mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 23:34:53 +08:00
Fixed whitespace.
C# has such bad tools. :(
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parent
337e6c284f
commit
03606717a7
@ -452,7 +452,7 @@ namespace Spine {
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String attachmentName = attachmentNames[frameIndex];
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skeleton.slots.Items[slotIndex].Attachment =
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attachmentName == null ? null : skeleton.GetAttachment(slotIndex, attachmentName);
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attachmentName == null ? null : skeleton.GetAttachment(slotIndex, attachmentName);
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}
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}
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@ -33,7 +33,7 @@ using System;
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using System.Collections.Generic;
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namespace Spine {
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/// <summary>Attachment that displays a texture region using a mesh which can be deformed by bones.</summary>
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/// <summary>Attachment that displays a texture region using a mesh which can be deformed by bones.</summary>
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public class WeightedMeshAttachment : Attachment {
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internal int[] bones;
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internal float[] weights, uvs, regionUVs;
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@ -33,7 +33,7 @@ using System;
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using System.Collections.Generic;
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namespace Spine {
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public class Bone : IUpdatable {
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public class Bone : IUpdatable {
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static public bool yDown;
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internal BoneData data;
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@ -123,44 +123,44 @@ namespace Spine {
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return;
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}
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float pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
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worldX = pa * x + pb * y + parent.worldX;
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worldY = pc * x + pd * y + parent.worldY;
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worldSignX = parent.worldSignX * Math.Sign(scaleX);
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worldSignY = parent.worldSignY * Math.Sign(scaleY);
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float pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
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worldX = pa * x + pb * y + parent.worldX;
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worldY = pc * x + pd * y + parent.worldY;
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worldSignX = parent.worldSignX * Math.Sign(scaleX);
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worldSignY = parent.worldSignY * Math.Sign(scaleY);
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if (data.inheritRotation && data.inheritScale) {
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a = pa * la + pb * lc;
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b = pa * lb + pb * ld;
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c = pc * la + pd * lc;
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d = pc * lb + pd * ld;
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} else if (data.inheritRotation) { // No scale inheritance.
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Bone p = parent;
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pa = 1;
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pb = 0;
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pc = 0;
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pd = 1;
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while (p != null) {
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cos = MathUtils.CosDeg(p.appliedRotation);
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sin = MathUtils.SinDeg(p.appliedRotation);
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float ta = pa * cos + pb * sin;
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float tb = pa * -sin + pb * cos;
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float tc = pc * cos + pd * sin;
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float td = pc * -sin + pd * cos;
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pa = ta;
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pb = tb;
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pc = tc;
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pd = td;
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p = p.parent;
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}
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if (data.inheritRotation && data.inheritScale) {
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a = pa * la + pb * lc;
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b = pa * lb + pb * ld;
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c = pc * la + pd * lc;
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d = pc * lb + pd * ld;
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} else if (data.inheritRotation) { // No scale inheritance.
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Bone p = parent;
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pa = 1;
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pb = 0;
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pc = 0;
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pd = 1;
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while (p != null) {
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cos = MathUtils.CosDeg(p.appliedRotation);
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sin = MathUtils.SinDeg(p.appliedRotation);
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float ta = pa * cos + pb * sin;
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float tb = pa * -sin + pb * cos;
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float tc = pc * cos + pd * sin;
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float td = pc * -sin + pd * cos;
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pa = ta;
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pb = tb;
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pc = tc;
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pd = td;
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p = p.parent;
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}
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if (yDown) {
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pb = -pb;
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pd = -pd;
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}
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a = pa * la + pb * lc;
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b = pa * lb + pb * ld;
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c = pc * la + pd * lc;
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d = pc * lb + pd * ld;
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a = pa * la + pb * lc;
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b = pa * lb + pb * ld;
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c = pc * la + pd * lc;
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d = pc * lb + pd * ld;
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if (skeleton.flipX) {
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a = -a;
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b = -b;
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@ -169,45 +169,45 @@ namespace Spine {
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c = -c;
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d = -d;
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}
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} else if (data.inheritScale) { // No rotation inheritance.
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Bone p = parent;
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pa = 1;
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pb = 0;
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pc = 0;
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pd = 1;
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while (p != null) {
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float r = p.rotation;
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cos = MathUtils.CosDeg(r);
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sin = MathUtils.SinDeg(r);
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float psx = p.appliedScaleX, psy = p.appliedScaleY;
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float za = cos * psx, zb = -sin * psy, zc = sin * psx, zd = cos * psy;
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float temp = pa * za + pb * zc;
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pb = pa * zb + pb * zd;
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pa = temp;
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temp = pc * za + pd * zc;
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pd = pc * zb + pd * zd;
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pc = temp;
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} else if (data.inheritScale) { // No rotation inheritance.
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Bone p = parent;
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pa = 1;
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pb = 0;
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pc = 0;
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pd = 1;
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while (p != null) {
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float r = p.rotation;
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cos = MathUtils.CosDeg(r);
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sin = MathUtils.SinDeg(r);
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float psx = p.appliedScaleX, psy = p.appliedScaleY;
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float za = cos * psx, zb = -sin * psy, zc = sin * psx, zd = cos * psy;
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float temp = pa * za + pb * zc;
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pb = pa * zb + pb * zd;
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pa = temp;
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temp = pc * za + pd * zc;
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pd = pc * zb + pd * zd;
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pc = temp;
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if (psx < 0) r = -r;
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cos = MathUtils.CosDeg(-r);
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sin = MathUtils.SinDeg(-r);
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temp = pa * cos + pb * sin;
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pb = pa * -sin + pb * cos;
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pa = temp;
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temp = pc * cos + pd * sin;
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pd = pc * -sin + pd * cos;
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pc = temp;
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if (psx < 0) r = -r;
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cos = MathUtils.CosDeg(-r);
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sin = MathUtils.SinDeg(-r);
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temp = pa * cos + pb * sin;
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pb = pa * -sin + pb * cos;
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pa = temp;
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temp = pc * cos + pd * sin;
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pd = pc * -sin + pd * cos;
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pc = temp;
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p = p.parent;
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}
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p = p.parent;
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}
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if (yDown) {
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pb = -pb;
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pd = -pd;
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}
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a = pa * la + pb * lc;
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b = pa * lb + pb * ld;
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c = pc * la + pd * lc;
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d = pc * lb + pd * ld;
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a = pa * la + pb * lc;
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b = pa * lb + pb * ld;
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c = pc * la + pd * lc;
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d = pc * lb + pd * ld;
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if (skeleton.flipX) {
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a = -a;
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b = -b;
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@ -216,39 +216,39 @@ namespace Spine {
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c = -c;
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d = -d;
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}
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} else {
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a = la;
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b = lb;
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c = lc;
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d = ld;
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}
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}
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} else {
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a = la;
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b = lb;
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c = lc;
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d = ld;
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}
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}
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public void Update () {
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UpdateWorldTransform(x, y, rotation, scaleX, scaleY);
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}
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public void Update () {
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UpdateWorldTransform(x, y, rotation, scaleX, scaleY);
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}
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public void SetToSetupPose () {
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BoneData data = this.data;
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x = data.x;
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y = data.y;
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rotation = data.rotation;
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scaleX = data.scaleX;
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scaleY = data.scaleY;
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BoneData data = this.data;
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x = data.x;
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y = data.y;
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rotation = data.rotation;
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scaleX = data.scaleX;
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scaleY = data.scaleY;
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}
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public void WorldToLocal (float worldX, float worldY, out float localX, out float localY) {
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float x = worldX - this.worldX, y = worldY - this.worldY;
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float a = this.a, b = this.b, c = this.c, d = this.d;
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float invDet = 1 / (a * d - b * c);
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localX = (x * a * invDet - y * b * invDet);
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localY = (y * d * invDet - x * c * invDet);
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float x = worldX - this.worldX, y = worldY - this.worldY;
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float a = this.a, b = this.b, c = this.c, d = this.d;
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float invDet = 1 / (a * d - b * c);
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localX = (x * a * invDet - y * b * invDet);
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localY = (y * d * invDet - x * c * invDet);
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}
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public void LocalToWorld (float localX, float localY, out float worldX, out float worldY) {
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float x = localX, y = localY;
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worldX = x * a + y * b + this.worldX;
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worldY = x * c + y * d + this.worldY;
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float x = localX, y = localY;
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worldX = x * a + y * b + this.worldX;
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worldY = x * c + y * d + this.worldY;
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}
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override public String ToString () {
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@ -37,41 +37,41 @@ namespace Spine {
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public const float radDeg = 180f / PI;
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public const float degRad = PI / 180;
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const int SIN_BITS = 14; // 16KB. Adjust for accuracy.
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const int SIN_BITS = 14; // 16KB. Adjust for accuracy.
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const int SIN_MASK = ~(-1 << SIN_BITS);
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const int SIN_COUNT = SIN_MASK + 1;
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const float radFull = PI * 2;
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const float degFull = 360;
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const float radToIndex = SIN_COUNT / radFull;
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const float degToIndex = SIN_COUNT / degFull;
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static float[] sin = new float[SIN_COUNT];
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static float[] sin = new float[SIN_COUNT];
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static MathUtils () {
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static MathUtils () {
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for (int i = 0; i < SIN_COUNT; i++)
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sin[i] = (float)Math.Sin((i + 0.5f) / SIN_COUNT * radFull);
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sin[i] = (float)Math.Sin((i + 0.5f) / SIN_COUNT * radFull);
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for (int i = 0; i < 360; i += 90)
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sin[(int)(i * degToIndex) & SIN_MASK] = (float)Math.Sin(i * degRad);
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}
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sin[(int)(i * degToIndex) & SIN_MASK] = (float)Math.Sin(i * degRad);
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}
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/** Returns the sine in radians from a lookup table. */
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static public float Sin (float radians) {
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return sin[(int)(radians * radToIndex) & SIN_MASK];
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}
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/** Returns the sine in radians from a lookup table. */
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static public float Sin (float radians) {
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return sin[(int)(radians * radToIndex) & SIN_MASK];
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}
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/** Returns the cosine in radians from a lookup table. */
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static public float Cos (float radians) {
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return sin[(int)((radians + PI / 2) * radToIndex) & SIN_MASK];
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}
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/** Returns the cosine in radians from a lookup table. */
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static public float Cos (float radians) {
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return sin[(int)((radians + PI / 2) * radToIndex) & SIN_MASK];
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}
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/** Returns the sine in radians from a lookup table. */
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static public float SinDeg (float degrees) {
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return sin[(int)(degrees * degToIndex) & SIN_MASK];
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}
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/** Returns the sine in radians from a lookup table. */
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static public float SinDeg (float degrees) {
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return sin[(int)(degrees * degToIndex) & SIN_MASK];
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}
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/** Returns the cosine in radians from a lookup table. */
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static public float CosDeg (float degrees) {
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return sin[(int)((degrees + 90) * degToIndex) & SIN_MASK];
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}
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/** Returns the cosine in radians from a lookup table. */
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static public float CosDeg (float degrees) {
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return sin[(int)((degrees + 90) * degToIndex) & SIN_MASK];
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}
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/// <summary>Returns atan2 in radians, faster but less accurate than Math.Atan2. Average error of 0.00231 radians (0.1323
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/// degrees), largest error of 0.00488 radians (0.2796 degrees).</summary>
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@ -39,8 +39,8 @@ namespace Spine {
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internal ExposedList<Slot> slots;
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internal ExposedList<Slot> drawOrder;
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internal ExposedList<IkConstraint> ikConstraints;
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internal ExposedList<TransformConstraint> transformConstraints;
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private ExposedList<IUpdatable> updateCache = new ExposedList<IUpdatable>();
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internal ExposedList<TransformConstraint> transformConstraints;
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private ExposedList<IUpdatable> updateCache = new ExposedList<IUpdatable>();
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internal Skin skin;
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internal float r = 1, g = 1, b = 1, a = 1;
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internal float time;
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@ -90,13 +90,13 @@ namespace Spine {
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drawOrder.Add(slot);
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}
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ikConstraints = new ExposedList<IkConstraint>(data.ikConstraints.Count);
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foreach (IkConstraintData ikConstraintData in data.ikConstraints)
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ikConstraints.Add(new IkConstraint(ikConstraintData, this));
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ikConstraints = new ExposedList<IkConstraint>(data.ikConstraints.Count);
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foreach (IkConstraintData ikConstraintData in data.ikConstraints)
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ikConstraints.Add(new IkConstraint(ikConstraintData, this));
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transformConstraints = new ExposedList<TransformConstraint>(data.transformConstraints.Count);
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foreach (TransformConstraintData transformConstraintData in data.transformConstraints)
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transformConstraints.Add(new TransformConstraint(transformConstraintData, this));
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transformConstraints = new ExposedList<TransformConstraint>(data.transformConstraints.Count);
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foreach (TransformConstraintData transformConstraintData in data.transformConstraints)
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transformConstraints.Add(new TransformConstraint(transformConstraintData, this));
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UpdateCache();
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UpdateWorldTransform();
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@ -42,7 +42,7 @@ namespace Spine {
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internal ExposedList<EventData> events = new ExposedList<EventData>();
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internal ExposedList<Animation> animations = new ExposedList<Animation>();
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internal ExposedList<IkConstraintData> ikConstraints = new ExposedList<IkConstraintData>();
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internal ExposedList<TransformConstraintData> transformConstraints = new ExposedList<TransformConstraintData>();
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internal ExposedList<TransformConstraintData> transformConstraints = new ExposedList<TransformConstraintData>();
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internal float width, height;
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internal String version, hash, imagesPath;
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