Merge branch '3.6' into 3.7-beta

This commit is contained in:
pharan 2017-06-22 11:29:32 +08:00
commit 2c88c121d6
12 changed files with 509 additions and 30 deletions

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@ -797,6 +797,8 @@ namespace Spine {
}
public class DeformTimeline : CurveTimeline {
static float[] zeros = new float[64];
internal int slotIndex;
internal float[] frames;
internal float[][] frameVertices;
@ -825,43 +827,58 @@ namespace Spine {
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, MixPose pose, MixDirection direction) {
Slot slot = skeleton.slots.Items[slotIndex];
VertexAttachment slotAttachment = slot.attachment as VertexAttachment;
if (slotAttachment == null || !slotAttachment.ApplyDeform(attachment)) return;
VertexAttachment vertexAttachment = slot.attachment as VertexAttachment;
if (vertexAttachment == null || !vertexAttachment.ApplyDeform(attachment)) return;
var verticesArray = slot.attachmentVertices;
float[][] frameVertices = this.frameVertices;
int vertexCount = frameVertices[0].Length;
if (verticesArray.Count != vertexCount && pose != MixPose.Setup) alpha = 1; // Don't mix from uninitialized slot vertices.
// verticesArray.SetSize(vertexCount) // Ensure size and preemptively set count.
if (verticesArray.Capacity < vertexCount) verticesArray.Capacity = vertexCount;
if (verticesArray.Capacity < vertexCount) verticesArray.Capacity = vertexCount; // verticesArray.SetSize(vertexCount) // Ensure size and preemptively set count.
verticesArray.Count = vertexCount;
float[] vertices = verticesArray.Items;
float[] frames = this.frames;
if (time < frames[0]) {
switch (pose) {
case MixPose.Setup:
verticesArray.Clear();
float[] zeroVertices;
if (vertexAttachment.bones == null) {
// Unweighted vertex positions (setup pose).
zeroVertices = vertexAttachment.vertices;
} else {
// Weighted deform offsets (zeros).
zeroVertices = DeformTimeline.zeros;
if (zeroVertices.Length < vertexCount) DeformTimeline.zeros = zeroVertices = new float[vertexCount];
}
Array.Copy(zeroVertices, 0, vertices, 0, vertexCount);
return;
case MixPose.Current:
alpha = 1 - alpha;
for (int i = 0; i < vertexCount; i++)
vertices[i] *= alpha;
if (alpha == 1) return;
if (vertexAttachment.bones == null) {
// Unweighted vertex positions.
float[] setupVertices = vertexAttachment.vertices;
for (int i = 0; i < vertexCount; i++)
vertices[i] += (setupVertices[i] - vertices[i]) * alpha;
} else {
// Weighted deform offsets.
alpha = 1 - alpha;
for (int i = 0; i < vertexCount; i++)
vertices[i] *= alpha;
}
return;
default:
return;
}
return;
}
if (time >= frames[frames.Length - 1]) { // Time is after last frame.
float[] lastVertices = frameVertices[frames.Length - 1];
if (alpha == 1) {
// Vertex positions or deform offsets, no alpha.
Array.Copy(lastVertices, 0, vertices, 0, vertexCount);
} else if (pose == MixPose.Setup) {
VertexAttachment vertexAttachment = slotAttachment;
if (vertexAttachment.bones == null) {
// Unweighted vertex positions, with alpha.
float[] setupVertices = vertexAttachment.vertices;
@ -896,7 +913,6 @@ namespace Spine {
vertices[i] = prev + (nextVertices[i] - prev) * percent;
}
} else if (pose == MixPose.Setup) {
VertexAttachment vertexAttachment = (VertexAttachment)slotAttachment;
if (vertexAttachment.bones == null) {
// Unweighted vertex positions, with alpha.
var setupVertices = vertexAttachment.vertices;

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@ -0,0 +1,85 @@
/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
// This is a sample component for C# vertex effects for Spine rendering components.
// Using shaders and materials to control vertex properties is still more performant
// than using this API, but in cases where your vertex effect logic cannot be
// expressed as shader code, these vertex effects can be useful.
public class JitterEffectExample : MonoBehaviour {
[Range(0f, 0.8f)]
public float jitterMagnitude = 0.2f;
SkeletonRenderer skeletonRenderer;
void OnEnable () {
skeletonRenderer = GetComponent<SkeletonRenderer>();
if (skeletonRenderer == null) return;
// Use the OnPostProcessVertices callback to modify the vertices at the correct time.
skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
skeletonRenderer.OnPostProcessVertices += ProcessVertices;
Debug.Log("Jitter Effect Enabled.");
}
void ProcessVertices (MeshGeneratorBuffers buffers) {
if (!this.enabled) return;
// For efficiency, limit your effect to the actual mesh vertex count using vertexCount
int vertexCount = buffers.vertexCount;
// Modify vertex positions by accessing Vector3[] vertexBuffer
var vertices = buffers.vertexBuffer;
for (int i = 0; i < vertexCount; i++)
vertices[i] += (Vector3)(Random.insideUnitCircle * jitterMagnitude);
// You can also modify uvs and colors.
//var uvs = buffers.uvBuffer;
//var colors = buffers.colorBuffer;
//
}
void OnDisable () {
if (skeletonRenderer == null) return;
skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
Debug.Log("Jitter Effect Disabled.");
}
}
}

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@ -47,9 +47,9 @@ namespace Spine.Unity {
}
}
/// <summary>If a bone isn't set in code, boneName is used to find the bone.</summary>
/// <summary>If a bone isn't set in code, boneName is used to find the bone at the beginning. For runtime switching by name, use SetBoneByName. You can also set the BoneFollower.bone field directly.</summary>
[SpineBone(dataField: "skeletonRenderer")]
public String boneName;
[SerializeField] public string boneName;
public bool followZPosition = true;
public bool followBoneRotation = true;
@ -65,10 +65,25 @@ namespace Spine.Unity {
#endregion
[NonSerialized] public bool valid;
/// <summary>
/// The bone.
/// </summary>
[NonSerialized] public Bone bone;
Transform skeletonTransform;
bool skeletonTransformIsParent;
/// <summary>
/// Sets the target bone by its bone name. Returns false if no bone was found.</summary>
public bool SetBoneByName (string name) {
bone = skeletonRenderer.skeleton.FindBone(name);
if (bone == null) {
Debug.LogError("Bone not found: " + name, this);
return false;
}
boneName = name;
return true;
}
public void Awake () {
if (initializeOnAwake) Initialize();
}
@ -115,10 +130,7 @@ namespace Spine.Unity {
if (bone == null) {
if (string.IsNullOrEmpty(boneName)) return;
bone = skeletonRenderer.skeleton.FindBone(boneName);
if (bone == null) {
Debug.LogError("Bone not found: " + boneName, this);
return;
}
if (!SetBoneByName(boneName)) return;
}
Transform thisTransform = this.transform;

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@ -95,7 +95,7 @@ namespace Spine.Unity.Editor {
var transform = skeletonRendererComponent.transform;
var skeleton = skeletonRendererComponent.skeleton;
if (string.IsNullOrEmpty(tbf.boneName)) {
if (string.IsNullOrEmpty(boneName.stringValue)) {
SpineHandles.DrawBones(transform, skeleton);
SpineHandles.DrawBoneNames(transform, skeleton);
Handles.Label(tbf.transform.position, "No bone selected", EditorStyles.helpBox);

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@ -73,7 +73,24 @@ namespace Spine.Unity {
public int SlotCount { get { return endSlot - startSlot; } }
}
public delegate void MeshGeneratorDelegate (MeshGenerator meshGenerator);
public delegate void MeshGeneratorDelegate (MeshGeneratorBuffers buffers);
public struct MeshGeneratorBuffers {
/// <summary>The vertex count that will actually be used for the mesh. The Lengths of the buffer arrays may be larger than this number.</summary>
public int vertexCount;
/// <summary> Vertex positions. To be used for UnityEngine.Mesh.vertices.</summary>
public Vector3[] vertexBuffer;
/// <summary> Vertex UVs. To be used for UnityEngine.Mesh.uvs.</summary>
public Vector2[] uvBuffer;
/// <summary> Vertex colors. To be used for UnityEngine.Mesh.colors32.</summary>
public Color32[] colorBuffer;
/// <summary> The Spine rendering component's MeshGenerator. </summary>
public MeshGenerator meshGenerator;
}
[System.Serializable]
public class MeshGenerator {
@ -117,10 +134,6 @@ namespace Spine.Unity {
[NonSerialized] readonly ExposedList<Color32> colorBuffer = new ExposedList<Color32>(4);
[NonSerialized] readonly ExposedList<ExposedList<int>> submeshes = new ExposedList<ExposedList<int>> { new ExposedList<int>(6) }; // start with 1 submesh.
public Vector3[] VertexBuffer { get { return this.vertexBuffer.Items; } }
public Vector2[] UVBuffer { get { return this.uvBuffer.Items; } }
public Color32[] ColorBuffer { get { return this.colorBuffer.Items; } }
[NonSerialized] Vector2 meshBoundsMin, meshBoundsMax;
[NonSerialized] float meshBoundsThickness;
[NonSerialized] int submeshIndex = 0;
@ -139,6 +152,18 @@ namespace Spine.Unity {
public int VertexCount { get { return vertexBuffer.Count; } }
public MeshGeneratorBuffers Buffers {
get {
return new MeshGeneratorBuffers {
vertexCount = this.VertexCount,
vertexBuffer = this.vertexBuffer.Items,
uvBuffer = this.uvBuffer.Items,
colorBuffer = this.colorBuffer.Items,
meshGenerator = this
};
}
}
#region Step 1 : Generate Instructions
public static void GenerateSingleSubmeshInstruction (SkeletonRendererInstruction instructionOutput, Skeleton skeleton, Material material) {
ExposedList<Slot> drawOrder = skeleton.drawOrder;

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@ -156,7 +156,7 @@ namespace Spine.Unity.Editor {
if (Event.current.type == EventType.Repaint) {
if (addBoneFollower) {
var boneFollower = follower.gameObject.AddComponent<BoneFollower>();
boneFollower.boneName = follower.Slot.Data.BoneData.Name;
boneFollower.SetBoneByName(follower.Slot.Data.BoneData.Name);
addBoneFollower = false;
}

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@ -272,7 +272,7 @@ namespace Spine.Unity {
}
if (canvas != null) meshGenerator.ScaleVertexData(canvas.referencePixelsPerUnit);
if (OnPostProcessVertices != null) OnPostProcessVertices.Invoke(this.meshGenerator);
if (OnPostProcessVertices != null) OnPostProcessVertices.Invoke(this.meshGenerator.Buffers);
var mesh = smartMesh.mesh;
meshGenerator.FillVertexData(mesh);

View File

@ -283,7 +283,7 @@ namespace Spine.Unity {
meshGenerator.BuildMeshWithArrays(currentInstructions, updateTriangles);
}
if (OnPostProcessVertices != null) OnPostProcessVertices.Invoke(this.meshGenerator);
if (OnPostProcessVertices != null) OnPostProcessVertices.Invoke(this.meshGenerator.Buffers);
// STEP 3. Move the mesh data into a UnityEngine.Mesh ===========================================================================
var currentMesh = currentSmartMesh.mesh;