diff --git a/spine-csharp/src/Animation.cs b/spine-csharp/src/Animation.cs index bb2bc68b2..e344f7319 100644 --- a/spine-csharp/src/Animation.cs +++ b/spine-csharp/src/Animation.cs @@ -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 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. 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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(); + 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."); + } + } + +} diff --git a/spine-unity/Assets/Examples/Scripts/Sample Components/Sample VertexEffects/JitterEffectExample.cs.meta b/spine-unity/Assets/Examples/Scripts/Sample Components/Sample VertexEffects/JitterEffectExample.cs.meta new file mode 100644 index 000000000..a9e576122 --- /dev/null +++ b/spine-unity/Assets/Examples/Scripts/Sample Components/Sample VertexEffects/JitterEffectExample.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 8b9ca76eac8062f42b99bbf78e777ee1 +timeCreated: 1498053868 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Assets/spine-unity/BoneFollower.cs b/spine-unity/Assets/spine-unity/BoneFollower.cs index 2b88a12c2..c9c7746c9 100644 --- a/spine-unity/Assets/spine-unity/BoneFollower.cs +++ b/spine-unity/Assets/spine-unity/BoneFollower.cs @@ -47,9 +47,9 @@ namespace Spine.Unity { } } - /// If a bone isn't set in code, boneName is used to find the bone. + /// 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. [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; + /// + /// The bone. + /// [NonSerialized] public Bone bone; Transform skeletonTransform; bool skeletonTransformIsParent; + /// + /// Sets the target bone by its bone name. Returns false if no bone was found. + 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; diff --git a/spine-unity/Assets/spine-unity/Editor/BoneFollowerInspector.cs b/spine-unity/Assets/spine-unity/Editor/BoneFollowerInspector.cs index 494f5ebbb..7372c5b17 100644 --- a/spine-unity/Assets/spine-unity/Editor/BoneFollowerInspector.cs +++ b/spine-unity/Assets/spine-unity/Editor/BoneFollowerInspector.cs @@ -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); diff --git a/spine-unity/Assets/spine-unity/Mesh Generation/SpineMesh.cs b/spine-unity/Assets/spine-unity/Mesh Generation/SpineMesh.cs index 2761a9a3f..d47526721 100644 --- a/spine-unity/Assets/spine-unity/Mesh Generation/SpineMesh.cs +++ b/spine-unity/Assets/spine-unity/Mesh Generation/SpineMesh.cs @@ -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 { + /// The vertex count that will actually be used for the mesh. The Lengths of the buffer arrays may be larger than this number. + public int vertexCount; + + /// Vertex positions. To be used for UnityEngine.Mesh.vertices. + public Vector3[] vertexBuffer; + + /// Vertex UVs. To be used for UnityEngine.Mesh.uvs. + public Vector2[] uvBuffer; + + /// Vertex colors. To be used for UnityEngine.Mesh.colors32. + public Color32[] colorBuffer; + + /// The Spine rendering component's MeshGenerator. + public MeshGenerator meshGenerator; + } [System.Serializable] public class MeshGenerator { @@ -117,10 +134,6 @@ namespace Spine.Unity { [NonSerialized] readonly ExposedList colorBuffer = new ExposedList(4); [NonSerialized] readonly ExposedList> submeshes = new ExposedList> { new ExposedList(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 drawOrder = skeleton.drawOrder; diff --git a/spine-unity/Assets/spine-unity/Modules/BoundingBoxFollower/Editor/BoundingBoxFollowerInspector.cs b/spine-unity/Assets/spine-unity/Modules/BoundingBoxFollower/Editor/BoundingBoxFollowerInspector.cs index 2974d3a9e..f00f3cb3c 100644 --- a/spine-unity/Assets/spine-unity/Modules/BoundingBoxFollower/Editor/BoundingBoxFollowerInspector.cs +++ b/spine-unity/Assets/spine-unity/Modules/BoundingBoxFollower/Editor/BoundingBoxFollowerInspector.cs @@ -156,7 +156,7 @@ namespace Spine.Unity.Editor { if (Event.current.type == EventType.Repaint) { if (addBoneFollower) { var boneFollower = follower.gameObject.AddComponent(); - boneFollower.boneName = follower.Slot.Data.BoneData.Name; + boneFollower.SetBoneByName(follower.Slot.Data.BoneData.Name); addBoneFollower = false; } diff --git a/spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/SkeletonGraphic.cs b/spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/SkeletonGraphic.cs index 4961088f1..4e5f4574e 100644 --- a/spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/SkeletonGraphic.cs +++ b/spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/SkeletonGraphic.cs @@ -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); diff --git a/spine-unity/Assets/spine-unity/SkeletonRenderer.cs b/spine-unity/Assets/spine-unity/SkeletonRenderer.cs index cd5c51615..a643a5c28 100644 --- a/spine-unity/Assets/spine-unity/SkeletonRenderer.cs +++ b/spine-unity/Assets/spine-unity/SkeletonRenderer.cs @@ -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;