mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
Merge branch '3.8' into 4.0-beta
This commit is contained in:
commit
204f8672ed
@ -399,6 +399,8 @@
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* `BoneFollower` and `BoneFollowerGraphic` components now provide better support for following bones when the skeleton's Transform is not the parent of the follower's Transform. Previously e.g. rotating a common parent Transform did not lead to the desired result, as well as negatively scaling a skeleton's Transform when it is not a parent of the follower's Transform.
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* URP and LWRP `Sprite` and `SkeletonLit` shaders no longer require `Advanced - Add Normals` enabled to properly cast and receive shadows. It is recommended to disable `Add Normals` if normals are otherwise not needed.
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* Added an example component `RootMotionDeltaCompensation` located in `Spine Examples/Scripts/Sample Components` which can be used for applying simple delta compensation. You can enable and disable the component to toggle delta compensation of the currently playing animation on and off.
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* Root motion delta compensation now allows to only adjust X or Y components instead of both. Adds two parameters to `SkeletonRootMotionBase.AdjustRootMotionToDistance()` which default to adjusting both X and Y as before. The `RootMotionDeltaCompensation` example component exposes these parameters as public attributes.
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* Root motion delta compensation now allows to also add translation root motion to e.g. adjust a horizontal jump upwards or downwards over time. This is necessary because a Y root motion of zero cannot be scaled to become non-zero.
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* **Changes of default values**
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* `SkeletonMecanim`'s `Layer Mix Mode` now defaults to `MixMode.MixNext` instead of `MixMode.MixAlways`.
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@ -5,12 +5,22 @@ namespace Spine.Unity.Examples {
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public class RootMotionDeltaCompensation : MonoBehaviour {
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protected SkeletonRootMotionBase rootMotion;
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[SerializeField] protected SkeletonRootMotionBase rootMotion;
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public Transform targetPosition;
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public int trackIndex = 0;
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public bool adjustX = true;
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public bool adjustY = true;
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public float minScaleX = -999;
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public float minScaleY = -999;
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public float maxScaleX = 999;
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public float maxScaleY = 999;
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public bool allowXTranslation = false;
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public bool allowYTranslation = true;
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void Start () {
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rootMotion = this.GetComponent<SkeletonRootMotionBase>();
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if (rootMotion == null)
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rootMotion = this.GetComponent<SkeletonRootMotionBase>();
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}
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void Update () {
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@ -18,12 +28,21 @@ namespace Spine.Unity.Examples {
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}
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void OnDisable () {
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rootMotion.rootMotionScaleX = rootMotion.rootMotionScaleY = 1;
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if (adjustX)
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rootMotion.rootMotionScaleX = 1;
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if (adjustY)
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rootMotion.rootMotionScaleY = 1;
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if (allowXTranslation)
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rootMotion.rootMotionTranslateXPerY = 0;
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if (allowYTranslation)
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rootMotion.rootMotionTranslateYPerX = 0;
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}
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void AdjustDelta() {
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Vector3 toTarget = targetPosition.position - this.transform.position;
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rootMotion.AdjustRootMotionToDistance(toTarget, trackIndex);
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rootMotion.AdjustRootMotionToDistance(toTarget, trackIndex, adjustX, adjustY,
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minScaleX, maxScaleX, minScaleY, maxScaleY,
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allowXTranslation, allowYTranslation);
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}
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}
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}
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@ -39,6 +39,8 @@ namespace Spine.Unity.Editor {
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protected SerializedProperty transformPositionY;
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protected SerializedProperty rootMotionScaleX;
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protected SerializedProperty rootMotionScaleY;
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protected SerializedProperty rootMotionTranslateXPerY;
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protected SerializedProperty rootMotionTranslateYPerX;
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protected SerializedProperty rigidBody2D;
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protected SerializedProperty rigidBody;
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@ -47,6 +49,8 @@ namespace Spine.Unity.Editor {
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protected GUIContent transformPositionYLabel;
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protected GUIContent rootMotionScaleXLabel;
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protected GUIContent rootMotionScaleYLabel;
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protected GUIContent rootMotionTranslateXPerYLabel;
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protected GUIContent rootMotionTranslateYPerXLabel;
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protected GUIContent rigidBody2DLabel;
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protected GUIContent rigidBodyLabel;
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@ -57,6 +61,8 @@ namespace Spine.Unity.Editor {
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transformPositionY = serializedObject.FindProperty("transformPositionY");
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rootMotionScaleX = serializedObject.FindProperty("rootMotionScaleX");
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rootMotionScaleY = serializedObject.FindProperty("rootMotionScaleY");
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rootMotionTranslateXPerY = serializedObject.FindProperty("rootMotionTranslateXPerY");
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rootMotionTranslateYPerX = serializedObject.FindProperty("rootMotionTranslateYPerX");
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rigidBody2D = serializedObject.FindProperty("rigidBody2D");
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rigidBody = serializedObject.FindProperty("rigidBody");
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@ -65,6 +71,8 @@ namespace Spine.Unity.Editor {
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transformPositionYLabel = new UnityEngine.GUIContent("Y", "Use the Y-movement of the bone.");
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rootMotionScaleXLabel = new UnityEngine.GUIContent("Root Motion Scale (X)", "Scale applied to the horizontal root motion delta. Can be used for delta compensation to e.g. stretch a jump to the desired distance.");
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rootMotionScaleYLabel = new UnityEngine.GUIContent("Root Motion Scale (Y)", "Scale applied to the vertical root motion delta. Can be used for delta compensation to e.g. stretch a jump to the desired distance.");
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rootMotionTranslateXPerYLabel = new UnityEngine.GUIContent("Root Motion Translate (X)", "Added X translation per root motion Y delta. Can be used for delta compensation when scaling is not enough, to e.g. offset a horizontal jump to a vertically different goal.");
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rootMotionTranslateYPerXLabel = new UnityEngine.GUIContent("Root Motion Translate (Y)", "Added Y translation per root motion X delta. Can be used for delta compensation when scaling is not enough, to e.g. offset a horizontal jump to a vertically different goal.");
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rigidBody2DLabel = new UnityEngine.GUIContent("Rigidbody2D",
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"Optional Rigidbody2D: Assign a Rigidbody2D here if you want " +
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" to apply the root motion to the rigidbody instead of the Transform." +
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@ -92,10 +100,12 @@ namespace Spine.Unity.Editor {
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EditorGUILayout.PropertyField(rootMotionScaleX, rootMotionScaleXLabel);
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EditorGUILayout.PropertyField(rootMotionScaleY, rootMotionScaleYLabel);
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EditorGUILayout.PropertyField(rootMotionTranslateXPerY, rootMotionTranslateXPerYLabel);
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EditorGUILayout.PropertyField(rootMotionTranslateYPerX, rootMotionTranslateYPerXLabel);
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}
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protected virtual void OptionalPropertyFields () {
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//EditorGUILayout.LabelField("Optional", EditorStyles.boldLabel);
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EditorGUILayout.PropertyField(rigidBody2D, rigidBody2DLabel);
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EditorGUILayout.PropertyField(rigidBody, rigidBodyLabel);
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}
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@ -73,6 +73,15 @@ namespace Spine.Unity {
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return GetAnimationRootMotion(start, end, animation);
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}
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public override RootMotionInfo GetRootMotionInfo (int layerIndex) {
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var pair = skeletonMecanim.Translator.GetActiveAnimationAndTime(layerIndex);
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var animation = pair.Key;
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var time = pair.Value;
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if (animation == null)
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return new RootMotionInfo();
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return GetAnimationRootMotionInfo(animation, time);
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}
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protected override void Reset () {
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base.Reset();
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mecanimLayerFlags = DefaultMecanimLayerFlags;
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@ -67,6 +67,16 @@ namespace Spine.Unity {
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return GetAnimationRootMotion(start, end, animation);
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}
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public override RootMotionInfo GetRootMotionInfo (int trackIndex) {
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TrackEntry track = animationState.GetCurrent(trackIndex);
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if (track == null)
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return new RootMotionInfo();
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var animation = track.Animation;
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float time = track.AnimationTime;
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return GetAnimationRootMotionInfo(track.Animation, time);
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}
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protected override float AdditionalScale {
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get {
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return canvas ? canvas.referencePixelsPerUnit: 1.0f;
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@ -30,6 +30,7 @@
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using UnityEngine;
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using System.Collections.Generic;
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using Spine.Unity.AnimationTools;
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using System;
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namespace Spine.Unity {
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@ -47,6 +48,10 @@ namespace Spine.Unity {
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public float rootMotionScaleX = 1;
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public float rootMotionScaleY = 1;
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/// <summary>Skeleton space X translation per skeleton space Y translation root motion.</summary>
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public float rootMotionTranslateXPerY = 0;
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/// <summary>Skeleton space Y translation per skeleton space X translation root motion.</summary>
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public float rootMotionTranslateYPerX = 0;
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[Header("Optional")]
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public Rigidbody2D rigidBody2D;
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@ -62,6 +67,7 @@ namespace Spine.Unity {
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protected int rootMotionBoneIndex;
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protected List<Bone> topLevelBones = new List<Bone>();
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protected Vector2 initialOffset = Vector2.zero;
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protected Vector2 tempSkeletonDisplacement;
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protected Vector2 rigidbodyDisplacement;
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protected virtual void Reset () {
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@ -94,11 +100,16 @@ namespace Spine.Unity {
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rigidBody.MovePosition(transform.position
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+ new Vector3(rigidbodyDisplacement.x, rigidbodyDisplacement.y, 0));
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}
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Vector2 parentBoneScale;
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GetScaleAffectingRootMotion(out parentBoneScale);
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ClearEffectiveBoneOffsets(parentBoneScale);
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rigidbodyDisplacement = Vector2.zero;
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tempSkeletonDisplacement = Vector2.zero;
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}
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protected virtual void OnDisable () {
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rigidbodyDisplacement = Vector2.zero;
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tempSkeletonDisplacement = Vector2.zero;
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}
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protected void FindRigidbodyComponent () {
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@ -117,6 +128,15 @@ namespace Spine.Unity {
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abstract protected Vector2 CalculateAnimationsMovementDelta ();
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abstract public Vector2 GetRemainingRootMotion (int trackIndex = 0);
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public struct RootMotionInfo {
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public Vector2 start;
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public Vector2 current;
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public Vector2 mid;
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public Vector2 end;
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public bool timeIsPastMid;
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};
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abstract public RootMotionInfo GetRootMotionInfo (int trackIndex = 0);
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public void SetRootMotionBone (string name) {
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var skeleton = skeletonComponent.Skeleton;
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int index = skeleton.FindBoneIndex(name);
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@ -131,14 +151,31 @@ namespace Spine.Unity {
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}
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}
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public void AdjustRootMotionToDistance (Vector2 distanceToTarget, int trackIndex = 0) {
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Vector2 remainingRootMotion = GetRemainingRootMotion(trackIndex);
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if (remainingRootMotion.x == 0)
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remainingRootMotion.x = 0.0001f;
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if (remainingRootMotion.y == 0)
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remainingRootMotion.y = 0.0001f;
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rootMotionScaleX = distanceToTarget.x / remainingRootMotion.x;
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rootMotionScaleY = distanceToTarget.y / remainingRootMotion.y;
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public void AdjustRootMotionToDistance (Vector2 distanceToTarget, int trackIndex = 0, bool adjustX = true, bool adjustY = true,
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float minX = 0, float maxX = float.MaxValue, float minY = 0, float maxY = float.MaxValue,
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bool allowXTranslation = false, bool allowYTranslation = false) {
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Vector2 distanceToTargetSkeletonSpace = (Vector2)transform.InverseTransformVector(distanceToTarget);
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Vector2 scaleAffectingRootMotion = GetScaleAffectingRootMotion();
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if (UsesRigidbody)
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distanceToTargetSkeletonSpace -= tempSkeletonDisplacement;
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Vector2 remainingRootMotionSkeletonSpace = GetRemainingRootMotion(trackIndex);
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remainingRootMotionSkeletonSpace.Scale(scaleAffectingRootMotion);
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if (remainingRootMotionSkeletonSpace.x == 0)
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remainingRootMotionSkeletonSpace.x = 0.0001f;
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if (remainingRootMotionSkeletonSpace.y == 0)
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remainingRootMotionSkeletonSpace.y = 0.0001f;
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if (adjustX)
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rootMotionScaleX = Math.Min(maxX, Math.Max(minX, distanceToTargetSkeletonSpace.x / remainingRootMotionSkeletonSpace.x));
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if (adjustY)
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rootMotionScaleY = Math.Min(maxY, Math.Max(minY, distanceToTargetSkeletonSpace.y / remainingRootMotionSkeletonSpace.y));
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if (allowXTranslation)
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rootMotionTranslateXPerY = (distanceToTargetSkeletonSpace.x - remainingRootMotionSkeletonSpace.x * rootMotionScaleX) / remainingRootMotionSkeletonSpace.y;
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if (allowYTranslation)
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rootMotionTranslateYPerX = (distanceToTargetSkeletonSpace.y - remainingRootMotionSkeletonSpace.y * rootMotionScaleY) / remainingRootMotionSkeletonSpace.x;
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}
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public Vector2 GetAnimationRootMotion (Animation animation) {
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@ -155,6 +192,21 @@ namespace Spine.Unity {
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return Vector2.zero;
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}
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public RootMotionInfo GetAnimationRootMotionInfo (Animation animation, float currentTime) {
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RootMotionInfo rootMotion = new RootMotionInfo();
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var timeline = animation.FindTranslateTimelineForBone(rootMotionBoneIndex);
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if (timeline != null) {
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float duration = animation.duration;
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float mid = duration * 0.5f;
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rootMotion.start = timeline.Evaluate(0);
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rootMotion.current = timeline.Evaluate(currentTime);
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rootMotion.mid = timeline.Evaluate(mid);
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rootMotion.end = timeline.Evaluate(duration);
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rootMotion.timeIsPastMid = currentTime > mid;
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}
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return rootMotion;
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}
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Vector2 GetTimelineMovementDelta (float startTime, float endTime,
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TranslateTimeline timeline, Animation animation) {
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@ -182,15 +234,39 @@ namespace Spine.Unity {
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if (!this.isActiveAndEnabled)
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return; // Root motion is only applied when component is enabled.
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var movementDelta = CalculateAnimationsMovementDelta();
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var boneLocalDelta = CalculateAnimationsMovementDelta();
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Vector2 parentBoneScale;
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AdjustMovementDeltaToConfiguration(ref movementDelta, out parentBoneScale, animatedSkeletonComponent.Skeleton);
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ApplyRootMotion(movementDelta, parentBoneScale);
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Vector2 skeletonDelta = GetSkeletonSpaceMovementDelta(boneLocalDelta, out parentBoneScale);
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ApplyRootMotion(skeletonDelta, parentBoneScale);
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}
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void AdjustMovementDeltaToConfiguration (ref Vector2 localDelta, out Vector2 parentBoneScale, Skeleton skeleton) {
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localDelta.x *= skeleton.ScaleX;
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localDelta.y *= skeleton.ScaleY;
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void ApplyRootMotion (Vector2 skeletonDelta, Vector2 parentBoneScale) {
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// Apply root motion to Transform or RigidBody;
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if (UsesRigidbody) {
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rigidbodyDisplacement += (Vector2)transform.TransformVector(skeletonDelta);
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// Accumulated displacement is applied on the next Physics update in FixedUpdate.
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// Until the next Physics update, tempBoneDisplacement is offsetting bone locations
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// to prevent stutter which would otherwise occur if we don't move every Update.
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tempSkeletonDisplacement += skeletonDelta;
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SetEffectiveBoneOffsetsTo(tempSkeletonDisplacement, parentBoneScale);
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}
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else {
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transform.position += transform.TransformVector(skeletonDelta);
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ClearEffectiveBoneOffsets(parentBoneScale);
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}
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}
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Vector2 GetScaleAffectingRootMotion () {
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Vector2 parentBoneScale;
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return GetScaleAffectingRootMotion(out parentBoneScale);
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}
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Vector2 GetScaleAffectingRootMotion (out Vector2 parentBoneScale) {
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var skeleton = skeletonComponent.Skeleton;
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Vector2 totalScale = Vector2.one;
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totalScale.x *= skeleton.ScaleX;
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totalScale.y *= skeleton.ScaleY;
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parentBoneScale = Vector2.one;
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Bone scaleBone = rootMotionBone;
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@ -198,37 +274,49 @@ namespace Spine.Unity {
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parentBoneScale.x *= scaleBone.ScaleX;
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parentBoneScale.y *= scaleBone.ScaleY;
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}
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localDelta = Vector2.Scale(localDelta, parentBoneScale);
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localDelta *= AdditionalScale;
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localDelta.x *= rootMotionScaleX;
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localDelta.y *= rootMotionScaleY;
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if (!transformPositionX) localDelta.x = 0f;
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if (!transformPositionY) localDelta.y = 0f;
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totalScale = Vector2.Scale(totalScale, parentBoneScale);
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totalScale *= AdditionalScale;
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return totalScale;
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}
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void ApplyRootMotion (Vector2 localDelta, Vector2 parentBoneScale) {
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// Apply root motion to Transform or RigidBody;
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if (UsesRigidbody) {
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rigidbodyDisplacement += (Vector2)transform.TransformVector(localDelta);
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// Accumulated displacement is applied on the next Physics update (FixedUpdate)
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}
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else {
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transform.position += transform.TransformVector(localDelta);
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}
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Vector2 GetSkeletonSpaceMovementDelta (Vector2 boneLocalDelta, out Vector2 parentBoneScale) {
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Vector2 skeletonDelta = boneLocalDelta;
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Vector2 totalScale = GetScaleAffectingRootMotion(out parentBoneScale);
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skeletonDelta.Scale(totalScale);
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Vector2 rootMotionTranslation = new Vector2(
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rootMotionTranslateXPerY * skeletonDelta.y,
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rootMotionTranslateYPerX * skeletonDelta.x);
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skeletonDelta.x *= rootMotionScaleX;
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skeletonDelta.y *= rootMotionScaleY;
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skeletonDelta.x += rootMotionTranslation.x;
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skeletonDelta.y += rootMotionTranslation.y;
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if (!transformPositionX) skeletonDelta.x = 0f;
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if (!transformPositionY) skeletonDelta.y = 0f;
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return skeletonDelta;
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}
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void SetEffectiveBoneOffsetsTo (Vector2 displacementSkeletonSpace, Vector2 parentBoneScale) {
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// Move top level bones in opposite direction of the root motion bone
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var skeleton = skeletonComponent.Skeleton;
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foreach (var topLevelBone in topLevelBones) {
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if (topLevelBone == rootMotionBone) {
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if (transformPositionX) topLevelBone.x = 0;
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if (transformPositionY) topLevelBone.y = 0;
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if (transformPositionX) topLevelBone.x = displacementSkeletonSpace.x / skeleton.ScaleX;
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if (transformPositionY) topLevelBone.y = displacementSkeletonSpace.y / skeleton.ScaleY;
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}
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else {
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if (transformPositionX) topLevelBone.x = -(rootMotionBone.x - initialOffset.x) * parentBoneScale.x;
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if (transformPositionY) topLevelBone.y = -(rootMotionBone.y - initialOffset.y) * parentBoneScale.y;
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float offsetX = (initialOffset.x - rootMotionBone.x) * parentBoneScale.x;
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float offsetY = (initialOffset.y - rootMotionBone.y) * parentBoneScale.y;
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if (transformPositionX) topLevelBone.x = (displacementSkeletonSpace.x / skeleton.ScaleX) + offsetX;
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if (transformPositionY) topLevelBone.y = (displacementSkeletonSpace.y / skeleton.ScaleY) + offsetY;
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}
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}
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}
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void ClearEffectiveBoneOffsets (Vector2 parentBoneScale) {
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SetEffectiveBoneOffsetsTo(Vector2.zero, parentBoneScale);
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}
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}
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||||
}
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||||
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