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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-11 01:28:44 +08:00
[csharp] Fixed bug in triangulator, closes #937.
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d950da644f
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@ -84,6 +84,7 @@ namespace Spine {
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}
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break;
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}
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outer:
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if (next == 0) {
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do {
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@ -97,7 +98,6 @@ namespace Spine {
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i = next;
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next = (next + 1) % vertexCount;
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}
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outer:
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// Cut ear tip.
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triangles.Add(indices[(vertexCount + i - 1) % vertexCount]);
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@ -1,13 +0,0 @@
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skeleton.png
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size: 256,256
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format: RGBA8888
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filter: Linear,Linear
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repeat: none
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body
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rotate: false
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xy: 2, 2
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size: 192, 129
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orig: 192, 129
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offset: 0, 0
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index: -1
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Before Width: | Height: | Size: 4.5 KiB |
@ -122,24 +122,18 @@
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<None Include="data\coin-pro.skel">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="data\goblins-mesh.atlas">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</None>
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<None Include="data\goblins.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="data\raptor.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="data\skeleton.atlas">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</None>
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<None Include="data\skeleton.json">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</None>
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<None Include="data\spineboy.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<Content Include="data\skeleton.png">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</Content>
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<Content Include="data\tank.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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@ -204,9 +198,6 @@
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<None Include="data\coin-pro.json">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="data\goblins-mesh.atlas">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="data\goblins-pro.json">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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@ -83,15 +83,14 @@ namespace Spine {
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skeletonDebugRenderer = new SkeletonDebugRenderer(GraphicsDevice);
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skeletonDebugRenderer.DisableAll();
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skeletonDebugRenderer.DrawClipping = true;
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skeletonDebugRenderer.DrawClippingDecomposed = true;
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// String name = "spineboy-ess";
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// String name = "goblins-pro";
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String name = "goblins-pro";
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// String name = "raptor-pro";
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// String name = "tank-pro";
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// String name = "coin-pro";
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String name = "skeleton";
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String atlasName = name.Replace("-pro", "").Replace("-ess", "");
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if (name == "goblins-pro") atlasName = "goblins-mesh";
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bool binaryData = false;
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Atlas atlas = new Atlas(assetsFolder + atlasName + ".atlas", new XnaTextureLoader(GraphicsDevice));
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@ -145,18 +144,12 @@ namespace Spine {
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skeleton.X += 300;
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state.SetAnimation(0, "drive", true);
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}
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else if (name == "skeleton") {
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skeleton.SetSkin("Pig_Normal");
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skeleton.FlipY = true;
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// skeleton.Y -= 200;
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// state.SetAnimation(0, "BattleIdle", true);
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}
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else {
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state.SetAnimation(0, "walk", true);
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}
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// skeleton.X += 400;
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// skeleton.Y += GraphicsDevice.Viewport.Height;
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skeleton.X += 400;
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skeleton.Y += GraphicsDevice.Viewport.Height;
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skeleton.UpdateWorldTransform();
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headSlot = skeleton.FindSlot("head");
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@ -154,6 +154,7 @@ namespace Spine {
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}
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public void End() {
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if (vertices.Count == 0) return;
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var verticesArray = vertices.ToArray();
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foreach (EffectPass pass in effect.CurrentTechnique.Passes) {
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