;
|
||||
ty -= p * ty;
|
||||
dd = tx * tx + ty * ty;
|
||||
}
|
||||
}
|
||||
if (u) {
|
||||
l2 *= psx;
|
||||
float cos = (dd - l1 * l1 - l2 * l2) / (2 * l1 * l2);
|
||||
if (cos < -1)
|
||||
cos = -1;
|
||||
else if (cos > 1) {
|
||||
cos = 1;
|
||||
if (stretch) sx *= ((float)Math.Sqrt(dd) / (l1 + l2) - 1) * alpha + 1;
|
||||
}
|
||||
a2 = (float)Math.Acos(cos) * bendDir;
|
||||
a = l1 + l2 * cos;
|
||||
b = l2 * (float)Math.Sin(a2);
|
||||
a1 = (float)Math.Atan2(ty * a - tx * b, tx * a + ty * b);
|
||||
} else {
|
||||
a = psx * l2;
|
||||
b = psy * l2;
|
||||
float aa = a * a, bb = b * b, ta = (float)Math.Atan2(ty, tx);
|
||||
c = bb * l1 * l1 + aa * dd - aa * bb;
|
||||
float c1 = -2 * bb * l1, c2 = bb - aa;
|
||||
d = c1 * c1 - 4 * c2 * c;
|
||||
if (d >= 0) {
|
||||
float q = (float)Math.Sqrt(d);
|
||||
if (c1 < 0) q = -q;
|
||||
q = -(c1 + q) / 2;
|
||||
float r0 = q / c2, r1 = c / q;
|
||||
float r = Math.Abs(r0) < Math.Abs(r1) ? r0 : r1;
|
||||
if (r * r <= dd) {
|
||||
y = (float)Math.Sqrt(dd - r * r) * bendDir;
|
||||
a1 = ta - (float)Math.Atan2(y, r);
|
||||
a2 = (float)Math.Atan2(y / psy, (r - l1) / psx);
|
||||
goto break_outer; // break outer;
|
||||
}
|
||||
}
|
||||
float minAngle = MathUtils.PI, minX = l1 - a, minDist = minX * minX, minY = 0;
|
||||
float maxAngle = 0, maxX = l1 + a, maxDist = maxX * maxX, maxY = 0;
|
||||
c = -a * l1 / (aa - bb);
|
||||
if (c >= -1 && c <= 1) {
|
||||
c = (float)Math.Acos(c);
|
||||
x = a * (float)Math.Cos(c) + l1;
|
||||
y = b * (float)Math.Sin(c);
|
||||
d = x * x + y * y;
|
||||
if (d < minDist) {
|
||||
minAngle = c;
|
||||
minDist = d;
|
||||
minX = x;
|
||||
minY = y;
|
||||
}
|
||||
if (d > maxDist) {
|
||||
maxAngle = c;
|
||||
maxDist = d;
|
||||
maxX = x;
|
||||
maxY = y;
|
||||
}
|
||||
}
|
||||
if (dd <= (minDist + maxDist) / 2) {
|
||||
a1 = ta - (float)Math.Atan2(minY * bendDir, minX);
|
||||
a2 = minAngle * bendDir;
|
||||
} else {
|
||||
a1 = ta - (float)Math.Atan2(maxY * bendDir, maxX);
|
||||
a2 = maxAngle * bendDir;
|
||||
}
|
||||
}
|
||||
break_outer:
|
||||
float os = (float)Math.Atan2(cy, cx) * s2;
|
||||
float rotation = parent.arotation;
|
||||
a1 = (a1 - os) * MathUtils.RadDeg + os1 - rotation;
|
||||
if (a1 > 180)
|
||||
a1 -= 360;
|
||||
else if (a1 < -180) a1 += 360;
|
||||
parent.UpdateWorldTransform(px, py, rotation + a1 * alpha, sx, parent.ascaleY, 0, 0);
|
||||
rotation = child.arotation;
|
||||
a2 = ((a2 + os) * MathUtils.RadDeg - child.ashearX) * s2 + os2 - rotation;
|
||||
if (a2 > 180)
|
||||
a2 -= 360;
|
||||
else if (a2 < -180) a2 += 360;
|
||||
child.UpdateWorldTransform(cx, cy, rotation + a2 * alpha, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 916f8e6534860cc40824adfc2916baa7
|
||||
timeCreated: 1456265155
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,99 +0,0 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, 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.
|
||||
*****************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Spine {
|
||||
/// <summary>Stores the setup pose for an IkConstraint.</summary>
|
||||
public class IkConstraintData : ConstraintData {
|
||||
internal ExposedList<BoneData> bones = new ExposedList<BoneData>();
|
||||
internal BoneData target;
|
||||
internal int bendDirection = 1;
|
||||
internal bool compress, stretch, uniform;
|
||||
internal float mix = 1, softness;
|
||||
|
||||
public IkConstraintData (string name) : base(name) {
|
||||
}
|
||||
|
||||
/// <summary>The bones that are constrained by this IK Constraint.</summary>
|
||||
public ExposedList<BoneData> Bones {
|
||||
get { return bones; }
|
||||
}
|
||||
|
||||
/// <summary>The bone that is the IK target.</summary>
|
||||
public BoneData Target {
|
||||
get { return target; }
|
||||
set { target = value; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A percentage (0-1) that controls the mix between the constraint and unconstrained rotations.</summary>
|
||||
public float Mix {
|
||||
get { return mix; }
|
||||
set { mix = value; }
|
||||
}
|
||||
|
||||
///<summary>For two bone IK, the distance from the maximum reach of the bones that rotation will slow.</summary>
|
||||
public float Softness {
|
||||
get { return softness; }
|
||||
set { softness = value; }
|
||||
}
|
||||
|
||||
/// <summary>Controls the bend direction of the IK bones, either 1 or -1.</summary>
|
||||
public int BendDirection {
|
||||
get { return bendDirection; }
|
||||
set { bendDirection = value; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When true, and only a single bone is being constrained,
|
||||
/// if the target is too close, the bone is scaled to reach it. </summary>
|
||||
public bool Compress {
|
||||
get { return compress; }
|
||||
set { compress = value; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When true, if the target is out of range, the parent bone is scaled on the X axis to reach it.
|
||||
/// If the bone has local nonuniform scale, stretching is not applied.</summary>
|
||||
public bool Stretch {
|
||||
get { return stretch; }
|
||||
set { stretch = value; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When true, only a single bone is being constrained and Compress or Stretch is used,
|
||||
/// the bone is scaled both on the X and Y axes.</summary>
|
||||
public bool Uniform {
|
||||
get { return uniform; }
|
||||
set { uniform = value; }
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 94ad1e9256073264785f806086a000ba
|
||||
timeCreated: 1456265155
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,531 +0,0 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, 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.
|
||||
*****************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using System.Collections;
|
||||
using System.Globalization;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Spine {
|
||||
public static class Json {
|
||||
public static object Deserialize (TextReader text) {
|
||||
var parser = new SharpJson.JsonDecoder();
|
||||
parser.parseNumbersAsFloat = true;
|
||||
return parser.Decode(text.ReadToEnd());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Copyright (c) 2016 Adriano Tinoco d'Oliveira Rezende
|
||||
*
|
||||
* Based on the JSON parser by Patrick van Bergen
|
||||
* http://techblog.procurios.nl/k/news/view/14605/14863/how-do-i-write-my-own-parser-(for-json).html
|
||||
*
|
||||
* Changes made:
|
||||
*
|
||||
* - Optimized parser speed (deserialize roughly near 3x faster than original)
|
||||
* - Added support to handle lexer/parser error messages with line numbers
|
||||
* - Added more fine grained control over type conversions during the parsing
|
||||
* - Refactory API (Separate Lexer code from Parser code and the Encoder from Decoder)
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy of this software
|
||||
* and associated documentation files (the "Software"), to deal in the Software without restriction,
|
||||
* including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
||||
* and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
|
||||
* subject to the following conditions:
|
||||
* The above copyright notice and this permission notice shall be included in all copies or substantial
|
||||
* portions of the Software.
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT
|
||||
* LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE
|
||||
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
*/
|
||||
namespace SharpJson
|
||||
{
|
||||
class Lexer
|
||||
{
|
||||
public enum Token {
|
||||
None,
|
||||
Null,
|
||||
True,
|
||||
False,
|
||||
Colon,
|
||||
Comma,
|
||||
String,
|
||||
Number,
|
||||
CurlyOpen,
|
||||
CurlyClose,
|
||||
SquaredOpen,
|
||||
SquaredClose,
|
||||
};
|
||||
|
||||
public bool hasError {
|
||||
get {
|
||||
return !success;
|
||||
}
|
||||
}
|
||||
|
||||
public int lineNumber {
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public bool parseNumbersAsFloat {
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
char[] json;
|
||||
int index = 0;
|
||||
bool success = true;
|
||||
char[] stringBuffer = new char[4096];
|
||||
|
||||
public Lexer(string text)
|
||||
{
|
||||
Reset();
|
||||
|
||||
json = text.ToCharArray();
|
||||
parseNumbersAsFloat = false;
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
index = 0;
|
||||
lineNumber = 1;
|
||||
success = true;
|
||||
}
|
||||
|
||||
public string ParseString()
|
||||
{
|
||||
int idx = 0;
|
||||
StringBuilder builder = null;
|
||||
|
||||
SkipWhiteSpaces();
|
||||
|
||||
// "
|
||||
char c = json[index++];
|
||||
|
||||
bool failed = false;
|
||||
bool complete = false;
|
||||
|
||||
while (!complete && !failed) {
|
||||
if (index == json.Length)
|
||||
break;
|
||||
|
||||
c = json[index++];
|
||||
if (c == '"') {
|
||||
complete = true;
|
||||
break;
|
||||
} else if (c == '\\') {
|
||||
if (index == json.Length)
|
||||
break;
|
||||
|
||||
c = json[index++];
|
||||
|
||||
switch (c) {
|
||||
case '"':
|
||||
stringBuffer[idx++] = '"';
|
||||
break;
|
||||
case '\\':
|
||||
stringBuffer[idx++] = '\\';
|
||||
break;
|
||||
case '/':
|
||||
stringBuffer[idx++] = '/';
|
||||
break;
|
||||
case 'b':
|
||||
stringBuffer[idx++] = '\b';
|
||||
break;
|
||||
case'f':
|
||||
stringBuffer[idx++] = '\f';
|
||||
break;
|
||||
case 'n':
|
||||
stringBuffer[idx++] = '\n';
|
||||
break;
|
||||
case 'r':
|
||||
stringBuffer[idx++] = '\r';
|
||||
break;
|
||||
case 't':
|
||||
stringBuffer[idx++] = '\t';
|
||||
break;
|
||||
case 'u':
|
||||
int remainingLength = json.Length - index;
|
||||
if (remainingLength >= 4) {
|
||||
var hex = new string(json, index, 4);
|
||||
|
||||
// XXX: handle UTF
|
||||
stringBuffer[idx++] = (char) Convert.ToInt32(hex, 16);
|
||||
|
||||
// skip 4 chars
|
||||
index += 4;
|
||||
} else {
|
||||
failed = true;
|
||||
}
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
stringBuffer[idx++] = c;
|
||||
}
|
||||
|
||||
if (idx >= stringBuffer.Length) {
|
||||
if (builder == null)
|
||||
builder = new StringBuilder();
|
||||
|
||||
builder.Append(stringBuffer, 0, idx);
|
||||
idx = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (!complete) {
|
||||
success = false;
|
||||
return null;
|
||||
}
|
||||
|
||||
if (builder != null)
|
||||
return builder.ToString ();
|
||||
else
|
||||
return new string (stringBuffer, 0, idx);
|
||||
}
|
||||
|
||||
string GetNumberString()
|
||||
{
|
||||
SkipWhiteSpaces();
|
||||
|
||||
int lastIndex = GetLastIndexOfNumber(index);
|
||||
int charLength = (lastIndex - index) + 1;
|
||||
|
||||
var result = new string (json, index, charLength);
|
||||
|
||||
index = lastIndex + 1;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public float ParseFloatNumber()
|
||||
{
|
||||
float number;
|
||||
var str = GetNumberString ();
|
||||
|
||||
if (!float.TryParse (str, NumberStyles.Float, CultureInfo.InvariantCulture, out number))
|
||||
return 0;
|
||||
|
||||
return number;
|
||||
}
|
||||
|
||||
public double ParseDoubleNumber()
|
||||
{
|
||||
double number;
|
||||
var str = GetNumberString ();
|
||||
|
||||
if (!double.TryParse(str, NumberStyles.Any, CultureInfo.InvariantCulture, out number))
|
||||
return 0;
|
||||
|
||||
return number;
|
||||
}
|
||||
|
||||
int GetLastIndexOfNumber(int index)
|
||||
{
|
||||
int lastIndex;
|
||||
|
||||
for (lastIndex = index; lastIndex < json.Length; lastIndex++) {
|
||||
char ch = json[lastIndex];
|
||||
|
||||
if ((ch < '0' || ch > '9') && ch != '+' && ch != '-'
|
||||
&& ch != '.' && ch != 'e' && ch != 'E')
|
||||
break;
|
||||
}
|
||||
|
||||
return lastIndex - 1;
|
||||
}
|
||||
|
||||
void SkipWhiteSpaces()
|
||||
{
|
||||
for (; index < json.Length; index++) {
|
||||
char ch = json[index];
|
||||
|
||||
if (ch == '\n')
|
||||
lineNumber++;
|
||||
|
||||
if (!char.IsWhiteSpace(json[index]))
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public Token LookAhead()
|
||||
{
|
||||
SkipWhiteSpaces();
|
||||
|
||||
int savedIndex = index;
|
||||
return NextToken(json, ref savedIndex);
|
||||
}
|
||||
|
||||
public Token NextToken()
|
||||
{
|
||||
SkipWhiteSpaces();
|
||||
return NextToken(json, ref index);
|
||||
}
|
||||
|
||||
static Token NextToken(char[] json, ref int index)
|
||||
{
|
||||
if (index == json.Length)
|
||||
return Token.None;
|
||||
|
||||
char c = json[index++];
|
||||
|
||||
switch (c) {
|
||||
case '{':
|
||||
return Token.CurlyOpen;
|
||||
case '}':
|
||||
return Token.CurlyClose;
|
||||
case '[':
|
||||
return Token.SquaredOpen;
|
||||
case ']':
|
||||
return Token.SquaredClose;
|
||||
case ',':
|
||||
return Token.Comma;
|
||||
case '"':
|
||||
return Token.String;
|
||||
case '0': case '1': case '2': case '3': case '4':
|
||||
case '5': case '6': case '7': case '8': case '9':
|
||||
case '-':
|
||||
return Token.Number;
|
||||
case ':':
|
||||
return Token.Colon;
|
||||
}
|
||||
|
||||
index--;
|
||||
|
||||
int remainingLength = json.Length - index;
|
||||
|
||||
// false
|
||||
if (remainingLength >= 5) {
|
||||
if (json[index] == 'f' &&
|
||||
json[index + 1] == 'a' &&
|
||||
json[index + 2] == 'l' &&
|
||||
json[index + 3] == 's' &&
|
||||
json[index + 4] == 'e') {
|
||||
index += 5;
|
||||
return Token.False;
|
||||
}
|
||||
}
|
||||
|
||||
// true
|
||||
if (remainingLength >= 4) {
|
||||
if (json[index] == 't' &&
|
||||
json[index + 1] == 'r' &&
|
||||
json[index + 2] == 'u' &&
|
||||
json[index + 3] == 'e') {
|
||||
index += 4;
|
||||
return Token.True;
|
||||
}
|
||||
}
|
||||
|
||||
// null
|
||||
if (remainingLength >= 4) {
|
||||
if (json[index] == 'n' &&
|
||||
json[index + 1] == 'u' &&
|
||||
json[index + 2] == 'l' &&
|
||||
json[index + 3] == 'l') {
|
||||
index += 4;
|
||||
return Token.Null;
|
||||
}
|
||||
}
|
||||
|
||||
return Token.None;
|
||||
}
|
||||
}
|
||||
|
||||
public class JsonDecoder
|
||||
{
|
||||
public string errorMessage {
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public bool parseNumbersAsFloat {
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
Lexer lexer;
|
||||
|
||||
public JsonDecoder()
|
||||
{
|
||||
errorMessage = null;
|
||||
parseNumbersAsFloat = false;
|
||||
}
|
||||
|
||||
public object Decode(string text)
|
||||
{
|
||||
errorMessage = null;
|
||||
|
||||
lexer = new Lexer(text);
|
||||
lexer.parseNumbersAsFloat = parseNumbersAsFloat;
|
||||
|
||||
return ParseValue();
|
||||
}
|
||||
|
||||
public static object DecodeText(string text)
|
||||
{
|
||||
var builder = new JsonDecoder();
|
||||
return builder.Decode(text);
|
||||
}
|
||||
|
||||
IDictionary<string, object> ParseObject()
|
||||
{
|
||||
var table = new Dictionary<string, object>();
|
||||
|
||||
// {
|
||||
lexer.NextToken();
|
||||
|
||||
while (true) {
|
||||
var token = lexer.LookAhead();
|
||||
|
||||
switch (token) {
|
||||
case Lexer.Token.None:
|
||||
TriggerError("Invalid token");
|
||||
return null;
|
||||
case Lexer.Token.Comma:
|
||||
lexer.NextToken();
|
||||
break;
|
||||
case Lexer.Token.CurlyClose:
|
||||
lexer.NextToken();
|
||||
return table;
|
||||
default:
|
||||
// name
|
||||
string name = EvalLexer(lexer.ParseString());
|
||||
|
||||
if (errorMessage != null)
|
||||
return null;
|
||||
|
||||
// :
|
||||
token = lexer.NextToken();
|
||||
|
||||
if (token != Lexer.Token.Colon) {
|
||||
TriggerError("Invalid token; expected ':'");
|
||||
return null;
|
||||
}
|
||||
|
||||
// value
|
||||
object value = ParseValue();
|
||||
|
||||
if (errorMessage != null)
|
||||
return null;
|
||||
|
||||
table[name] = value;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//return null; // Unreachable code
|
||||
}
|
||||
|
||||
IList<object> ParseArray()
|
||||
{
|
||||
var array = new List<object>();
|
||||
|
||||
// [
|
||||
lexer.NextToken();
|
||||
|
||||
while (true) {
|
||||
var token = lexer.LookAhead();
|
||||
|
||||
switch (token) {
|
||||
case Lexer.Token.None:
|
||||
TriggerError("Invalid token");
|
||||
return null;
|
||||
case Lexer.Token.Comma:
|
||||
lexer.NextToken();
|
||||
break;
|
||||
case Lexer.Token.SquaredClose:
|
||||
lexer.NextToken();
|
||||
return array;
|
||||
default:
|
||||
object value = ParseValue();
|
||||
|
||||
if (errorMessage != null)
|
||||
return null;
|
||||
|
||||
array.Add(value);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//return null; // Unreachable code
|
||||
}
|
||||
|
||||
object ParseValue()
|
||||
{
|
||||
switch (lexer.LookAhead()) {
|
||||
case Lexer.Token.String:
|
||||
return EvalLexer(lexer.ParseString());
|
||||
case Lexer.Token.Number:
|
||||
if (parseNumbersAsFloat)
|
||||
return EvalLexer(lexer.ParseFloatNumber());
|
||||
else
|
||||
return EvalLexer(lexer.ParseDoubleNumber());
|
||||
case Lexer.Token.CurlyOpen:
|
||||
return ParseObject();
|
||||
case Lexer.Token.SquaredOpen:
|
||||
return ParseArray();
|
||||
case Lexer.Token.True:
|
||||
lexer.NextToken();
|
||||
return true;
|
||||
case Lexer.Token.False:
|
||||
lexer.NextToken();
|
||||
return false;
|
||||
case Lexer.Token.Null:
|
||||
lexer.NextToken();
|
||||
return null;
|
||||
case Lexer.Token.None:
|
||||
break;
|
||||
}
|
||||
|
||||
TriggerError("Unable to parse value");
|
||||
return null;
|
||||
}
|
||||
|
||||
void TriggerError(string message)
|
||||
{
|
||||
errorMessage = string.Format("Error: '{0}' at line {1}",
|
||||
message, lexer.lineNumber);
|
||||
}
|
||||
|
||||
T EvalLexer<T>(T value)
|
||||
{
|
||||
if (lexer.hasError)
|
||||
TriggerError("Lexical error ocurred");
|
||||
|
||||
return value;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 371f40ecc08b2eb4cbec49585d41e2c3
|
||||
timeCreated: 1456265153
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,173 +0,0 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, 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.
|
||||
*****************************************************************************/
|
||||
|
||||
//#define USE_FAST_SIN_COS_ATAN2_APPROXIMATIONS
|
||||
|
||||
using System;
|
||||
|
||||
namespace Spine {
|
||||
public static class MathUtils {
|
||||
public const float PI = 3.1415927f;
|
||||
public const float PI2 = PI * 2;
|
||||
public const float RadDeg = 180f / PI;
|
||||
public const float DegRad = PI / 180;
|
||||
|
||||
static Random random = new Random();
|
||||
|
||||
#if USE_FAST_SIN_COS_ATAN2_APPROXIMATIONS
|
||||
const int SIN_BITS = 14; // 16KB. Adjust for accuracy.
|
||||
const int SIN_MASK = ~(-1 << SIN_BITS);
|
||||
const int SIN_COUNT = SIN_MASK + 1;
|
||||
const float RadFull = PI * 2;
|
||||
const float DegFull = 360;
|
||||
const float RadToIndex = SIN_COUNT / RadFull;
|
||||
const float DegToIndex = SIN_COUNT / DegFull;
|
||||
static float[] sin = new float[SIN_COUNT];
|
||||
|
||||
static MathUtils () {
|
||||
for (int i = 0; i < SIN_COUNT; i++)
|
||||
sin[i] = (float)Math.Sin((i + 0.5f) / SIN_COUNT * RadFull);
|
||||
for (int i = 0; i < 360; i += 90)
|
||||
sin[(int)(i * DegToIndex) & SIN_MASK] = (float)Math.Sin(i * DegRad);
|
||||
}
|
||||
|
||||
/// <summary>Returns the sine of a given angle in radians from a lookup table.</summary>
|
||||
static public float Sin (float radians) {
|
||||
return sin[(int)(radians * RadToIndex) & SIN_MASK];
|
||||
}
|
||||
|
||||
/// <summary>Returns the cosine of a given angle in radians from a lookup table.</summary>
|
||||
static public float Cos (float radians) {
|
||||
return sin[(int)((radians + PI / 2) * RadToIndex) & SIN_MASK];
|
||||
}
|
||||
|
||||
/// <summary>Returns the sine of a given angle in degrees from a lookup table.</summary>
|
||||
static public float SinDeg (float degrees) {
|
||||
return sin[(int)(degrees * DegToIndex) & SIN_MASK];
|
||||
}
|
||||
|
||||
/// <summary>Returns the cosine of a given angle in degrees from a lookup table.</summary>
|
||||
static public float CosDeg (float degrees) {
|
||||
return sin[(int)((degrees + 90) * DegToIndex) & SIN_MASK];
|
||||
}
|
||||
|
||||
/// <summary>Returns atan2 in radians, faster but less accurate than Math.Atan2. Average error of 0.00231 radians (0.1323
|
||||
/// degrees), largest error of 0.00488 radians (0.2796 degrees).</summary>
|
||||
static public float Atan2 (float y, float x) {
|
||||
if (x == 0f) {
|
||||
if (y > 0f) return PI / 2;
|
||||
if (y == 0f) return 0f;
|
||||
return -PI / 2;
|
||||
}
|
||||
float atan, z = y / x;
|
||||
if (Math.Abs(z) < 1f) {
|
||||
atan = z / (1f + 0.28f * z * z);
|
||||
if (x < 0f) return atan + (y < 0f ? -PI : PI);
|
||||
return atan;
|
||||
}
|
||||
atan = PI / 2 - z / (z * z + 0.28f);
|
||||
return y < 0f ? atan - PI : atan;
|
||||
}
|
||||
#else
|
||||
/// <summary>Returns the sine of a given angle in radians.</summary>
|
||||
static public float Sin (float radians) {
|
||||
return (float)Math.Sin(radians);
|
||||
}
|
||||
|
||||
/// <summary>Returns the cosine of a given angle in radians.</summary>
|
||||
static public float Cos (float radians) {
|
||||
return (float)Math.Cos(radians);
|
||||
}
|
||||
|
||||
/// <summary>Returns the sine of a given angle in degrees.</summary>
|
||||
static public float SinDeg (float degrees) {
|
||||
return (float)Math.Sin(degrees * DegRad);
|
||||
}
|
||||
|
||||
/// <summary>Returns the cosine of a given angle in degrees.</summary>
|
||||
static public float CosDeg (float degrees) {
|
||||
return (float)Math.Cos(degrees * DegRad);
|
||||
}
|
||||
|
||||
/// <summary>Returns the atan2 using Math.Atan2.</summary>
|
||||
static public float Atan2 (float y, float x) {
|
||||
return (float)Math.Atan2(y, x);
|
||||
}
|
||||
#endif
|
||||
static public float Clamp (float value, float min, float max) {
|
||||
if (value < min) return min;
|
||||
if (value > max) return max;
|
||||
return value;
|
||||
}
|
||||
|
||||
static public float RandomTriangle(float min, float max) {
|
||||
return RandomTriangle(min, max, (min + max) * 0.5f);
|
||||
}
|
||||
|
||||
static public float RandomTriangle(float min, float max, float mode) {
|
||||
float u = (float)random.NextDouble();
|
||||
float d = max - min;
|
||||
if (u <= (mode - min) / d) return min + (float)Math.Sqrt(u * d * (mode - min));
|
||||
return max - (float)Math.Sqrt((1 - u) * d * (max - mode));
|
||||
}
|
||||
}
|
||||
|
||||
public abstract class IInterpolation {
|
||||
public static IInterpolation Pow2 = new Pow(2);
|
||||
public static IInterpolation Pow2Out = new PowOut(2);
|
||||
|
||||
protected abstract float Apply(float a);
|
||||
|
||||
public float Apply(float start, float end, float a) {
|
||||
return start + (end - start) * Apply(a);
|
||||
}
|
||||
}
|
||||
|
||||
public class Pow: IInterpolation {
|
||||
public float Power { get; set; }
|
||||
|
||||
public Pow(float power) {
|
||||
Power = power;
|
||||
}
|
||||
|
||||
protected override float Apply(float a) {
|
||||
if (a <= 0.5f) return (float)Math.Pow(a * 2, Power) / 2;
|
||||
return (float)Math.Pow((a - 1) * 2, Power) / (Power % 2 == 0 ? -2 : 2) + 1;
|
||||
}
|
||||
}
|
||||
|
||||
public class PowOut : Pow {
|
||||
public PowOut(float power) : base(power) {
|
||||
}
|
||||
|
||||
protected override float Apply(float a) {
|
||||
return (float)Math.Pow(a - 1, Power) * (Power % 2 == 0 ? -1 : 1) + 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 03b653e54c5403b4191f5003d64c6e18
|
||||
timeCreated: 1456265153
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,467 +0,0 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, 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.
|
||||
*****************************************************************************/
|
||||
|
||||
using System;
|
||||
|
||||
namespace Spine {
|
||||
|
||||
/// <summary>
|
||||
/// <para>
|
||||
/// Stores the current pose for a path constraint. A path constraint adjusts the rotation, translation, and scale of the
|
||||
/// constrained bones so they follow a {@link PathAttachment}.</para>
|
||||
/// <para>
|
||||
/// See <a href="http://esotericsoftware.com/spine-path-constraints">Path constraints</a> in the Spine User Guide.</para>
|
||||
/// </summary>
|
||||
public class PathConstraint : IUpdatable {
|
||||
const int NONE = -1, BEFORE = -2, AFTER = -3;
|
||||
const float Epsilon = 0.00001f;
|
||||
|
||||
internal PathConstraintData data;
|
||||
internal ExposedList<Bone> bones;
|
||||
internal Slot target;
|
||||
internal float position, spacing, rotateMix, translateMix;
|
||||
|
||||
internal bool active;
|
||||
|
||||
internal ExposedList<float> spaces = new ExposedList<float>(), positions = new ExposedList<float>();
|
||||
internal ExposedList<float> world = new ExposedList<float>(), curves = new ExposedList<float>(), lengths = new ExposedList<float>();
|
||||
internal float[] segments = new float[10];
|
||||
|
||||
public PathConstraint (PathConstraintData data, Skeleton skeleton) {
|
||||
if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
|
||||
if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
|
||||
this.data = data;
|
||||
bones = new ExposedList<Bone>(data.Bones.Count);
|
||||
foreach (BoneData boneData in data.bones)
|
||||
bones.Add(skeleton.FindBone(boneData.name));
|
||||
target = skeleton.FindSlot(data.target.name);
|
||||
position = data.position;
|
||||
spacing = data.spacing;
|
||||
rotateMix = data.rotateMix;
|
||||
translateMix = data.translateMix;
|
||||
}
|
||||
|
||||
/// <summary>Copy constructor.</summary>
|
||||
public PathConstraint (PathConstraint constraint, Skeleton skeleton) {
|
||||
if (constraint == null) throw new ArgumentNullException("constraint cannot be null.");
|
||||
if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null.");
|
||||
data = constraint.data;
|
||||
bones = new ExposedList<Bone>(constraint.Bones.Count);
|
||||
foreach (Bone bone in constraint.Bones)
|
||||
bones.Add(skeleton.Bones.Items[bone.data.index]);
|
||||
target = skeleton.slots.Items[constraint.target.data.index];
|
||||
position = constraint.position;
|
||||
spacing = constraint.spacing;
|
||||
rotateMix = constraint.rotateMix;
|
||||
translateMix = constraint.translateMix;
|
||||
}
|
||||
|
||||
/// <summary>Applies the constraint to the constrained bones.</summary>
|
||||
public void Apply () {
|
||||
Update();
|
||||
}
|
||||
|
||||
public void Update () {
|
||||
PathAttachment attachment = target.Attachment as PathAttachment;
|
||||
if (attachment == null) return;
|
||||
|
||||
float rotateMix = this.rotateMix, translateMix = this.translateMix;
|
||||
bool translate = translateMix > 0, rotate = rotateMix > 0;
|
||||
if (!translate && !rotate) return;
|
||||
|
||||
PathConstraintData data = this.data;
|
||||
bool percentSpacing = data.spacingMode == SpacingMode.Percent;
|
||||
RotateMode rotateMode = data.rotateMode;
|
||||
bool tangents = rotateMode == RotateMode.Tangent, scale = rotateMode == RotateMode.ChainScale;
|
||||
int boneCount = this.bones.Count, spacesCount = tangents ? boneCount : boneCount + 1;
|
||||
Bone[] bonesItems = this.bones.Items;
|
||||
ExposedList<float> spaces = this.spaces.Resize(spacesCount), lengths = null;
|
||||
float spacing = this.spacing;
|
||||
if (scale || !percentSpacing) {
|
||||
if (scale) lengths = this.lengths.Resize(boneCount);
|
||||
bool lengthSpacing = data.spacingMode == SpacingMode.Length;
|
||||
for (int i = 0, n = spacesCount - 1; i < n;) {
|
||||
Bone bone = bonesItems[i];
|
||||
float setupLength = bone.data.length;
|
||||
if (setupLength < PathConstraint.Epsilon) {
|
||||
if (scale) lengths.Items[i] = 0;
|
||||
spaces.Items[++i] = 0;
|
||||
} else if (percentSpacing) {
|
||||
if (scale) {
|
||||
float x = setupLength * bone.a, y = setupLength * bone.c;
|
||||
float length = (float)Math.Sqrt(x * x + y * y);
|
||||
lengths.Items[i] = length;
|
||||
}
|
||||
spaces.Items[++i] = spacing;
|
||||
} else {
|
||||
float x = setupLength * bone.a, y = setupLength * bone.c;
|
||||
float length = (float)Math.Sqrt(x * x + y * y);
|
||||
if (scale) lengths.Items[i] = length;
|
||||
spaces.Items[++i] = (lengthSpacing ? setupLength + spacing : spacing) * length / setupLength;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
for (int i = 1; i < spacesCount; i++)
|
||||
spaces.Items[i] = spacing;
|
||||
}
|
||||
|
||||
float[] positions = ComputeWorldPositions(attachment, spacesCount, tangents,
|
||||
data.positionMode == PositionMode.Percent, percentSpacing);
|
||||
float boneX = positions[0], boneY = positions[1], offsetRotation = data.offsetRotation;
|
||||
bool tip;
|
||||
if (offsetRotation == 0) {
|
||||
tip = rotateMode == RotateMode.Chain;
|
||||
} else {
|
||||
tip = false;
|
||||
Bone p = target.bone;
|
||||
offsetRotation *= p.a * p.d - p.b * p.c > 0 ? MathUtils.DegRad : -MathUtils.DegRad;
|
||||
}
|
||||
for (int i = 0, p = 3; i < boneCount; i++, p += 3) {
|
||||
Bone bone = bonesItems[i];
|
||||
bone.worldX += (boneX - bone.worldX) * translateMix;
|
||||
bone.worldY += (boneY - bone.worldY) * translateMix;
|
||||
float x = positions[p], y = positions[p + 1], dx = x - boneX, dy = y - boneY;
|
||||
if (scale) {
|
||||
float length = lengths.Items[i];
|
||||
if (length >= PathConstraint.Epsilon) {
|
||||
float s = ((float)Math.Sqrt(dx * dx + dy * dy) / length - 1) * rotateMix + 1;
|
||||
bone.a *= s;
|
||||
bone.c *= s;
|
||||
}
|
||||
}
|
||||
boneX = x;
|
||||
boneY = y;
|
||||
if (rotate) {
|
||||
float a = bone.a, b = bone.b, c = bone.c, d = bone.d, r, cos, sin;
|
||||
if (tangents)
|
||||
r = positions[p - 1];
|
||||
else if (spaces.Items[i + 1] < PathConstraint.Epsilon)
|
||||
r = positions[p + 2];
|
||||
else
|
||||
r = MathUtils.Atan2(dy, dx);
|
||||
r -= MathUtils.Atan2(c, a);
|
||||
if (tip) {
|
||||
cos = MathUtils.Cos(r);
|
||||
sin = MathUtils.Sin(r);
|
||||
float length = bone.data.length;
|
||||
boneX += (length * (cos * a - sin * c) - dx) * rotateMix;
|
||||
boneY += (length * (sin * a + cos * c) - dy) * rotateMix;
|
||||
} else
|
||||
r += offsetRotation;
|
||||
if (r > MathUtils.PI)
|
||||
r -= MathUtils.PI2;
|
||||
else if (r < -MathUtils.PI) //
|
||||
r += MathUtils.PI2;
|
||||
r *= rotateMix;
|
||||
cos = MathUtils.Cos(r);
|
||||
sin = MathUtils.Sin(r);
|
||||
bone.a = cos * a - sin * c;
|
||||
bone.b = cos * b - sin * d;
|
||||
bone.c = sin * a + cos * c;
|
||||
bone.d = sin * b + cos * d;
|
||||
}
|
||||
bone.appliedValid = false;
|
||||
}
|
||||
}
|
||||
|
||||
float[] ComputeWorldPositions (PathAttachment path, int spacesCount, bool tangents, bool percentPosition,
|
||||
bool percentSpacing) {
|
||||
|
||||
Slot target = this.target;
|
||||
float position = this.position;
|
||||
float[] spacesItems = this.spaces.Items, output = this.positions.Resize(spacesCount * 3 + 2).Items, world;
|
||||
bool closed = path.Closed;
|
||||
int verticesLength = path.WorldVerticesLength, curveCount = verticesLength / 6, prevCurve = NONE;
|
||||
float pathLength = 0;
|
||||
|
||||
if (!path.ConstantSpeed) {
|
||||
float[] lengths = path.Lengths;
|
||||
curveCount -= closed ? 1 : 2;
|
||||
pathLength = lengths[curveCount];
|
||||
if (percentPosition) position *= pathLength;
|
||||
if (percentSpacing) {
|
||||
for (int i = 1; i < spacesCount; i++)
|
||||
spacesItems[i] *= pathLength;
|
||||
}
|
||||
world = this.world.Resize(8).Items;
|
||||
for (int i = 0, o = 0, curve = 0; i < spacesCount; i++, o += 3) {
|
||||
float space = spacesItems[i];
|
||||
position += space;
|
||||
float p = position;
|
||||
|
||||
if (closed) {
|
||||
p %= pathLength;
|
||||
if (p < 0) p += pathLength;
|
||||
curve = 0;
|
||||
} else if (p < 0) {
|
||||
if (prevCurve != BEFORE) {
|
||||
prevCurve = BEFORE;
|
||||
path.ComputeWorldVertices(target, 2, 4, world, 0, 2);
|
||||
}
|
||||
AddBeforePosition(p, world, 0, output, o);
|
||||
continue;
|
||||
} else if (p > pathLength) {
|
||||
if (prevCurve != AFTER) {
|
||||
prevCurve = AFTER;
|
||||
path.ComputeWorldVertices(target, verticesLength - 6, 4, world, 0, 2);
|
||||
}
|
||||
AddAfterPosition(p - pathLength, world, 0, output, o);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Determine curve containing position.
|
||||
for (;; curve++) {
|
||||
float length = lengths[curve];
|
||||
if (p > length) continue;
|
||||
if (curve == 0)
|
||||
p /= length;
|
||||
else {
|
||||
float prev = lengths[curve - 1];
|
||||
p = (p - prev) / (length - prev);
|
||||
}
|
||||
break;
|
||||
}
|
||||
if (curve != prevCurve) {
|
||||
prevCurve = curve;
|
||||
if (closed && curve == curveCount) {
|
||||
path.ComputeWorldVertices(target, verticesLength - 4, 4, world, 0, 2);
|
||||
path.ComputeWorldVertices(target, 0, 4, world, 4, 2);
|
||||
} else
|
||||
path.ComputeWorldVertices(target, curve * 6 + 2, 8, world, 0, 2);
|
||||
}
|
||||
AddCurvePosition(p, world[0], world[1], world[2], world[3], world[4], world[5], world[6], world[7], output, o,
|
||||
tangents || (i > 0 && space < PathConstraint.Epsilon));
|
||||
}
|
||||
return output;
|
||||
}
|
||||
|
||||
// World vertices.
|
||||
if (closed) {
|
||||
verticesLength += 2;
|
||||
world = this.world.Resize(verticesLength).Items;
|
||||
path.ComputeWorldVertices(target, 2, verticesLength - 4, world, 0, 2);
|
||||
path.ComputeWorldVertices(target, 0, 2, world, verticesLength - 4, 2);
|
||||
world[verticesLength - 2] = world[0];
|
||||
world[verticesLength - 1] = world[1];
|
||||
} else {
|
||||
curveCount--;
|
||||
verticesLength -= 4;
|
||||
world = this.world.Resize(verticesLength).Items;
|
||||
path.ComputeWorldVertices(target, 2, verticesLength, world, 0, 2);
|
||||
}
|
||||
|
||||
// Curve lengths.
|
||||
float[] curves = this.curves.Resize(curveCount).Items;
|
||||
pathLength = 0;
|
||||
float x1 = world[0], y1 = world[1], cx1 = 0, cy1 = 0, cx2 = 0, cy2 = 0, x2 = 0, y2 = 0;
|
||||
float tmpx, tmpy, dddfx, dddfy, ddfx, ddfy, dfx, dfy;
|
||||
for (int i = 0, w = 2; i < curveCount; i++, w += 6) {
|
||||
cx1 = world[w];
|
||||
cy1 = world[w + 1];
|
||||
cx2 = world[w + 2];
|
||||
cy2 = world[w + 3];
|
||||
x2 = world[w + 4];
|
||||
y2 = world[w + 5];
|
||||
tmpx = (x1 - cx1 * 2 + cx2) * 0.1875f;
|
||||
tmpy = (y1 - cy1 * 2 + cy2) * 0.1875f;
|
||||
dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.09375f;
|
||||
dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.09375f;
|
||||
ddfx = tmpx * 2 + dddfx;
|
||||
ddfy = tmpy * 2 + dddfy;
|
||||
dfx = (cx1 - x1) * 0.75f + tmpx + dddfx * 0.16666667f;
|
||||
dfy = (cy1 - y1) * 0.75f + tmpy + dddfy * 0.16666667f;
|
||||
pathLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
|
||||
dfx += ddfx;
|
||||
dfy += ddfy;
|
||||
ddfx += dddfx;
|
||||
ddfy += dddfy;
|
||||
pathLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
|
||||
dfx += ddfx;
|
||||
dfy += ddfy;
|
||||
pathLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
|
||||
dfx += ddfx + dddfx;
|
||||
dfy += ddfy + dddfy;
|
||||
pathLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
|
||||
curves[i] = pathLength;
|
||||
x1 = x2;
|
||||
y1 = y2;
|
||||
}
|
||||
if (percentPosition)
|
||||
position *= pathLength;
|
||||
else
|
||||
position *= pathLength / path.lengths[curveCount - 1];
|
||||
|
||||
if (percentSpacing) {
|
||||
for (int i = 1; i < spacesCount; i++)
|
||||
spacesItems[i] *= pathLength;
|
||||
}
|
||||
|
||||
float[] segments = this.segments;
|
||||
float curveLength = 0;
|
||||
for (int i = 0, o = 0, curve = 0, segment = 0; i < spacesCount; i++, o += 3) {
|
||||
float space = spacesItems[i];
|
||||
position += space;
|
||||
float p = position;
|
||||
|
||||
if (closed) {
|
||||
p %= pathLength;
|
||||
if (p < 0) p += pathLength;
|
||||
curve = 0;
|
||||
} else if (p < 0) {
|
||||
AddBeforePosition(p, world, 0, output, o);
|
||||
continue;
|
||||
} else if (p > pathLength) {
|
||||
AddAfterPosition(p - pathLength, world, verticesLength - 4, output, o);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Determine curve containing position.
|
||||
for (;; curve++) {
|
||||
float length = curves[curve];
|
||||
if (p > length) continue;
|
||||
if (curve == 0)
|
||||
p /= length;
|
||||
else {
|
||||
float prev = curves[curve - 1];
|
||||
p = (p - prev) / (length - prev);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
// Curve segment lengths.
|
||||
if (curve != prevCurve) {
|
||||
prevCurve = curve;
|
||||
int ii = curve * 6;
|
||||
x1 = world[ii];
|
||||
y1 = world[ii + 1];
|
||||
cx1 = world[ii + 2];
|
||||
cy1 = world[ii + 3];
|
||||
cx2 = world[ii + 4];
|
||||
cy2 = world[ii + 5];
|
||||
x2 = world[ii + 6];
|
||||
y2 = world[ii + 7];
|
||||
tmpx = (x1 - cx1 * 2 + cx2) * 0.03f;
|
||||
tmpy = (y1 - cy1 * 2 + cy2) * 0.03f;
|
||||
dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.006f;
|
||||
dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.006f;
|
||||
ddfx = tmpx * 2 + dddfx;
|
||||
ddfy = tmpy * 2 + dddfy;
|
||||
dfx = (cx1 - x1) * 0.3f + tmpx + dddfx * 0.16666667f;
|
||||
dfy = (cy1 - y1) * 0.3f + tmpy + dddfy * 0.16666667f;
|
||||
curveLength = (float)Math.Sqrt(dfx * dfx + dfy * dfy);
|
||||
segments[0] = curveLength;
|
||||
for (ii = 1; ii < 8; ii++) {
|
||||
dfx += ddfx;
|
||||
dfy += ddfy;
|
||||
ddfx += dddfx;
|
||||
ddfy += dddfy;
|
||||
curveLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
|
||||
segments[ii] = curveLength;
|
||||
}
|
||||
dfx += ddfx;
|
||||
dfy += ddfy;
|
||||
curveLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
|
||||
segments[8] = curveLength;
|
||||
dfx += ddfx + dddfx;
|
||||
dfy += ddfy + dddfy;
|
||||
curveLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
|
||||
segments[9] = curveLength;
|
||||
segment = 0;
|
||||
}
|
||||
|
||||
// Weight by segment length.
|
||||
p *= curveLength;
|
||||
for (;; segment++) {
|
||||
float length = segments[segment];
|
||||
if (p > length) continue;
|
||||
if (segment == 0)
|
||||
p /= length;
|
||||
else {
|
||||
float prev = segments[segment - 1];
|
||||
p = segment + (p - prev) / (length - prev);
|
||||
}
|
||||
break;
|
||||
}
|
||||
AddCurvePosition(p * 0.1f, x1, y1, cx1, cy1, cx2, cy2, x2, y2, output, o, tangents || (i > 0 && space < PathConstraint.Epsilon));
|
||||
}
|
||||
return output;
|
||||
}
|
||||
|
||||
static void AddBeforePosition (float p, float[] temp, int i, float[] output, int o) {
|
||||
float x1 = temp[i], y1 = temp[i + 1], dx = temp[i + 2] - x1, dy = temp[i + 3] - y1, r = MathUtils.Atan2(dy, dx);
|
||||
output[o] = x1 + p * MathUtils.Cos(r);
|
||||
output[o + 1] = y1 + p * MathUtils.Sin(r);
|
||||
output[o + 2] = r;
|
||||
}
|
||||
|
||||
static void AddAfterPosition (float p, float[] temp, int i, float[] output, int o) {
|
||||
float x1 = temp[i + 2], y1 = temp[i + 3], dx = x1 - temp[i], dy = y1 - temp[i + 1], r = MathUtils.Atan2(dy, dx);
|
||||
output[o] = x1 + p * MathUtils.Cos(r);
|
||||
output[o + 1] = y1 + p * MathUtils.Sin(r);
|
||||
output[o + 2] = r;
|
||||
}
|
||||
|
||||
static void AddCurvePosition (float p, float x1, float y1, float cx1, float cy1, float cx2, float cy2, float x2, float y2,
|
||||
float[] output, int o, bool tangents) {
|
||||
if (p < PathConstraint.Epsilon || float.IsNaN(p)) {
|
||||
output[o] = x1;
|
||||
output[o + 1] = y1;
|
||||
output[o + 2] = (float)Math.Atan2(cy1 - y1, cx1 - x1);
|
||||
return;
|
||||
}
|
||||
float tt = p * p, ttt = tt * p, u = 1 - p, uu = u * u, uuu = uu * u;
|
||||
float ut = u * p, ut3 = ut * 3, uut3 = u * ut3, utt3 = ut3 * p;
|
||||
float x = x1 * uuu + cx1 * uut3 + cx2 * utt3 + x2 * ttt, y = y1 * uuu + cy1 * uut3 + cy2 * utt3 + y2 * ttt;
|
||||
output[o] = x;
|
||||
output[o + 1] = y;
|
||||
if (tangents) {
|
||||
if (p < 0.001f)
|
||||
output[o + 2] = (float)Math.Atan2(cy1 - y1, cx1 - x1);
|
||||
else
|
||||
output[o + 2] = (float)Math.Atan2(y - (y1 * uu + cy1 * ut * 2 + cy2 * tt), x - (x1 * uu + cx1 * ut * 2 + cx2 * tt));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>The position along the path.</summary>
|
||||
public float Position { get { return position; } set { position = value; } }
|
||||
/// <summary>The spacing between bones.</summary>
|
||||
public float Spacing { get { return spacing; } set { spacing = value; } }
|
||||
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained rotations.</summary>
|
||||
public float RotateMix { get { return rotateMix; } set { rotateMix = value; } }
|
||||
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained translations.</summary>
|
||||
public float TranslateMix { get { return translateMix; } set { translateMix = value; } }
|
||||
/// <summary>The bones that will be modified by this path constraint.</summary>
|
||||
public ExposedList<Bone> Bones { get { return bones; } }
|
||||
/// <summary>The slot whose path attachment will be used to constrained the bones.</summary>
|
||||
public Slot Target { get { return target; } set { target = value; } }
|
||||
public bool Active { get { return active; } }
|
||||
/// <summary>The path constraint's setup pose data.</summary>
|
||||
public PathConstraintData Data { get { return data; } }
|
||||
}
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 731d05fbc2874c74984813ce4c5bb8df
|
||||
timeCreated: 1467213650
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,68 +0,0 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, 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.
|
||||
*****************************************************************************/
|
||||
|
||||
using System;
|
||||
|
||||
namespace Spine {
|
||||
public class PathConstraintData : ConstraintData {
|
||||
internal ExposedList<BoneData> bones = new ExposedList<BoneData>();
|
||||
internal SlotData target;
|
||||
internal PositionMode positionMode;
|
||||
internal SpacingMode spacingMode;
|
||||
internal RotateMode rotateMode;
|
||||
internal float offsetRotation;
|
||||
internal float position, spacing, rotateMix, translateMix;
|
||||
|
||||
public PathConstraintData (string name) : base(name) {
|
||||
}
|
||||
|
||||
public ExposedList<BoneData> Bones { get { return bones; } }
|
||||
public SlotData Target { get { return target; } set { target = value; } }
|
||||
public PositionMode PositionMode { get { return positionMode; } set { positionMode = value; } }
|
||||
public SpacingMode SpacingMode { get { return spacingMode; } set { spacingMode = value; } }
|
||||
public RotateMode RotateMode { get { return rotateMode; } set { rotateMode = value; } }
|
||||
public float OffsetRotation { get { return offsetRotation; } set { offsetRotation = value; } }
|
||||
public float Position { get { return position; } set { position = value; } }
|
||||
public float Spacing { get { return spacing; } set { spacing = value; } }
|
||||
public float RotateMix { get { return rotateMix; } set { rotateMix = value; } }
|
||||
public float TranslateMix { get { return translateMix; } set { translateMix = value; } }
|
||||
}
|
||||
|
||||
public enum PositionMode {
|
||||
Fixed, Percent
|
||||
}
|
||||
|
||||
public enum SpacingMode {
|
||||
Length, Fixed, Percent
|
||||
}
|
||||
|
||||
public enum RotateMode {
|
||||
Tangent, Chain, ChainScale
|
||||
}
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9d836858269be96428428fb6764dfc3a
|
||||
timeCreated: 1467213651
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,83 +0,0 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, 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.
|
||||
*****************************************************************************/
|
||||
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity {
|
||||
|
||||
public class RegionlessAttachmentLoader : AttachmentLoader {
|
||||
|
||||
static AtlasRegion emptyRegion;
|
||||
static AtlasRegion EmptyRegion {
|
||||
get {
|
||||
if (emptyRegion == null) {
|
||||
emptyRegion = new AtlasRegion {
|
||||
name = "Empty AtlasRegion",
|
||||
page = new AtlasPage {
|
||||
name = "Empty AtlasPage",
|
||||
rendererObject = new Material(Shader.Find("Spine/Special/HiddenPass")) { name = "NoRender Material" }
|
||||
}
|
||||
};
|
||||
}
|
||||
return emptyRegion;
|
||||
}
|
||||
}
|
||||
|
||||
public RegionAttachment NewRegionAttachment (Skin skin, string name, string path) {
|
||||
RegionAttachment attachment = new RegionAttachment(name) {
|
||||
RendererObject = EmptyRegion
|
||||
};
|
||||
return attachment;
|
||||
}
|
||||
|
||||
public MeshAttachment NewMeshAttachment (Skin skin, string name, string path) {
|
||||
MeshAttachment attachment = new MeshAttachment(name) {
|
||||
RendererObject = EmptyRegion
|
||||
};
|
||||
return attachment;
|
||||
}
|
||||
|
||||
public BoundingBoxAttachment NewBoundingBoxAttachment (Skin skin, string name) {
|
||||
return new BoundingBoxAttachment(name);
|
||||
}
|
||||
|
||||
public PathAttachment NewPathAttachment (Skin skin, string name) {
|
||||
return new PathAttachment(name);
|
||||
}
|
||||
|
||||
public PointAttachment NewPointAttachment (Skin skin, string name) {
|
||||
return new PointAttachment(name);
|
||||
}
|
||||
|
||||
public ClippingAttachment NewClippingAttachment (Skin skin, string name) {
|
||||
return new ClippingAttachment(name);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 15f0f78b87720c047a320c5e0e3f91b7
|
||||
timeCreated: 1520505662
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,164 +0,0 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, 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.
|
||||
*****************************************************************************/
|
||||
|
||||
#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
|
||||
#define NEW_PREFAB_SYSTEM
|
||||
#endif
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity {
|
||||
|
||||
#if NEW_PREFAB_SYSTEM
|
||||
[ExecuteAlways]
|
||||
#else
|
||||
[ExecuteInEditMode]
|
||||
#endif
|
||||
[AddComponentMenu("Spine/Point Follower")]
|
||||
[HelpURL("http://esotericsoftware.com/spine-unity#PointFollower")]
|
||||
public class PointFollower : MonoBehaviour, IHasSkeletonRenderer, IHasSkeletonComponent {
|
||||
|
||||
public SkeletonRenderer skeletonRenderer;
|
||||
public SkeletonRenderer SkeletonRenderer { get { return this.skeletonRenderer; } }
|
||||
public ISkeletonComponent SkeletonComponent { get { return skeletonRenderer as ISkeletonComponent; } }
|
||||
|
||||
[SpineSlot(dataField:"skeletonRenderer", includeNone: true)]
|
||||
public string slotName;
|
||||
|
||||
[SpineAttachment(slotField:"slotName", dataField: "skeletonRenderer", fallbackToTextField:true, includeNone: true)]
|
||||
public string pointAttachmentName;
|
||||
|
||||
public bool followRotation = true;
|
||||
public bool followSkeletonFlip = true;
|
||||
public bool followSkeletonZPosition = false;
|
||||
|
||||
Transform skeletonTransform;
|
||||
bool skeletonTransformIsParent;
|
||||
PointAttachment point;
|
||||
Bone bone;
|
||||
bool valid;
|
||||
public bool IsValid { get { return valid; } }
|
||||
|
||||
public void Initialize () {
|
||||
valid = skeletonRenderer != null && skeletonRenderer.valid;
|
||||
if (!valid)
|
||||
return;
|
||||
|
||||
UpdateReferences();
|
||||
|
||||
#if UNITY_EDITOR
|
||||
if (Application.isEditor) LateUpdate();
|
||||
#endif
|
||||
}
|
||||
|
||||
private void HandleRebuildRenderer (SkeletonRenderer skeletonRenderer) {
|
||||
Initialize();
|
||||
}
|
||||
|
||||
void UpdateReferences () {
|
||||
skeletonTransform = skeletonRenderer.transform;
|
||||
skeletonRenderer.OnRebuild -= HandleRebuildRenderer;
|
||||
skeletonRenderer.OnRebuild += HandleRebuildRenderer;
|
||||
skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
|
||||
|
||||
bone = null;
|
||||
point = null;
|
||||
if (!string.IsNullOrEmpty(pointAttachmentName)) {
|
||||
var skeleton = skeletonRenderer.Skeleton;
|
||||
|
||||
int slotIndex = skeleton.FindSlotIndex(slotName);
|
||||
if (slotIndex >= 0) {
|
||||
var slot = skeleton.slots.Items[slotIndex];
|
||||
bone = slot.bone;
|
||||
point = skeleton.GetAttachment(slotIndex, pointAttachmentName) as PointAttachment;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OnDestroy () {
|
||||
if (skeletonRenderer != null)
|
||||
skeletonRenderer.OnRebuild -= HandleRebuildRenderer;
|
||||
}
|
||||
|
||||
public void LateUpdate () {
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying) skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
|
||||
#endif
|
||||
|
||||
if (point == null) {
|
||||
if (string.IsNullOrEmpty(pointAttachmentName)) return;
|
||||
UpdateReferences();
|
||||
if (point == null) return;
|
||||
}
|
||||
|
||||
Vector2 worldPos;
|
||||
point.ComputeWorldPosition(bone, out worldPos.x, out worldPos.y);
|
||||
float rotation = point.ComputeWorldRotation(bone);
|
||||
|
||||
Transform thisTransform = this.transform;
|
||||
if (skeletonTransformIsParent) {
|
||||
// Recommended setup: Use local transform properties if Spine GameObject is the immediate parent
|
||||
thisTransform.localPosition = new Vector3(worldPos.x, worldPos.y, followSkeletonZPosition ? 0f : thisTransform.localPosition.z);
|
||||
if (followRotation) {
|
||||
float halfRotation = rotation * 0.5f * Mathf.Deg2Rad;
|
||||
|
||||
var q = default(Quaternion);
|
||||
q.z = Mathf.Sin(halfRotation);
|
||||
q.w = Mathf.Cos(halfRotation);
|
||||
thisTransform.localRotation = q;
|
||||
}
|
||||
} else {
|
||||
// For special cases: Use transform world properties if transform relationship is complicated
|
||||
Vector3 targetWorldPosition = skeletonTransform.TransformPoint(new Vector3(worldPos.x, worldPos.y, 0f));
|
||||
if (!followSkeletonZPosition)
|
||||
targetWorldPosition.z = thisTransform.position.z;
|
||||
|
||||
Transform transformParent = thisTransform.parent;
|
||||
if (transformParent != null) {
|
||||
Matrix4x4 m = transformParent.localToWorldMatrix;
|
||||
if (m.m00 * m.m11 - m.m01 * m.m10 < 0) // Determinant2D is negative
|
||||
rotation = -rotation;
|
||||
}
|
||||
|
||||
if (followRotation) {
|
||||
Vector3 transformWorldRotation = skeletonTransform.rotation.eulerAngles;
|
||||
thisTransform.SetPositionAndRotation(targetWorldPosition, Quaternion.Euler(transformWorldRotation.x, transformWorldRotation.y, transformWorldRotation.z + rotation));
|
||||
} else {
|
||||
thisTransform.position = targetWorldPosition;
|
||||
}
|
||||
}
|
||||
|
||||
if (followSkeletonFlip) {
|
||||
Vector3 localScale = thisTransform.localScale;
|
||||
localScale.y = Mathf.Abs(localScale.y) * Mathf.Sign(bone.skeleton.ScaleX * bone.skeleton.ScaleY);
|
||||
thisTransform.localScale = localScale;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: daf461e4341180341a648c07e1899528
|
||||
timeCreated: 1518094986
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2b957aa69dae9f948bacdeec549d28ea
|
||||
folderAsset: yes
|
||||
timeCreated: 1593173800
|
||||
licenseType: Pro
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,81 +0,0 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, 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.
|
||||
*****************************************************************************/
|
||||
|
||||
namespace Spine.Unity {
|
||||
public enum UpdateMode {
|
||||
Nothing = 0,
|
||||
OnlyAnimationStatus,
|
||||
OnlyEventTimelines = 4, // added as index 4 to keep scene behavior unchanged.
|
||||
EverythingExceptMesh = 2,
|
||||
FullUpdate,
|
||||
//Reserved 4 for OnlyEventTimelines
|
||||
};
|
||||
|
||||
public delegate void UpdateBonesDelegate (ISkeletonAnimation animated);
|
||||
|
||||
/// <summary>A Spine-Unity Component that animates a Skeleton but not necessarily with a Spine.AnimationState.</summary>
|
||||
public interface ISkeletonAnimation {
|
||||
event UpdateBonesDelegate UpdateLocal;
|
||||
event UpdateBonesDelegate UpdateWorld;
|
||||
event UpdateBonesDelegate UpdateComplete;
|
||||
Skeleton Skeleton { get; }
|
||||
}
|
||||
|
||||
/// <summary>Holds a reference to a SkeletonDataAsset.</summary>
|
||||
public interface IHasSkeletonDataAsset {
|
||||
/// <summary>Gets the SkeletonDataAsset of the Spine Component.</summary>
|
||||
SkeletonDataAsset SkeletonDataAsset { get; }
|
||||
}
|
||||
|
||||
/// <summary>A Spine-Unity Component that manages a Spine.Skeleton instance, instantiated from a SkeletonDataAsset.</summary>
|
||||
public interface ISkeletonComponent {
|
||||
/// <summary>Gets the SkeletonDataAsset of the Spine Component.</summary>
|
||||
//[System.Obsolete]
|
||||
SkeletonDataAsset SkeletonDataAsset { get; }
|
||||
|
||||
/// <summary>Gets the Spine.Skeleton instance of the Spine Component. This is equivalent to SkeletonRenderer's .skeleton.</summary>
|
||||
Skeleton Skeleton { get; }
|
||||
}
|
||||
|
||||
/// <summary>A Spine-Unity Component that uses a Spine.AnimationState to animate its skeleton.</summary>
|
||||
public interface IAnimationStateComponent {
|
||||
/// <summary>Gets the Spine.AnimationState of the animated Spine Component. This is equivalent to SkeletonAnimation.state.</summary>
|
||||
AnimationState AnimationState { get; }
|
||||
}
|
||||
|
||||
/// <summary>A Spine-Unity Component that holds a reference to a SkeletonRenderer.</summary>
|
||||
public interface IHasSkeletonRenderer {
|
||||
SkeletonRenderer SkeletonRenderer { get; }
|
||||
}
|
||||
|
||||
/// <summary>A Spine-Unity Component that holds a reference to an ISkeletonComponent.</summary>
|
||||
public interface IHasSkeletonComponent {
|
||||
ISkeletonComponent SkeletonComponent { get; }
|
||||
}
|
||||
}
|
||||
@@ -1,10 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a7b480b941568134891f411137bfbf55
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 43897010c7e77c54897cb98c1ddf84f1
|
||||
folderAsset: yes
|
||||
timeCreated: 1455128695
|
||||
licenseType: Free
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c5d065c4fe677ad4495a852580ec32fa
|
||||
folderAsset: yes
|
||||
timeCreated: 1455493477
|
||||
licenseType: Free
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 311447d6e56727c4dad7611d5fa5afbf
|
||||
timeCreated: 1563322425
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,135 +0,0 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, 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.
|
||||
*****************************************************************************/
|
||||
|
||||
// Not for optimization. Do not disable.
|
||||
#define SPINE_TRIANGLECHECK // Avoid calling SetTriangles at the cost of checking for mesh differences (vertex counts, memberwise attachment list compare) every frame.
|
||||
//#define SPINE_DEBUG
|
||||
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Spine.Unity {
|
||||
/// <summary>A double-buffered Mesh, and a shared material array, bundled for use by Spine components that need to push a Mesh and materials to a Unity MeshRenderer and MeshFilter.</summary>
|
||||
public class MeshRendererBuffers : IDisposable {
|
||||
DoubleBuffered<SmartMesh> doubleBufferedMesh;
|
||||
internal readonly ExposedList<Material> submeshMaterials = new ExposedList<Material>();
|
||||
internal Material[] sharedMaterials = new Material[0];
|
||||
|
||||
public void Initialize () {
|
||||
if (doubleBufferedMesh != null) {
|
||||
doubleBufferedMesh.GetNext().Clear();
|
||||
doubleBufferedMesh.GetNext().Clear();
|
||||
submeshMaterials.Clear();
|
||||
} else {
|
||||
doubleBufferedMesh = new DoubleBuffered<SmartMesh>();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Returns a sharedMaterials array for use on a MeshRenderer.</summary>
|
||||
/// <returns></returns>
|
||||
public Material[] GetUpdatedSharedMaterialsArray () {
|
||||
if (submeshMaterials.Count == sharedMaterials.Length)
|
||||
submeshMaterials.CopyTo(sharedMaterials);
|
||||
else
|
||||
sharedMaterials = submeshMaterials.ToArray();
|
||||
|
||||
return sharedMaterials;
|
||||
}
|
||||
|
||||
/// <summary>Returns true if the materials were modified since the buffers were last updated.</summary>
|
||||
public bool MaterialsChangedInLastUpdate () {
|
||||
int newSubmeshMaterials = submeshMaterials.Count;
|
||||
var sharedMaterials = this.sharedMaterials;
|
||||
if (newSubmeshMaterials != sharedMaterials.Length) return true;
|
||||
|
||||
var submeshMaterialsItems = submeshMaterials.Items;
|
||||
for (int i = 0; i < newSubmeshMaterials; i++)
|
||||
if (!Material.ReferenceEquals(submeshMaterialsItems[i], sharedMaterials[i])) return true; //if (submeshMaterialsItems[i].GetInstanceID() != sharedMaterials[i].GetInstanceID()) return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>Updates the internal shared materials array with the given instruction list.</summary>
|
||||
public void UpdateSharedMaterials (ExposedList<SubmeshInstruction> instructions) {
|
||||
int newSize = instructions.Count;
|
||||
{ //submeshMaterials.Resize(instructions.Count);
|
||||
if (newSize > submeshMaterials.Items.Length)
|
||||
Array.Resize(ref submeshMaterials.Items, newSize);
|
||||
submeshMaterials.Count = newSize;
|
||||
}
|
||||
|
||||
var submeshMaterialsItems = submeshMaterials.Items;
|
||||
var instructionsItems = instructions.Items;
|
||||
for (int i = 0; i < newSize; i++)
|
||||
submeshMaterialsItems[i] = instructionsItems[i].material;
|
||||
}
|
||||
|
||||
public SmartMesh GetNextMesh () {
|
||||
return doubleBufferedMesh.GetNext();
|
||||
}
|
||||
|
||||
public void Clear () {
|
||||
sharedMaterials = new Material[0];
|
||||
submeshMaterials.Clear();
|
||||
}
|
||||
|
||||
public void Dispose () {
|
||||
if (doubleBufferedMesh == null) return;
|
||||
doubleBufferedMesh.GetNext().Dispose();
|
||||
doubleBufferedMesh.GetNext().Dispose();
|
||||
doubleBufferedMesh = null;
|
||||
}
|
||||
|
||||
///<summary>This is a Mesh that also stores the instructions SkeletonRenderer generated for it.</summary>
|
||||
public class SmartMesh : IDisposable {
|
||||
public Mesh mesh = SpineMesh.NewSkeletonMesh();
|
||||
public SkeletonRendererInstruction instructionUsed = new SkeletonRendererInstruction();
|
||||
|
||||
public void Clear () {
|
||||
mesh.Clear();
|
||||
instructionUsed.Clear();
|
||||
}
|
||||
|
||||
public void Dispose () {
|
||||
if (mesh != null) {
|
||||
#if UNITY_EDITOR
|
||||
if (Application.isEditor && !Application.isPlaying)
|
||||
UnityEngine.Object.DestroyImmediate(mesh);
|
||||
else
|
||||
UnityEngine.Object.Destroy(mesh);
|
||||
#else
|
||||
UnityEngine.Object.Destroy(mesh);
|
||||
#endif
|
||||
}
|
||||
mesh = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b1ab80744ac17724dbc0d15fdb6f4727
|
||||
timeCreated: 1563322425
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
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userData:
|
||||
assetBundleName:
|
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assetBundleVariant:
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@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a7935399edad9a14bb5708cf59c94b67
|
||||
folderAsset: yes
|
||||
timeCreated: 1455489260
|
||||
licenseType: Free
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
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@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e8c87a44b93daed4383ca2ca5dfb3c43
|
||||
folderAsset: yes
|
||||
timeCreated: 1573827942
|
||||
licenseType: Free
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,46 +0,0 @@
|
||||
Contributed by ToddRivers
|
||||
|
||||
# Unity Sprite Shaders
|
||||
An Uber Shader specialised for rendering Sprites in Unity.
|
||||
Even though it's designed for Sprites it can be used for a whole range of uses. It supports a wide range of optional shader features that won't effect performance unless they are used.
|
||||
It also supports per-pixel effects such as normal maps and diffuse ramping whilst using Vertex Lit rendering.
|
||||
|
||||
### Lighting
|
||||
The shaders support lighting using both Forward Rendering and Vertex Lit Rendering.
|
||||
Forward rendering is more accurate but is slower and crucially means the sprite has to write to depth using alpha clipping to avoid overdraw.
|
||||
Vertex lit means all lighting can be done in one pass meaning full alpha can be used.
|
||||
|
||||
### Normal Mapping
|
||||
Normals maps are supported in both lighting modes (in Vertex Lit rendering data for normal mapping is packed into texture channels and then processed per pixel).
|
||||
|
||||
### Blend Modes
|
||||
Easily switch between blend modes including pre-multiplied alpha, additive, multiply etc.
|
||||
|
||||
### Rim Lighting
|
||||
Camera-space rim lighting is supported in both lighting modes.
|
||||
|
||||
### Diffuse Ramp
|
||||
A ramp texture is optionally supported for toon shading effects.
|
||||
|
||||
### Shadows
|
||||
Shadows are supported using alpha clipping.
|
||||
|
||||
### Gradient based Ambient lighting
|
||||
Both lighting modes support using a gradient for ambient light. In Vertex Lit mode the Spherical Harmonics is approximated from the ground, equator and sky colors.
|
||||
|
||||
### Emission Map
|
||||
An optional emission map is supported.
|
||||
|
||||
### Camera Space Normals
|
||||
As sprites are 2d their normals will always be constant. The shaders allow you to define a fixed normal in camera space rather than pass through mesh normals.
|
||||
This not only saves vertex throughput but means lighting looks less 'flat' for rendering sprites with a perspective camera.
|
||||
|
||||
### Color Adjustment
|
||||
The shaders allow optional adjustment of hue / saturation and brightness as well as applying a solid color overlay effect for flashing a sprite to a solid color (eg. for damage effects).
|
||||
|
||||
### Fog
|
||||
Fog is optionally supported
|
||||
|
||||
|
||||
## To Use
|
||||
On your object's material click the drop down for shader and select Spine\Sprite\Pixel Lit, Vertex Lit or Unlit.
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cecd0ea162097a94c89a97af6baf0a66
|
||||
timeCreated: 1479457854
|
||||
licenseType: Free
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,66 +0,0 @@
|
||||
Shader "Hidden/Spine/Bones" {
|
||||
Properties {
|
||||
_Color ("Color", Color) = (0.5,0.5,0.5,0.5)
|
||||
_MainTex ("Particle Texture", 2D) = "white" {}
|
||||
}
|
||||
|
||||
Category {
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
AlphaTest Greater .01
|
||||
ColorMask RGB
|
||||
|
||||
Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off }
|
||||
|
||||
SubShader {
|
||||
Pass {
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
// #pragma multi_compile_particles
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _Color;
|
||||
|
||||
struct appdata_t {
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
// #ifdef SOFTPARTICLES_ON
|
||||
// float4 projPos : TEXCOORD1;
|
||||
// #endif
|
||||
};
|
||||
|
||||
float4 _MainTex_ST;
|
||||
|
||||
v2f vert (appdata_t v) {
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
// #ifdef SOFTPARTICLES_ON
|
||||
// o.projPos = ComputeScreenPos (o.vertex);
|
||||
// COMPUTE_EYEDEPTH(o.projPos.z);
|
||||
// #endif
|
||||
o.color = v.color;
|
||||
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
|
||||
return o;
|
||||
}
|
||||
|
||||
sampler2D_float _CameraDepthTexture;
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target {
|
||||
return i.color * _Color * tex2D(_MainTex, i.texcoord);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,7 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 66988de88a15abd4e8846c6805485f57
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,37 +0,0 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!21 &2100000
|
||||
Material:
|
||||
serializedVersion: 6
|
||||
m_ObjectHideFlags: 0
|
||||
m_PrefabParentObject: {fileID: 0}
|
||||
m_PrefabInternal: {fileID: 0}
|
||||
m_Name: HiddenPass
|
||||
m_Shader: {fileID: 4800000, guid: 913475501bf19374c84390868a9d6d3d, type: 3}
|
||||
m_ShaderKeywords:
|
||||
m_LightmapFlags: 5
|
||||
m_CustomRenderQueue: -1
|
||||
stringTagMap: {}
|
||||
m_SavedProperties:
|
||||
serializedVersion: 2
|
||||
m_TexEnvs:
|
||||
- first:
|
||||
name: _MainTex
|
||||
second:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
m_Floats:
|
||||
- first:
|
||||
name: _Cutoff
|
||||
second: 0.1
|
||||
- first:
|
||||
name: _InvFade
|
||||
second: 1
|
||||
m_Colors:
|
||||
- first:
|
||||
name: _Color
|
||||
second: {r: 1, g: 1, b: 1, a: 1}
|
||||
- first:
|
||||
name: _TintColor
|
||||
second: {r: 0.5, g: 0.5, b: 0.5, a: 0}
|
||||
@@ -1,6 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 43227e5adadc6f24bb4bf74b92a56fb4
|
||||
NativeFormatImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,12 +0,0 @@
|
||||
Shader "Spine/Special/HiddenPass" {
|
||||
SubShader
|
||||
{
|
||||
Tags {"Queue" = "Geometry-1" }
|
||||
Lighting Off
|
||||
Pass
|
||||
{
|
||||
ZWrite Off
|
||||
ColorMask 0
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,7 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 913475501bf19374c84390868a9d6d3d
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,324 +0,0 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, 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.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
|
||||
namespace Spine.Unity {
|
||||
/// <summary>Utility class providing methods to check material settings for incorrect combinations.</summary>
|
||||
public class MaterialChecks {
|
||||
|
||||
static readonly int STRAIGHT_ALPHA_PARAM_ID = Shader.PropertyToID("_StraightAlphaInput");
|
||||
static readonly string ALPHAPREMULTIPLY_ON_KEYWORD = "_ALPHAPREMULTIPLY_ON";
|
||||
static readonly string STRAIGHT_ALPHA_KEYWORD = "_STRAIGHT_ALPHA_INPUT";
|
||||
static readonly string[] FIXED_NORMALS_KEYWORDS = {
|
||||
"_FIXED_NORMALS_VIEWSPACE",
|
||||
"_FIXED_NORMALS_VIEWSPACE_BACKFACE",
|
||||
"_FIXED_NORMALS_MODELSPACE",
|
||||
"_FIXED_NORMALS_MODELSPACE_BACKFACE",
|
||||
"_FIXED_NORMALS_WORLDSPACE"
|
||||
};
|
||||
static readonly string NORMALMAP_KEYWORD = "_NORMALMAP";
|
||||
static readonly string CANVAS_GROUP_COMPATIBLE_KEYWORD = "_CANVAS_GROUP_COMPATIBLE";
|
||||
|
||||
public static readonly string kPMANotSupportedLinearMessage =
|
||||
"\nWarning: Premultiply-alpha atlas textures not supported in Linear color space!\n\nPlease\n"
|
||||
+ "a) re-export atlas as straight alpha texture with 'premultiply alpha' unchecked\n"
|
||||
+ " (if you have already done this, please set the 'Straight Alpha Texture' Material parameter to 'true') or\n"
|
||||
+ "b) switch to Gamma color space via\nProject Settings - Player - Other Settings - Color Space.\n";
|
||||
public static readonly string kZSpacingRequiredMessage =
|
||||
"\nWarning: Z Spacing required on selected shader! Otherwise you will receive incorrect results.\n\nPlease\n"
|
||||
+ "1) make sure at least minimal 'Z Spacing' is set at the SkeletonRenderer/SkeletonAnimation component under 'Advanced' and\n"
|
||||
+ "2) ensure that the skeleton has overlapping parts on different Z depth. You can adjust this in Spine via draw order.\n";
|
||||
public static readonly string kZSpacingRecommendedMessage =
|
||||
"\nWarning: Z Spacing recommended on selected shader configuration!\n\nPlease\n"
|
||||
+ "1) make sure at least minimal 'Z Spacing' is set at the SkeletonRenderer/SkeletonAnimation component under 'Advanced' and\n"
|
||||
+ "2) ensure that the skeleton has overlapping parts on different Z depth. You can adjust this in Spine via draw order.\n";
|
||||
public static readonly string kAddNormalsMessage =
|
||||
"\nWarning: 'Add Normals' required when not using 'Fixed Normals'!\n\nPlease\n"
|
||||
+ "a) enable 'Add Normals' at the SkeletonRenderer/SkeletonAnimation component under 'Advanced' or\n"
|
||||
+ "b) enable 'Fixed Normals' at the Material.\n";
|
||||
public static readonly string kSolveTangentsMessage =
|
||||
"\nWarning: 'Solve Tangents' required when using a Normal Map!\n\nPlease\n"
|
||||
+ "a) enable 'Solve Tangents' at the SkeletonRenderer/SkeletonAnimation component under 'Advanced' or\n"
|
||||
+ "b) clear the 'Normal Map' parameter at the Material.\n";
|
||||
public static readonly string kNoSkeletonGraphicMaterialMessage =
|
||||
"\nWarning: Normal non-UI shaders other than 'Spine/SkeletonGraphic *' are not compatible with 'SkeletonGraphic' components! "
|
||||
+ "This will lead to incorrect rendering on some devices.\n\n"
|
||||
+ "Please change the assigned Material to e.g. 'SkeletonGraphicDefault' or change the used shader to one of the 'Spine/SkeletonGraphic *' shaders.\n\n"
|
||||
+ "Note that 'Spine/SkeletonGraphic *' shall still be used when using URP.\n";
|
||||
public static readonly string kNoSkeletonGraphicTintBlackMaterialMessage =
|
||||
"\nWarning: Only enable 'Canvas Group Tint Black' when using a 'SkeletonGraphic Tint Black' shader!\n"
|
||||
+ "This will lead to incorrect rendering.\n\nPlease\n"
|
||||
+ "a) disable 'Canvas Group Tint Black' under 'Advanced' or\n"
|
||||
+ "b) use a 'SkeletonGraphic Tint Black' Material if you need Tint Black on a CanvasGroup.\n";
|
||||
|
||||
public static readonly string kTintBlackMessage =
|
||||
"\nWarning: 'Advanced - Tint Black' required when using any 'Tint Black' shader!\n\nPlease\n"
|
||||
+ "a) enable 'Tint Black' at the SkeletonRenderer/SkeletonGraphic component under 'Advanced' or\n"
|
||||
+ "b) use a different shader at the Material.\n";
|
||||
public static readonly string kCanvasTintBlackMessage =
|
||||
"\nWarning: Canvas 'Additional Shader Channels' 'uv1' and 'uv2' are required when 'Advanced - Tint Black' is enabled!\n\n"
|
||||
+ "Please enable both 'uv1' and 'uv2' channels at the parent Canvas component parameter 'Additional Shader Channels'.\n";
|
||||
public static readonly string kCanvasGroupCompatibleMessage =
|
||||
"\nWarning: 'Canvas Group Tint Black' is enabled at SkeletonGraphic but not 'CanvasGroup Compatible' at the Material!\n\nPlease\n"
|
||||
+ "a) enable 'CanvasGroup Compatible' at the Material or\n"
|
||||
+ "b) disable 'Canvas Group Tint Black' at the SkeletonGraphic component under 'Advanced'.\n"
|
||||
+ "You may want to duplicate the 'SkeletonGraphicDefault' material and change settings at the duplicate to not affect all instances.";
|
||||
|
||||
public static bool IsMaterialSetupProblematic (SkeletonRenderer renderer, ref string errorMessage) {
|
||||
var materials = renderer.GetComponent<Renderer>().sharedMaterials;
|
||||
bool isProblematic = false;
|
||||
foreach (var material in materials) {
|
||||
if (material == null) continue;
|
||||
isProblematic |= IsMaterialSetupProblematic(material, ref errorMessage);
|
||||
if (renderer.zSpacing == 0) {
|
||||
isProblematic |= IsZSpacingRequired(material, ref errorMessage);
|
||||
}
|
||||
if (renderer.addNormals == false && RequiresMeshNormals(material)) {
|
||||
isProblematic = true;
|
||||
errorMessage += kAddNormalsMessage;
|
||||
}
|
||||
if (renderer.calculateTangents == false && RequiresTangents(material)) {
|
||||
isProblematic = true;
|
||||
errorMessage += kSolveTangentsMessage;
|
||||
}
|
||||
if (renderer.tintBlack == false && RequiresTintBlack(material)) {
|
||||
isProblematic = true;
|
||||
errorMessage += kTintBlackMessage;
|
||||
}
|
||||
}
|
||||
return isProblematic;
|
||||
}
|
||||
|
||||
public static bool IsMaterialSetupProblematic(SkeletonGraphic skeletonGraphic, ref string errorMessage)
|
||||
{
|
||||
var material = skeletonGraphic.material;
|
||||
bool isProblematic = false;
|
||||
if (material) {
|
||||
isProblematic |= IsMaterialSetupProblematic(material, ref errorMessage);
|
||||
var settings = skeletonGraphic.MeshGenerator.settings;
|
||||
if (settings.zSpacing == 0) {
|
||||
isProblematic |= IsZSpacingRequired(material, ref errorMessage);
|
||||
}
|
||||
if (IsSpineNonSkeletonGraphicMaterial(material)) {
|
||||
isProblematic = true;
|
||||
errorMessage += kNoSkeletonGraphicMaterialMessage;
|
||||
}
|
||||
if (settings.tintBlack == false && RequiresTintBlack(material)) {
|
||||
isProblematic = true;
|
||||
errorMessage += kTintBlackMessage;
|
||||
}
|
||||
if (settings.tintBlack == true && CanvasNotSetupForTintBlack(skeletonGraphic)) {
|
||||
isProblematic = true;
|
||||
errorMessage += kCanvasTintBlackMessage;
|
||||
}
|
||||
if (settings.canvasGroupTintBlack == true && !IsSkeletonGraphicTintBlackMaterial(material)) {
|
||||
isProblematic = true;
|
||||
errorMessage += kNoSkeletonGraphicTintBlackMaterialMessage;
|
||||
}
|
||||
if (settings.canvasGroupTintBlack == true && !IsCanvasGroupCompatible(material)) {
|
||||
isProblematic = true;
|
||||
errorMessage += kCanvasGroupCompatibleMessage;
|
||||
}
|
||||
}
|
||||
return isProblematic;
|
||||
}
|
||||
|
||||
public static bool IsMaterialSetupProblematic(Material material, ref string errorMessage) {
|
||||
return !IsColorSpaceSupported(material, ref errorMessage);
|
||||
}
|
||||
|
||||
public static bool IsZSpacingRequired(Material material, ref string errorMessage) {
|
||||
bool hasForwardAddPass = material.FindPass("FORWARD_DELTA") >= 0;
|
||||
if (hasForwardAddPass) {
|
||||
errorMessage += kZSpacingRequiredMessage;
|
||||
return true;
|
||||
}
|
||||
bool zWrite = material.HasProperty("_ZWrite") && material.GetFloat("_ZWrite") > 0.0f;
|
||||
if (zWrite) {
|
||||
errorMessage += kZSpacingRecommendedMessage;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public static bool IsColorSpaceSupported (Material material, ref string errorMessage) {
|
||||
if (QualitySettings.activeColorSpace == ColorSpace.Linear) {
|
||||
if (IsPMAMaterial(material)) {
|
||||
errorMessage += kPMANotSupportedLinearMessage;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
public static bool UsesSpineShader (Material material) {
|
||||
return material.shader.name.Contains("Spine/");
|
||||
}
|
||||
|
||||
public static bool IsTextureSetupProblematic (Material material, ColorSpace colorSpace,
|
||||
bool sRGBTexture, bool mipmapEnabled, bool alphaIsTransparency,
|
||||
string texturePath, string materialPath,
|
||||
ref string errorMessage) {
|
||||
|
||||
if (material == null || !UsesSpineShader(material)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
bool isProblematic = false;
|
||||
if (IsPMAMaterial(material)) {
|
||||
// 'sRGBTexture = true' generates incorrectly weighted mipmaps at PMA textures,
|
||||
// causing white borders due to undesired custom weighting.
|
||||
if (sRGBTexture && mipmapEnabled && colorSpace == ColorSpace.Gamma) {
|
||||
errorMessage += string.Format("`{0}` : Problematic Texture Settings found: " +
|
||||
"When enabling `Generate Mip Maps` in Gamma color space, it is recommended " +
|
||||
"to disable `sRGB (Color Texture)` on `Premultiply alpha` textures. Otherwise " +
|
||||
"you will receive white border artifacts on an atlas exported with default " +
|
||||
"`Premultiply alpha` settings.\n" +
|
||||
"(You can disable this warning in `Edit - Preferences - Spine`)\n", texturePath);
|
||||
isProblematic = true;
|
||||
}
|
||||
if (alphaIsTransparency) {
|
||||
string materialName = System.IO.Path.GetFileName(materialPath);
|
||||
errorMessage += string.Format("`{0}` and material `{1}` : Problematic " +
|
||||
"Texture / Material Settings found: It is recommended to disable " +
|
||||
"`Alpha Is Transparency` on `Premultiply alpha` textures.\n" +
|
||||
"Assuming `Premultiply alpha` texture because `Straight Alpha Texture` " +
|
||||
"is disabled at material). " +
|
||||
"(You can disable this warning in `Edit - Preferences - Spine`)\n", texturePath, materialName);
|
||||
isProblematic = true;
|
||||
}
|
||||
}
|
||||
else { // straight alpha texture
|
||||
if (!alphaIsTransparency) {
|
||||
string materialName = System.IO.Path.GetFileName(materialPath);
|
||||
errorMessage += string.Format("`{0}` and material `{1}` : Incorrect" +
|
||||
"Texture / Material Settings found: It is strongly recommended " +
|
||||
"to enable `Alpha Is Transparency` on `Straight alpha` textures.\n" +
|
||||
"Assuming `Straight alpha` texture because `Straight Alpha Texture` " +
|
||||
"is enabled at material). " +
|
||||
"(You can disable this warning in `Edit - Preferences - Spine`)\n", texturePath, materialName);
|
||||
isProblematic = true;
|
||||
}
|
||||
}
|
||||
return isProblematic;
|
||||
}
|
||||
|
||||
public static void EnablePMAAtMaterial (Material material, bool enablePMA) {
|
||||
if (material.HasProperty(STRAIGHT_ALPHA_PARAM_ID)) {
|
||||
material.SetInt(STRAIGHT_ALPHA_PARAM_ID, enablePMA ? 0 : 1);
|
||||
if (enablePMA)
|
||||
material.DisableKeyword(STRAIGHT_ALPHA_KEYWORD);
|
||||
else
|
||||
material.EnableKeyword(STRAIGHT_ALPHA_KEYWORD);
|
||||
}
|
||||
else {
|
||||
if (enablePMA)
|
||||
material.EnableKeyword(ALPHAPREMULTIPLY_ON_KEYWORD);
|
||||
else
|
||||
material.DisableKeyword(ALPHAPREMULTIPLY_ON_KEYWORD);
|
||||
}
|
||||
}
|
||||
|
||||
static bool IsPMAMaterial (Material material) {
|
||||
bool usesAlphaPremultiplyKeyword = IsSpriteShader(material);
|
||||
if (usesAlphaPremultiplyKeyword)
|
||||
return material.IsKeywordEnabled(ALPHAPREMULTIPLY_ON_KEYWORD);
|
||||
else
|
||||
return material.HasProperty(STRAIGHT_ALPHA_PARAM_ID) && material.GetInt(STRAIGHT_ALPHA_PARAM_ID) == 0;
|
||||
}
|
||||
|
||||
static bool IsURP3DMaterial (Material material) {
|
||||
return material.shader.name.Contains("Universal Render Pipeline/Spine");
|
||||
}
|
||||
|
||||
static bool IsSpineNonSkeletonGraphicMaterial (Material material) {
|
||||
return material.shader.name.Contains("Spine") && !material.shader.name.Contains("SkeletonGraphic");
|
||||
}
|
||||
|
||||
static bool IsSkeletonGraphicTintBlackMaterial (Material material) {
|
||||
return material.shader.name.Contains("Spine") && material.shader.name.Contains("SkeletonGraphic")
|
||||
&& material.shader.name.Contains("Black");
|
||||
}
|
||||
|
||||
static bool AreShadowsDisabled (Material material) {
|
||||
return material.IsKeywordEnabled("_RECEIVE_SHADOWS_OFF");
|
||||
}
|
||||
|
||||
static bool RequiresMeshNormals (Material material) {
|
||||
bool anyFixedNormalSet = false;
|
||||
foreach (string fixedNormalKeyword in FIXED_NORMALS_KEYWORDS) {
|
||||
if (material.IsKeywordEnabled(fixedNormalKeyword)) {
|
||||
anyFixedNormalSet = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
bool isShaderWithMeshNormals = IsSpriteShader(material);
|
||||
return isShaderWithMeshNormals && !anyFixedNormalSet;
|
||||
}
|
||||
|
||||
static bool IsSpriteShader (Material material) {
|
||||
string shaderName = material.shader.name;
|
||||
return shaderName.Contains("Spine/Sprite/Pixel Lit") ||
|
||||
shaderName.Contains("Spine/Sprite/Vertex Lit") ||
|
||||
shaderName.Contains("2D/Spine/Sprite") || // covers both URP and LWRP
|
||||
shaderName.Contains("Pipeline/Spine/Sprite"); // covers both URP and LWRP
|
||||
}
|
||||
|
||||
static bool RequiresTintBlack (Material material) {
|
||||
bool isTintBlackShader =
|
||||
material.shader.name.Contains("Spine") &&
|
||||
material.shader.name.Contains("Tint Black");
|
||||
return isTintBlackShader;
|
||||
}
|
||||
|
||||
static bool RequiresTangents (Material material) {
|
||||
return material.IsKeywordEnabled(NORMALMAP_KEYWORD);
|
||||
}
|
||||
static bool IsCanvasGroupCompatible (Material material) {
|
||||
return material.IsKeywordEnabled(CANVAS_GROUP_COMPATIBLE_KEYWORD);
|
||||
}
|
||||
|
||||
static bool CanvasNotSetupForTintBlack (SkeletonGraphic skeletonGraphic) {
|
||||
Canvas canvas = skeletonGraphic.canvas;
|
||||
if (!canvas)
|
||||
return false;
|
||||
var requiredChannels =
|
||||
AdditionalCanvasShaderChannels.TexCoord1 |
|
||||
AdditionalCanvasShaderChannels.TexCoord2;
|
||||
return (canvas.additionalShaderChannels & requiredChannels) != requiredChannels;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif // UNITY_EDITOR
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e68fa8db689084946adce454b83e6d4a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user