mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 15:24:55 +08:00
Merge branch '3.7-beta' into 3.7-beta-cpp
This commit is contained in:
commit
38e5d2f35a
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@ -1210,9 +1210,9 @@ namespace Spine {
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}
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public class IkConstraintTimeline : CurveTimeline {
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public const int ENTRIES = 3;
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private const int PREV_TIME = -3, PREV_MIX = -2, PREV_BEND_DIRECTION = -1;
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private const int MIX = 1, BEND_DIRECTION = 2;
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public const int ENTRIES = 4;
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private const int PREV_TIME = -4, PREV_MIX = -3, PREV_BEND_DIRECTION = -2, PREV_STRETCH = -1;
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private const int MIX = 1, BEND_DIRECTION = 2, STRETCH = 3;
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internal int ikConstraintIndex;
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internal float[] frames;
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@ -1230,11 +1230,12 @@ namespace Spine {
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}
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/// <summary>Sets the time, mix and bend direction of the specified keyframe.</summary>
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public void SetFrame (int frameIndex, float time, float mix, int bendDirection) {
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public void SetFrame (int frameIndex, float time, float mix, int bendDirection, bool stretch) {
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frameIndex *= ENTRIES;
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frames[frameIndex] = time;
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frames[frameIndex + MIX] = mix;
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frames[frameIndex + BEND_DIRECTION] = bendDirection;
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frames[frameIndex + STRETCH] = stretch ? 1 : 0;
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}
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override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, MixBlend blend, MixDirection direction) {
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@ -1245,10 +1246,12 @@ namespace Spine {
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case MixBlend.Setup:
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constraint.mix = constraint.data.mix;
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constraint.bendDirection = constraint.data.bendDirection;
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constraint.stretch = constraint.data.stretch;
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return;
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case MixBlend.First:
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constraint.mix += (constraint.data.mix - constraint.mix) * alpha;
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constraint.bendDirection = constraint.data.bendDirection;
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constraint.stretch = constraint.data.stretch;
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return;
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}
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return;
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@ -1257,11 +1260,19 @@ namespace Spine {
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if (time >= frames[frames.Length - ENTRIES]) { // Time is after last frame.
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if (blend == MixBlend.Setup) {
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constraint.mix = constraint.data.mix + (frames[frames.Length + PREV_MIX] - constraint.data.mix) * alpha;
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constraint.bendDirection = direction == MixDirection.Out ? constraint.data.bendDirection
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: (int)frames[frames.Length + PREV_BEND_DIRECTION];
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if (direction == MixDirection.Out) {
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constraint.bendDirection = constraint.data.bendDirection;
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constraint.stretch = constraint.data.stretch;
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} else {
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constraint.bendDirection = (int)frames[frames.Length + PREV_BEND_DIRECTION];
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constraint.stretch = frames[frames.Length + PREV_STRETCH] != 0;
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}
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} else {
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constraint.mix += (frames[frames.Length + PREV_MIX] - constraint.mix) * alpha;
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if (direction == MixDirection.In) constraint.bendDirection = (int)frames[frames.Length + PREV_BEND_DIRECTION];
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if (direction == MixDirection.In) {
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constraint.bendDirection = (int)frames[frames.Length + PREV_BEND_DIRECTION];
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constraint.stretch = frames[frames.Length + PREV_STRETCH] != 0;
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}
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}
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return;
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}
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@ -334,10 +334,10 @@ namespace Spine {
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// Mix between rotations using the direction of the shortest route on the first frame while detecting crosses.
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float r1 = pose == MixBlend.Setup ? bone.data.rotation : bone.rotation;
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float total, diff = r2 - r1;
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diff -= (16384 - (int)(16384.499999999996 - diff / 360)) * 360;
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if (diff == 0) {
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total = timelinesRotation[i];
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} else {
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diff -= (16384 - (int)(16384.499999999996 - diff / 360)) * 360;
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float lastTotal, lastDiff;
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if (firstFrame) {
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lastTotal = 0;
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@ -35,15 +35,43 @@ namespace Spine {
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internal IkConstraintData data;
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internal ExposedList<Bone> bones = new ExposedList<Bone>();
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internal Bone target;
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internal float mix;
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internal int bendDirection;
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internal bool stretch;
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internal float mix;
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public IkConstraintData Data { get { return data; } }
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public int Order { get { return data.order; } }
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public ExposedList<Bone> Bones { get { return bones; } }
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public Bone Target { get { return target; } set { target = value; } }
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public int BendDirection { get { return bendDirection; } set { bendDirection = value; } }
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public float Mix { get { return mix; } set { mix = value; } }
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/// <summary>The bones that will be modified by this IK constraint.</summary>
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public ExposedList<Bone> Bones {
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get { return bones; }
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}
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/// <summary>The bone that is the IK target.</summary>
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public Bone Target {
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get { return target; }
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set { target = value; }
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}
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/// <summary>Controls the bend direction of the IK bones, either 1 or -1.</summary>
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public int BendDirection {
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get { return bendDirection; }
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set { bendDirection = value; }
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}
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/// <summary>
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/// When true, if the target is out of range, the parent bone is scaled on the X axis to reach it.
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/// IF the parent bone has nonuniform scale, stretching is not applied.</summary>
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public bool Stretch {
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get { return stretch; }
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set { stretch = value; }
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}
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/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained rotations.</summary>
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public float Mix {
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get { return mix; }
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set { mix = value; }
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}
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public IkConstraint (IkConstraintData data, Skeleton skeleton) {
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if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
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@ -51,6 +79,7 @@ namespace Spine {
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this.data = data;
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mix = data.mix;
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bendDirection = data.bendDirection;
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stretch = data.stretch;
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bones = new ExposedList<Bone>(data.bones.Count);
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foreach (BoneData boneData in data.bones)
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@ -68,10 +97,10 @@ namespace Spine {
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ExposedList<Bone> bones = this.bones;
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switch (bones.Count) {
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case 1:
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Apply(bones.Items[0], target.worldX, target.worldY, mix);
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Apply(bones.Items[0], target.worldX, target.worldY, stretch, mix);
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break;
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case 2:
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Apply(bones.Items[0], bones.Items[1], target.worldX, target.worldY, bendDirection, mix);
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Apply(bones.Items[0], bones.Items[1], target.worldX, target.worldY, bendDirection, stretch, mix);
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break;
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}
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}
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@ -82,7 +111,7 @@ namespace Spine {
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/// <summary>Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified
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/// in the world coordinate system.</summary>
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static public void Apply (Bone bone, float targetX, float targetY, float alpha) {
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static public void Apply (Bone bone, float targetX, float targetY, bool stretch, float alpha) {
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if (!bone.appliedValid) bone.UpdateAppliedTransform();
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Bone p = bone.parent;
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float id = 1 / (p.a * p.d - p.b * p.c);
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@ -92,15 +121,21 @@ namespace Spine {
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if (bone.ascaleX < 0) rotationIK += 180;
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if (rotationIK > 180)
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rotationIK -= 360;
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else if (rotationIK < -180) rotationIK += 360;
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bone.UpdateWorldTransform(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, bone.ascaleX, bone.ascaleY, bone.ashearX,
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else if (rotationIK < -180)
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rotationIK += 360;
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float sx = bone.ascaleX;
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if (stretch) {
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float b = bone.data.length * sx, dd = (float)Math.Sqrt(tx * tx + ty * ty);
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if (dd > b && b > 0.0001f) sx *= (dd / b - 1) * alpha + 1;
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}
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bone.UpdateWorldTransform(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, sx, bone.ascaleY, bone.ashearX,
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bone.ashearY);
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}
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/// <summary>Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as
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/// possible. The target is specified in the world coordinate system.</summary>
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/// <param name="child">A direct descendant of the parent bone.</param>
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static public void Apply (Bone parent, Bone child, float targetX, float targetY, int bendDir, float alpha) {
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static public void Apply (Bone parent, Bone child, float targetX, float targetY, int bendDir, bool stretch, float alpha) {
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if (alpha == 0) {
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child.UpdateWorldTransform ();
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return;
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@ -108,7 +143,7 @@ namespace Spine {
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//float px = parent.x, py = parent.y, psx = parent.scaleX, psy = parent.scaleY, csx = child.scaleX;
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if (!parent.appliedValid) parent.UpdateAppliedTransform();
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if (!child.appliedValid) child.UpdateAppliedTransform();
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float px = parent.ax, py = parent.ay, psx = parent.ascaleX, psy = parent.ascaleY, csx = child.ascaleX;
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float px = parent.ax, py = parent.ay, psx = parent.ascaleX, sx = psx, psy = parent.ascaleY, csx = child.ascaleX;
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int os1, os2, s2;
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if (psx < 0) {
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psx = -psx;
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@ -144,17 +179,20 @@ namespace Spine {
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c = pp.c;
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d = pp.d;
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float id = 1 / (a * d - b * c), x = targetX - pp.worldX, y = targetY - pp.worldY;
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float tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py;
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float tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py, dd = tx * tx + ty * ty;
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x = cwx - pp.worldX;
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y = cwy - pp.worldY;
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float dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py;
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float l1 = (float)Math.Sqrt(dx * dx + dy * dy), l2 = child.data.length * csx, a1, a2;
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if (u) {
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l2 *= psx;
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float cos = (tx * tx + ty * ty - l1 * l1 - l2 * l2) / (2 * l1 * l2);
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float cos = (dd - l1 * l1 - l2 * l2) / (2 * l1 * l2);
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if (cos < -1)
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cos = -1;
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else if (cos > 1) cos = 1;
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else if (cos > 1) {
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cos = 1;
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if (stretch && l1 + l2 > 0.0001f) sx *= ((float)Math.Sqrt(dd) / (l1 + l2) - 1) * alpha + 1;
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}
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a2 = (float)Math.Acos(cos) * bendDir;
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a = l1 + l2 * cos;
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b = l2 * (float)Math.Sin(a2);
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@ -162,7 +200,7 @@ namespace Spine {
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} else {
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a = psx * l2;
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b = psy * l2;
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float aa = a * a, bb = b * b, dd = tx * tx + ty * ty, ta = (float)Math.Atan2(ty, tx);
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float aa = a * a, bb = b * b, ta = (float)Math.Atan2(ty, tx);
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c = bb * l1 * l1 + aa * dd - aa * bb;
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float c1 = -2 * bb * l1, c2 = bb - aa;
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d = c1 * c1 - 4 * c2 * c;
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@ -215,7 +253,7 @@ namespace Spine {
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if (a1 > 180)
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a1 -= 360;
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else if (a1 < -180) a1 += 360;
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parent.UpdateWorldTransform(px, py, rotation + a1 * alpha, parent.scaleX, parent.ascaleY, 0, 0);
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parent.UpdateWorldTransform(px, py, rotation + a1 * alpha, sx, parent.ascaleY, 0, 0);
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rotation = child.arotation;
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a2 = ((a2 + os) * MathUtils.RadDeg - child.ashearX) * s2 + os2 - rotation;
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if (a2 > 180)
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@ -39,6 +39,7 @@ namespace Spine {
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internal List<BoneData> bones = new List<BoneData>();
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internal BoneData target;
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internal int bendDirection = 1;
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internal bool stretch;
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internal float mix = 1;
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/// <summary>The IK constraint's name, which is unique within the skeleton.</summary>
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@ -68,6 +69,14 @@ namespace Spine {
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set { bendDirection = value; }
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}
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/// <summary>
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/// When true, if the target is out of range, the parent bone is scaled on the X axis to reach it.
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/// If the bone has local nonuniform scale, stretching is not applied.</summary>
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public bool Stretch {
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get { return stretch; }
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set { stretch = value; }
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}
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public float Mix { get { return mix; } set { mix = value; } }
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public IkConstraintData (string name) {
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@ -309,6 +309,7 @@ namespace Spine {
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for (int i = 0, n = ikConstraints.Count; i < n; i++) {
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IkConstraint constraint = ikConstraintsItems[i];
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constraint.bendDirection = constraint.data.bendDirection;
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constraint.stretch = constraint.data.stretch;
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constraint.mix = constraint.data.mix;
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}
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@ -210,6 +210,7 @@ namespace Spine {
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data.target = skeletonData.bones.Items[ReadVarint(input, true)];
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data.mix = ReadFloat(input);
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data.bendDirection = ReadSByte(input);
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data.stretch = ReadBoolean(input);
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skeletonData.ikConstraints.Add(data);
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}
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@ -648,7 +649,7 @@ namespace Spine {
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IkConstraintTimeline timeline = new IkConstraintTimeline(frameCount);
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timeline.ikConstraintIndex = index;
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for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
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timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadSByte(input));
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timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadSByte(input), ReadBoolean(input));
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if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
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}
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timelines.Add(timeline);
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@ -182,6 +182,7 @@ namespace Spine {
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if (data.target == null) throw new Exception("Target bone not found: " + targetName);
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data.bendDirection = GetBoolean(constraintMap, "bendPositive", true) ? 1 : -1;
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data.stretch = GetBoolean(constraintMap, "stretch", false);
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data.mix = GetFloat(constraintMap, "mix", 1);
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skeletonData.ikConstraints.Add(data);
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@ -597,7 +598,8 @@ namespace Spine {
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float time = (float)valueMap["time"];
|
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float mix = GetFloat(valueMap, "mix", 1);
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bool bendPositive = GetBoolean(valueMap, "bendPositive", true);
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timeline.SetFrame(frameIndex, time, mix, bendPositive ? 1 : -1);
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bool stretch = GetBoolean(valueMap, "stretch", false);
|
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timeline.SetFrame(frameIndex, time, mix, bendPositive ? 1 : -1, stretch);
|
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ReadCurve(valueMap, timeline, frameIndex);
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frameIndex++;
|
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}
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|
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@ -30,6 +30,7 @@
|
||||
|
||||
package com.esotericsoftware.spine;
|
||||
|
||||
import java.lang.reflect.Field;
|
||||
import java.util.concurrent.atomic.AtomicInteger;
|
||||
|
||||
import com.badlogic.gdx.Files.FileType;
|
||||
@ -803,7 +804,8 @@ public class AnimationStateTests {
|
||||
expected.addAll(expectedArray);
|
||||
stateData = new AnimationStateData(skeletonData);
|
||||
state = new AnimationState(stateData);
|
||||
state.trackEntryPool = new Pool<TrackEntry>() {
|
||||
|
||||
Pool trackEntryPool = new Pool<TrackEntry>() {
|
||||
public TrackEntry obtain () {
|
||||
TrackEntry entry = super.obtain();
|
||||
entryCount++;
|
||||
@ -821,6 +823,14 @@ public class AnimationStateTests {
|
||||
super.free(entry);
|
||||
}
|
||||
};
|
||||
try {
|
||||
Field field = state.getClass().getDeclaredField("trackEntryPool");
|
||||
field.setAccessible(true);
|
||||
field.set(state, trackEntryPool);
|
||||
} catch (Exception ex) {
|
||||
throw new RuntimeException(ex);
|
||||
}
|
||||
|
||||
time = 0;
|
||||
fail = false;
|
||||
log(test + ": " + description);
|
||||
|
||||
@ -1295,15 +1295,15 @@ public class Animation {
|
||||
}
|
||||
}
|
||||
|
||||
/** Changes an IK constraint's {@link IkConstraint#getMix()}, {@link IkConstraint#getBendDirection()}, and
|
||||
* {@link IkConstraint#getStretch()}. */
|
||||
/** Changes an IK constraint's {@link IkConstraint#getMix()}, {@link IkConstraint#getBendDirection()},
|
||||
* {@link IkConstraint#getStretch()}, and {@link IkConstraint#getCompress()}. */
|
||||
static public class IkConstraintTimeline extends CurveTimeline {
|
||||
static public final int ENTRIES = 4;
|
||||
static private final int PREV_TIME = -4, PREV_MIX = -3, PREV_BEND_DIRECTION = -2, PREV_STRETCH = -1;
|
||||
static private final int MIX = 1, BEND_DIRECTION = 2, STRETCH = 3;
|
||||
static public final int ENTRIES = 5;
|
||||
static private final int PREV_TIME = -5, PREV_MIX = -4, PREV_BEND_DIRECTION = -3, PREV_COMPRESS = -2, PREV_STRETCH = -1;
|
||||
static private final int MIX = 1, BEND_DIRECTION = 2, COMPRESS = 3, STRETCH = 4;
|
||||
|
||||
int ikConstraintIndex;
|
||||
private final float[] frames; // time, mix, bendDirection, ...
|
||||
private final float[] frames; // time, mix, bendDirection, compress, stretch, ...
|
||||
|
||||
public IkConstraintTimeline (int frameCount) {
|
||||
super(frameCount);
|
||||
@ -1324,17 +1324,18 @@ public class Animation {
|
||||
return ikConstraintIndex;
|
||||
}
|
||||
|
||||
/** The time in seconds, mix, and bend direction for each key frame. */
|
||||
/** The time in seconds, mix, bend direction, compress, and stretch for each key frame. */
|
||||
public float[] getFrames () {
|
||||
return frames;
|
||||
}
|
||||
|
||||
/** Sets the time in seconds, mix, and bend direction for the specified key frame. */
|
||||
public void setFrame (int frameIndex, float time, float mix, int bendDirection, boolean stretch) {
|
||||
/** Sets the time in seconds, mix, bend direction, compress, and stretch for the specified key frame. */
|
||||
public void setFrame (int frameIndex, float time, float mix, int bendDirection, boolean compress, boolean stretch) {
|
||||
frameIndex *= ENTRIES;
|
||||
frames[frameIndex] = time;
|
||||
frames[frameIndex + MIX] = mix;
|
||||
frames[frameIndex + BEND_DIRECTION] = bendDirection;
|
||||
frames[frameIndex + COMPRESS] = compress ? 1 : 0;
|
||||
frames[frameIndex + STRETCH] = stretch ? 1 : 0;
|
||||
}
|
||||
|
||||
@ -1348,11 +1349,13 @@ public class Animation {
|
||||
case setup:
|
||||
constraint.mix = constraint.data.mix;
|
||||
constraint.bendDirection = constraint.data.bendDirection;
|
||||
constraint.compress = constraint.data.compress;
|
||||
constraint.stretch = constraint.data.stretch;
|
||||
return;
|
||||
case first:
|
||||
constraint.mix += (constraint.data.mix - constraint.mix) * alpha;
|
||||
constraint.bendDirection = constraint.data.bendDirection;
|
||||
constraint.compress = constraint.data.compress;
|
||||
constraint.stretch = constraint.data.stretch;
|
||||
}
|
||||
return;
|
||||
@ -1363,15 +1366,18 @@ public class Animation {
|
||||
constraint.mix = constraint.data.mix + (frames[frames.length + PREV_MIX] - constraint.data.mix) * alpha;
|
||||
if (direction == out) {
|
||||
constraint.bendDirection = constraint.data.bendDirection;
|
||||
constraint.compress = constraint.data.compress;
|
||||
constraint.stretch = constraint.data.stretch;
|
||||
} else {
|
||||
constraint.bendDirection = (int)frames[frames.length + PREV_BEND_DIRECTION];
|
||||
constraint.compress = frames[frames.length + PREV_COMPRESS] != 0;
|
||||
constraint.stretch = frames[frames.length + PREV_STRETCH] != 0;
|
||||
}
|
||||
} else {
|
||||
constraint.mix += (frames[frames.length + PREV_MIX] - constraint.mix) * alpha;
|
||||
if (direction == in) {
|
||||
constraint.bendDirection = (int)frames[frames.length + PREV_BEND_DIRECTION];
|
||||
constraint.compress = frames[frames.length + PREV_COMPRESS] != 0;
|
||||
constraint.stretch = frames[frames.length + PREV_STRETCH] != 0;
|
||||
}
|
||||
}
|
||||
@ -1388,15 +1394,18 @@ public class Animation {
|
||||
constraint.mix = constraint.data.mix + (mix + (frames[frame + MIX] - mix) * percent - constraint.data.mix) * alpha;
|
||||
if (direction == out) {
|
||||
constraint.bendDirection = constraint.data.bendDirection;
|
||||
constraint.compress = constraint.data.compress;
|
||||
constraint.stretch = constraint.data.stretch;
|
||||
} else {
|
||||
constraint.bendDirection = (int)frames[frame + PREV_BEND_DIRECTION];
|
||||
constraint.compress = frames[frame + PREV_COMPRESS] != 0;
|
||||
constraint.stretch = frames[frame + PREV_STRETCH] != 0;
|
||||
}
|
||||
} else {
|
||||
constraint.mix += (mix + (frames[frame + MIX] - mix) * percent - constraint.mix) * alpha;
|
||||
if (direction == in) {
|
||||
constraint.bendDirection = (int)frames[frame + PREV_BEND_DIRECTION];
|
||||
constraint.compress = frames[frame + PREV_COMPRESS] != 0;
|
||||
constraint.stretch = frames[frame + PREV_STRETCH] != 0;
|
||||
}
|
||||
}
|
||||
|
||||
@ -38,6 +38,7 @@ import com.badlogic.gdx.utils.IntArray;
|
||||
import com.badlogic.gdx.utils.IntSet;
|
||||
import com.badlogic.gdx.utils.Pool;
|
||||
import com.badlogic.gdx.utils.Pool.Poolable;
|
||||
|
||||
import com.esotericsoftware.spine.Animation.AttachmentTimeline;
|
||||
import com.esotericsoftware.spine.Animation.DrawOrderTimeline;
|
||||
import com.esotericsoftware.spine.Animation.MixBlend;
|
||||
@ -62,20 +63,20 @@ public class AnimationState {
|
||||
/** 1) This is the first timeline to set this property.<br>
|
||||
* 2) The next track entry to be applied does have a timeline to set this property.<br>
|
||||
* 3) The next track entry after that one does not have a timeline to set this property.<br>
|
||||
* Result: Mix from the setup pose to the timeline pose, but avoid the "dipping" problem by not using the mix percentage. This
|
||||
* means the timeline pose won't mix out toward the setup pose. A subsequent timeline will set this property using a mix. */
|
||||
static private final int DIP = 2;
|
||||
* Result: Mix from the setup pose to the timeline pose, but do not mix out. This avoids "dipping" when crossfading animations
|
||||
* that key the same property. A subsequent timeline will set this property using a mix. */
|
||||
static private final int HOLD = 2;
|
||||
/** 1) This is the first timeline to set this property.<br>
|
||||
* 2) The next track entry to be applied does have a timeline to set this property.<br>
|
||||
* 3) The next track entry after that one does have a timeline to set this property.<br>
|
||||
* 4) timelineDipMix stores the first subsequent track entry that does not have a timeline to set this property.<br>
|
||||
* Result: This is the same as DIP except the mix percentage from the timelineDipMix track entry is used. This handles when
|
||||
* more than 2 track entries in a row have a timeline which sets the same property.<br>
|
||||
* Eg, A -> B -> C -> D where A, B, and C have a timeline to set the same property, but D does not. When A is applied, A's mix
|
||||
* percentage is not used to avoid dipping, however a later track entry (D, the first entry without a timeline which sets the
|
||||
* property) is actually mixing out A (which affects B and C). Without using D's mix percentage, A would be applied fully until
|
||||
* mixed out, causing snapping. */
|
||||
static private final int DIP_MIX = 3;
|
||||
* 4) timelineHoldMix stores the first subsequent track entry that does not have a timeline to set this property.<br>
|
||||
* Result: The same as HOLD except the mix percentage from the timelineHoldMix track entry is used. This handles when more than
|
||||
* 2 track entries in a row have a timeline that sets the same property.<br>
|
||||
* Eg, A -> B -> C -> D where A, B, and C have a timeline setting same property, but D does not. When A is applied, to avoid
|
||||
* "dipping" A is not mixed out, however D (the first entry that doesn't set the property) mixing in is used to mix out A
|
||||
* (which affects B and C). Without using D to mix out, A would be applied fully until mixing completes, then snap into
|
||||
* place. */
|
||||
static private final int HOLD_MIX = 3;
|
||||
|
||||
private AnimationStateData data;
|
||||
final Array<TrackEntry> tracks = new Array();
|
||||
@ -83,11 +84,10 @@ public class AnimationState {
|
||||
final Array<AnimationStateListener> listeners = new Array();
|
||||
private final EventQueue queue = new EventQueue();
|
||||
private final IntSet propertyIDs = new IntSet();
|
||||
private final Array<TrackEntry> mixingTo = new Array();
|
||||
boolean animationsChanged;
|
||||
private float timeScale = 1;
|
||||
|
||||
Pool<TrackEntry> trackEntryPool = new Pool() {
|
||||
final Pool<TrackEntry> trackEntryPool = new Pool() {
|
||||
protected Object newObject () {
|
||||
return new TrackEntry();
|
||||
}
|
||||
@ -147,6 +147,7 @@ public class AnimationState {
|
||||
// End mixing from entries once all have completed.
|
||||
TrackEntry from = current.mixingFrom;
|
||||
current.mixingFrom = null;
|
||||
if (from != null) from.mixingTo = null;
|
||||
while (from != null) {
|
||||
queue.end(from);
|
||||
from = from.mixingFrom;
|
||||
@ -174,6 +175,7 @@ public class AnimationState {
|
||||
// Require totalAlpha == 0 to ensure mixing is complete, unless mixDuration == 0 (the transition is a single frame).
|
||||
if (from.totalAlpha == 0 || to.mixDuration == 0) {
|
||||
to.mixingFrom = from.mixingFrom;
|
||||
if (from.mixingFrom != null) from.mixingFrom.mixingTo = to;
|
||||
to.interruptAlpha = from.interruptAlpha;
|
||||
queue.end(from);
|
||||
}
|
||||
@ -213,11 +215,11 @@ public class AnimationState {
|
||||
float animationLast = current.animationLast, animationTime = current.getAnimationTime();
|
||||
int timelineCount = current.animation.timelines.size;
|
||||
Object[] timelines = current.animation.timelines.items;
|
||||
if (mix == 1 || blend == MixBlend.add) {
|
||||
if (i == 0 && (mix == 1 || blend == MixBlend.add)) {
|
||||
for (int ii = 0; ii < timelineCount; ii++)
|
||||
((Timeline)timelines[ii]).apply(skeleton, animationLast, animationTime, events, mix, blend, MixDirection.in);
|
||||
} else {
|
||||
int[] timelineData = current.timelineData.items;
|
||||
int[] timelineMode = current.timelineMode.items;
|
||||
|
||||
boolean firstFrame = current.timelinesRotation.size == 0;
|
||||
if (firstFrame) current.timelinesRotation.setSize(timelineCount << 1);
|
||||
@ -225,7 +227,7 @@ public class AnimationState {
|
||||
|
||||
for (int ii = 0; ii < timelineCount; ii++) {
|
||||
Timeline timeline = (Timeline)timelines[ii];
|
||||
MixBlend timelineBlend = timelineData[ii] == SUBSEQUENT ? blend : MixBlend.setup;
|
||||
MixBlend timelineBlend = timelineMode[ii] == SUBSEQUENT ? blend : MixBlend.setup;
|
||||
if (timeline instanceof RotateTimeline) {
|
||||
applyRotateTimeline(timeline, skeleton, animationTime, mix, timelineBlend, timelinesRotation, ii << 1,
|
||||
firstFrame);
|
||||
@ -262,14 +264,14 @@ public class AnimationState {
|
||||
float animationLast = from.animationLast, animationTime = from.getAnimationTime();
|
||||
int timelineCount = from.animation.timelines.size;
|
||||
Object[] timelines = from.animation.timelines.items;
|
||||
float alphaDip = from.alpha * to.interruptAlpha, alphaMix = alphaDip * (1 - mix);
|
||||
float alphaHold = from.alpha * to.interruptAlpha, alphaMix = alphaHold * (1 - mix);
|
||||
|
||||
if (blend == MixBlend.add) {
|
||||
for (int i = 0; i < timelineCount; i++)
|
||||
((Timeline)timelines[i]).apply(skeleton, animationLast, animationTime, events, alphaMix, blend, MixDirection.out);
|
||||
} else {
|
||||
int[] timelineData = from.timelineData.items;
|
||||
Object[] timelineDipMix = from.timelineDipMix.items;
|
||||
int[] timelineMode = from.timelineMode.items;
|
||||
Object[] timelineHoldMix = from.timelineHoldMix.items;
|
||||
|
||||
boolean firstFrame = from.timelinesRotation.size == 0;
|
||||
if (firstFrame) from.timelinesRotation.setSize(timelineCount << 1);
|
||||
@ -280,7 +282,7 @@ public class AnimationState {
|
||||
Timeline timeline = (Timeline)timelines[i];
|
||||
MixBlend timelineBlend;
|
||||
float alpha;
|
||||
switch (timelineData[i]) {
|
||||
switch (timelineMode[i]) {
|
||||
case SUBSEQUENT:
|
||||
if (!attachments && timeline instanceof AttachmentTimeline) continue;
|
||||
if (!drawOrder && timeline instanceof DrawOrderTimeline) continue;
|
||||
@ -291,14 +293,14 @@ public class AnimationState {
|
||||
timelineBlend = MixBlend.setup;
|
||||
alpha = alphaMix;
|
||||
break;
|
||||
case DIP:
|
||||
case HOLD:
|
||||
timelineBlend = MixBlend.setup;
|
||||
alpha = alphaDip;
|
||||
alpha = alphaHold;
|
||||
break;
|
||||
default:
|
||||
timelineBlend = MixBlend.setup;
|
||||
TrackEntry dipMix = (TrackEntry)timelineDipMix[i];
|
||||
alpha = alphaDip * Math.max(0, 1 - dipMix.mixTime / dipMix.mixDuration);
|
||||
TrackEntry holdMix = (TrackEntry)timelineHoldMix[i];
|
||||
alpha = alphaHold * Math.max(0, 1 - holdMix.mixTime / holdMix.mixDuration);
|
||||
break;
|
||||
}
|
||||
from.totalAlpha += alpha;
|
||||
@ -356,10 +358,10 @@ public class AnimationState {
|
||||
// Mix between rotations using the direction of the shortest route on the first frame.
|
||||
float r1 = blend == MixBlend.setup ? bone.data.rotation : bone.rotation;
|
||||
float total, diff = r2 - r1;
|
||||
diff -= (16384 - (int)(16384.499999999996 - diff / 360)) * 360;
|
||||
if (diff == 0)
|
||||
total = timelinesRotation[i];
|
||||
else {
|
||||
diff -= (16384 - (int)(16384.499999999996 - diff / 360)) * 360;
|
||||
float lastTotal, lastDiff;
|
||||
if (firstFrame) {
|
||||
lastTotal = 0;
|
||||
@ -448,6 +450,7 @@ public class AnimationState {
|
||||
if (from == null) break;
|
||||
queue.end(from);
|
||||
entry.mixingFrom = null;
|
||||
entry.mixingTo = null;
|
||||
entry = from;
|
||||
}
|
||||
|
||||
@ -463,6 +466,7 @@ public class AnimationState {
|
||||
if (from != null) {
|
||||
if (interrupt) queue.interrupt(from);
|
||||
current.mixingFrom = from;
|
||||
from.mixingTo = current;
|
||||
current.mixTime = 0;
|
||||
|
||||
// Store the interrupted mix percentage.
|
||||
@ -625,6 +629,7 @@ public class AnimationState {
|
||||
entry.trackIndex = trackIndex;
|
||||
entry.animation = animation;
|
||||
entry.loop = loop;
|
||||
entry.holdPrevious = false;
|
||||
|
||||
entry.eventThreshold = 0;
|
||||
entry.attachmentThreshold = 0;
|
||||
@ -662,15 +667,67 @@ public class AnimationState {
|
||||
animationsChanged = false;
|
||||
|
||||
IntSet propertyIDs = this.propertyIDs;
|
||||
propertyIDs.clear();
|
||||
Array<TrackEntry> mixingTo = this.mixingTo;
|
||||
propertyIDs.clear(2048);
|
||||
|
||||
for (int i = 0, n = tracks.size; i < n; i++) {
|
||||
TrackEntry entry = tracks.get(i);
|
||||
if (entry != null && (i == 0 || entry.mixBlend != MixBlend.add)) entry.setTimelineData(null, mixingTo, propertyIDs);
|
||||
if (entry == null) continue;
|
||||
// Move to last entry, then iterate in reverse (the order animations are applied).
|
||||
while (entry.mixingFrom != null)
|
||||
entry = entry.mixingFrom;
|
||||
do {
|
||||
if (entry.mixingTo == null || entry.mixBlend != MixBlend.add) setTimelineModes(entry);
|
||||
entry = entry.mixingTo;
|
||||
} while (entry != null);
|
||||
}
|
||||
}
|
||||
|
||||
private void setTimelineModes (TrackEntry entry) {
|
||||
TrackEntry to = entry.mixingTo;
|
||||
Object[] timelines = entry.animation.timelines.items;
|
||||
int timelinesCount = entry.animation.timelines.size;
|
||||
int[] timelineMode = entry.timelineMode.setSize(timelinesCount);
|
||||
entry.timelineHoldMix.clear();
|
||||
Object[] timelineHoldMix = entry.timelineHoldMix.setSize(timelinesCount);
|
||||
IntSet propertyIDs = this.propertyIDs;
|
||||
|
||||
if (to != null && to.holdPrevious) {
|
||||
for (int i = 0; i < timelinesCount; i++) {
|
||||
propertyIDs.add(((Timeline)timelines[i]).getPropertyId());
|
||||
timelineMode[i] = HOLD;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
outer:
|
||||
for (int i = 0; i < timelinesCount; i++) {
|
||||
int id = ((Timeline)timelines[i]).getPropertyId();
|
||||
if (!propertyIDs.add(id))
|
||||
timelineMode[i] = SUBSEQUENT;
|
||||
else if (to == null || !hasTimeline(to, id))
|
||||
timelineMode[i] = FIRST;
|
||||
else {
|
||||
for (TrackEntry next = to.mixingTo; next != null; next = next.mixingTo) {
|
||||
if (hasTimeline(next, id)) continue;
|
||||
if (next.mixDuration > 0) {
|
||||
timelineMode[i] = HOLD_MIX;
|
||||
timelineHoldMix[i] = next;
|
||||
continue outer;
|
||||
}
|
||||
break;
|
||||
}
|
||||
timelineMode[i] = HOLD;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private boolean hasTimeline (TrackEntry entry, int id) {
|
||||
Object[] timelines = entry.animation.timelines.items;
|
||||
for (int i = 0, n = entry.animation.timelines.size; i < n; i++)
|
||||
if (((Timeline)timelines[i]).getPropertyId() == id) return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
/** Returns the track entry for the animation currently playing on the track, or null if no animation is currently playing. */
|
||||
public TrackEntry getCurrent (int trackIndex) {
|
||||
if (trackIndex >= tracks.size) return null;
|
||||
@ -744,74 +801,30 @@ public class AnimationState {
|
||||
* References to a track entry must not be kept after the {@link AnimationStateListener#dispose(TrackEntry)} event occurs. */
|
||||
static public class TrackEntry implements Poolable {
|
||||
Animation animation;
|
||||
TrackEntry next, mixingFrom;
|
||||
TrackEntry next, mixingFrom, mixingTo;
|
||||
AnimationStateListener listener;
|
||||
int trackIndex;
|
||||
boolean loop;
|
||||
boolean loop, holdPrevious;
|
||||
float eventThreshold, attachmentThreshold, drawOrderThreshold;
|
||||
float animationStart, animationEnd, animationLast, nextAnimationLast;
|
||||
float delay, trackTime, trackLast, nextTrackLast, trackEnd, timeScale;
|
||||
float alpha, mixTime, mixDuration, interruptAlpha, totalAlpha;
|
||||
MixBlend mixBlend = MixBlend.replace;
|
||||
final IntArray timelineData = new IntArray();
|
||||
final Array<TrackEntry> timelineDipMix = new Array();
|
||||
final IntArray timelineMode = new IntArray();
|
||||
final Array<TrackEntry> timelineHoldMix = new Array();
|
||||
final FloatArray timelinesRotation = new FloatArray();
|
||||
|
||||
public void reset () {
|
||||
next = null;
|
||||
mixingFrom = null;
|
||||
mixingTo = null;
|
||||
animation = null;
|
||||
listener = null;
|
||||
timelineData.clear();
|
||||
timelineDipMix.clear();
|
||||
timelineMode.clear();
|
||||
timelineHoldMix.clear();
|
||||
timelinesRotation.clear();
|
||||
}
|
||||
|
||||
/** @param to May be null. */
|
||||
TrackEntry setTimelineData (TrackEntry to, Array<TrackEntry> mixingToArray, IntSet propertyIDs) {
|
||||
if (to != null) mixingToArray.add(to);
|
||||
TrackEntry lastEntry = mixingFrom != null ? mixingFrom.setTimelineData(this, mixingToArray, propertyIDs) : this;
|
||||
if (to != null) mixingToArray.pop();
|
||||
|
||||
Object[] mixingTo = mixingToArray.items;
|
||||
int mixingToLast = mixingToArray.size - 1;
|
||||
Object[] timelines = animation.timelines.items;
|
||||
int timelinesCount = animation.timelines.size;
|
||||
int[] timelineData = this.timelineData.setSize(timelinesCount);
|
||||
timelineDipMix.clear();
|
||||
Object[] timelineDipMix = this.timelineDipMix.setSize(timelinesCount);
|
||||
outer:
|
||||
for (int i = 0; i < timelinesCount; i++) {
|
||||
int id = ((Timeline)timelines[i]).getPropertyId();
|
||||
if (!propertyIDs.add(id))
|
||||
timelineData[i] = SUBSEQUENT;
|
||||
else if (to == null || !to.hasTimeline(id))
|
||||
timelineData[i] = FIRST;
|
||||
else {
|
||||
for (int ii = mixingToLast; ii >= 0; ii--) {
|
||||
TrackEntry entry = (TrackEntry)mixingTo[ii];
|
||||
if (!entry.hasTimeline(id)) {
|
||||
if (entry.mixDuration > 0) {
|
||||
timelineData[i] = DIP_MIX;
|
||||
timelineDipMix[i] = entry;
|
||||
continue outer;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
timelineData[i] = DIP;
|
||||
}
|
||||
}
|
||||
return lastEntry;
|
||||
}
|
||||
|
||||
private boolean hasTimeline (int id) {
|
||||
Object[] timelines = animation.timelines.items;
|
||||
for (int i = 0, n = animation.timelines.size; i < n; i++)
|
||||
if (((Timeline)timelines[i]).getPropertyId() == id) return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
/** The index of the track where this track entry is either current or queued.
|
||||
* <p>
|
||||
* See {@link AnimationState#getCurrent(int)}. */
|
||||
@ -1054,6 +1067,25 @@ public class AnimationState {
|
||||
return mixingFrom;
|
||||
}
|
||||
|
||||
public void setHoldPrevious (boolean holdPrevious) {
|
||||
this.holdPrevious = holdPrevious;
|
||||
}
|
||||
|
||||
/** If true, when mixing from the previous animation to this animation, the previous animation is applied as normal instead
|
||||
* of being mixed out.
|
||||
* <p>
|
||||
* When mixing between animations that key the same property, if a lower track also keys that property then the value will
|
||||
* briefly dip toward the lower track value during the mix. This happens because the first animation mixes from 100% to 0%
|
||||
* while the second animation mixes from 0% to 100%. Setting <code>holdPrevious</code> to true applies the first animation
|
||||
* at 100% during the mix so the lower track value is overwritten. Such dipping does not occur on the lowest track which
|
||||
* keys the property, only when a higher track also keys the property.
|
||||
* <p>
|
||||
* Snapping will occur if <code>holdPrevious</code> is true and this animation does not key all the same properties as the
|
||||
* previous animation. */
|
||||
public boolean getHoldPrevious () {
|
||||
return holdPrevious;
|
||||
}
|
||||
|
||||
/** Resets the rotation directions for mixing this entry's rotate timelines. This can be useful to avoid bones rotating the
|
||||
* long way around when using {@link #alpha} and starting animations on other tracks.
|
||||
* <p>
|
||||
@ -1165,7 +1197,7 @@ public class AnimationState {
|
||||
start, interrupt, end, dispose, complete, event
|
||||
}
|
||||
|
||||
/** The interface which can be implemented to receive TrackEntry events.
|
||||
/** The interface to implement for receiving TrackEntry events.
|
||||
* <p>
|
||||
* See TrackEntry {@link TrackEntry#setListener(AnimationStateListener)} and AnimationState
|
||||
* {@link AnimationState#addListener(AnimationStateListener)}. */
|
||||
|
||||
@ -43,7 +43,7 @@ public class IkConstraint implements Constraint {
|
||||
final Array<Bone> bones;
|
||||
Bone target;
|
||||
int bendDirection;
|
||||
boolean stretch;
|
||||
boolean compress, stretch;
|
||||
float mix = 1;
|
||||
|
||||
public IkConstraint (IkConstraintData data, Skeleton skeleton) {
|
||||
@ -52,6 +52,7 @@ public class IkConstraint implements Constraint {
|
||||
this.data = data;
|
||||
mix = data.mix;
|
||||
bendDirection = data.bendDirection;
|
||||
compress = data.compress;
|
||||
stretch = data.stretch;
|
||||
|
||||
bones = new Array(data.bones.size);
|
||||
@ -71,6 +72,7 @@ public class IkConstraint implements Constraint {
|
||||
target = skeleton.bones.get(constraint.target.data.index);
|
||||
mix = constraint.mix;
|
||||
bendDirection = constraint.bendDirection;
|
||||
compress = constraint.compress;
|
||||
stretch = constraint.stretch;
|
||||
}
|
||||
|
||||
@ -84,7 +86,7 @@ public class IkConstraint implements Constraint {
|
||||
Array<Bone> bones = this.bones;
|
||||
switch (bones.size) {
|
||||
case 1:
|
||||
apply(bones.first(), target.worldX, target.worldY, stretch, mix);
|
||||
apply(bones.first(), target.worldX, target.worldY, compress, stretch, data.uniform, mix);
|
||||
break;
|
||||
case 2:
|
||||
apply(bones.first(), bones.get(1), target.worldX, target.worldY, bendDirection, stretch, mix);
|
||||
@ -128,8 +130,17 @@ public class IkConstraint implements Constraint {
|
||||
this.bendDirection = bendDirection;
|
||||
}
|
||||
|
||||
/** When true, if the target is out of range, the parent bone is scaled on the X axis to reach it. If the parent bone has local
|
||||
* nonuniform scale, stretching is not applied. */
|
||||
/** When true and only a single bone is being constrained, if the target is too close, the bone is scaled to reach it. */
|
||||
public boolean getCompress () {
|
||||
return compress;
|
||||
}
|
||||
|
||||
public void setCompress (boolean compress) {
|
||||
this.compress = compress;
|
||||
}
|
||||
|
||||
/** When true, if the target is out of range, the parent bone is scaled to reach it. If more than one bone is being constrained
|
||||
* and the parent bone has local nonuniform scale, stretch is not applied. */
|
||||
public boolean getStretch () {
|
||||
return stretch;
|
||||
}
|
||||
@ -148,7 +159,8 @@ public class IkConstraint implements Constraint {
|
||||
}
|
||||
|
||||
/** Applies 1 bone IK. The target is specified in the world coordinate system. */
|
||||
static public void apply (Bone bone, float targetX, float targetY, boolean stretch, float alpha) {
|
||||
static public void apply (Bone bone, float targetX, float targetY, boolean compress, boolean stretch, boolean uniform,
|
||||
float alpha) {
|
||||
if (!bone.appliedValid) bone.updateAppliedTransform();
|
||||
Bone p = bone.parent;
|
||||
float id = 1 / (p.a * p.d - p.b * p.c);
|
||||
@ -158,14 +170,18 @@ public class IkConstraint implements Constraint {
|
||||
if (bone.ascaleX < 0) rotationIK += 180;
|
||||
if (rotationIK > 180)
|
||||
rotationIK -= 360;
|
||||
else if (rotationIK < -180) rotationIK += 360;
|
||||
float sx = bone.ascaleX;
|
||||
if (stretch) {
|
||||
else if (rotationIK < -180) //
|
||||
rotationIK += 360;
|
||||
float sx = bone.ascaleX, sy = bone.ascaleY;
|
||||
if (compress || stretch) {
|
||||
float b = bone.data.length * sx, dd = (float)Math.sqrt(tx * tx + ty * ty);
|
||||
if (dd > b && b > 0.0001f) sx *= (dd / b - 1) * alpha + 1;
|
||||
if ((compress && dd < b) || (stretch && dd > b) && b > 0.0001f) {
|
||||
float s = (dd / b - 1) * alpha + 1;
|
||||
sx *= s;
|
||||
if (uniform) sy *= s;
|
||||
}
|
||||
}
|
||||
bone.updateWorldTransform(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, sx, bone.ascaleY, bone.ashearX,
|
||||
bone.ashearY);
|
||||
bone.updateWorldTransform(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, sx, sy, bone.ashearX, bone.ashearY);
|
||||
}
|
||||
|
||||
/** Applies 2 bone IK. The target is specified in the world coordinate system.
|
||||
|
||||
@ -41,7 +41,7 @@ public class IkConstraintData {
|
||||
final Array<BoneData> bones = new Array();
|
||||
BoneData target;
|
||||
int bendDirection = 1;
|
||||
boolean stretch;
|
||||
boolean compress, stretch, uniform;
|
||||
float mix = 1;
|
||||
|
||||
public IkConstraintData (String name) {
|
||||
@ -78,25 +78,6 @@ public class IkConstraintData {
|
||||
this.target = target;
|
||||
}
|
||||
|
||||
/** Controls the bend direction of the IK bones, either 1 or -1. */
|
||||
public int getBendDirection () {
|
||||
return bendDirection;
|
||||
}
|
||||
|
||||
public void setBendDirection (int bendDirection) {
|
||||
this.bendDirection = bendDirection;
|
||||
}
|
||||
|
||||
/** When true, if the target is out of range, the parent bone is scaled on the X axis to reach it. If the parent bone has local
|
||||
* nonuniform scale, stretching is not applied. */
|
||||
public boolean getStretch () {
|
||||
return stretch;
|
||||
}
|
||||
|
||||
public void setStretch (boolean stretch) {
|
||||
this.stretch = stretch;
|
||||
}
|
||||
|
||||
/** A percentage (0-1) that controls the mix between the constrained and unconstrained rotations. */
|
||||
public float getMix () {
|
||||
return mix;
|
||||
@ -106,6 +87,44 @@ public class IkConstraintData {
|
||||
this.mix = mix;
|
||||
}
|
||||
|
||||
/** Controls the bend direction of the IK bones, either 1 or -1. */
|
||||
public int getBendDirection () {
|
||||
return bendDirection;
|
||||
}
|
||||
|
||||
public void setBendDirection (int bendDirection) {
|
||||
this.bendDirection = bendDirection;
|
||||
}
|
||||
|
||||
/** When true and only a single bone is being constrained, if the target is too close, the bone is scaled to reach it. */
|
||||
public boolean getCompress () {
|
||||
return compress;
|
||||
}
|
||||
|
||||
public void setCompress (boolean compress) {
|
||||
this.compress = compress;
|
||||
}
|
||||
|
||||
/** When true, if the target is out of range, the parent bone is scaled to reach it. If more than one bone is being constrained
|
||||
* and the parent bone has local nonuniform scale, stretch is not applied. */
|
||||
public boolean getStretch () {
|
||||
return stretch;
|
||||
}
|
||||
|
||||
public void setStretch (boolean stretch) {
|
||||
this.stretch = stretch;
|
||||
}
|
||||
|
||||
/** When true, only a single bone is being constrained, and {@link #getCompress()} or {@link #getStretch()} is used, the bone
|
||||
* is scaled on both the X and Y axes. */
|
||||
public boolean getUniform () {
|
||||
return uniform;
|
||||
}
|
||||
|
||||
public void setUniform (boolean uniform) {
|
||||
this.uniform = uniform;
|
||||
}
|
||||
|
||||
public String toString () {
|
||||
return name;
|
||||
}
|
||||
|
||||
@ -394,9 +394,10 @@ public class Skeleton {
|
||||
Array<IkConstraint> ikConstraints = this.ikConstraints;
|
||||
for (int i = 0, n = ikConstraints.size; i < n; i++) {
|
||||
IkConstraint constraint = ikConstraints.get(i);
|
||||
constraint.bendDirection = constraint.data.bendDirection;
|
||||
constraint.stretch = constraint.data.stretch;
|
||||
constraint.mix = constraint.data.mix;
|
||||
constraint.bendDirection = constraint.data.bendDirection;
|
||||
constraint.compress = constraint.data.compress;
|
||||
constraint.stretch = constraint.data.stretch;
|
||||
}
|
||||
|
||||
Array<TransformConstraint> transformConstraints = this.transformConstraints;
|
||||
|
||||
@ -232,7 +232,9 @@ public class SkeletonBinary {
|
||||
data.target = skeletonData.bones.get(input.readInt(true));
|
||||
data.mix = input.readFloat();
|
||||
data.bendDirection = input.readByte();
|
||||
data.compress = input.readBoolean();
|
||||
data.stretch = input.readBoolean();
|
||||
data.uniform = input.readBoolean();
|
||||
skeletonData.ikConstraints.add(data);
|
||||
}
|
||||
|
||||
@ -307,7 +309,7 @@ public class SkeletonBinary {
|
||||
data.intValue = input.readInt(false);
|
||||
data.floatValue = input.readFloat();
|
||||
data.stringValue = input.readString();
|
||||
data.audioPath = input.readString();
|
||||
data.audioPath = input.readString();
|
||||
skeletonData.events.add(data);
|
||||
}
|
||||
|
||||
@ -661,7 +663,8 @@ public class SkeletonBinary {
|
||||
IkConstraintTimeline timeline = new IkConstraintTimeline(frameCount);
|
||||
timeline.ikConstraintIndex = index;
|
||||
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
|
||||
timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), input.readByte(), input.readBoolean());
|
||||
timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), input.readByte(), input.readBoolean(),
|
||||
input.readBoolean());
|
||||
if (frameIndex < frameCount - 1) readCurve(input, frameIndex, timeline);
|
||||
}
|
||||
timelines.add(timeline);
|
||||
|
||||
@ -185,9 +185,11 @@ public class SkeletonJson {
|
||||
data.target = skeletonData.findBone(targetName);
|
||||
if (data.target == null) throw new SerializationException("IK target bone not found: " + targetName);
|
||||
|
||||
data.bendDirection = constraintMap.getBoolean("bendPositive", true) ? 1 : -1;
|
||||
data.stretch = constraintMap.getBoolean("stretch", false);
|
||||
data.mix = constraintMap.getFloat("mix", 1);
|
||||
data.bendDirection = constraintMap.getBoolean("bendPositive", true) ? 1 : -1;
|
||||
data.compress = constraintMap.getBoolean("compress", false);
|
||||
data.stretch = constraintMap.getBoolean("stretch", false);
|
||||
data.uniform = constraintMap.getBoolean("uniform", false);
|
||||
|
||||
skeletonData.ikConstraints.add(data);
|
||||
}
|
||||
@ -569,7 +571,8 @@ public class SkeletonJson {
|
||||
int frameIndex = 0;
|
||||
for (JsonValue valueMap = constraintMap.child; valueMap != null; valueMap = valueMap.next) {
|
||||
timeline.setFrame(frameIndex, valueMap.getFloat("time"), valueMap.getFloat("mix", 1),
|
||||
valueMap.getBoolean("bendPositive", true) ? 1 : -1, valueMap.getBoolean("stretch", false));
|
||||
valueMap.getBoolean("bendPositive", true) ? 1 : -1, valueMap.getBoolean("compress", false),
|
||||
valueMap.getBoolean("stretch", false));
|
||||
readCurve(valueMap, timeline, frameIndex);
|
||||
frameIndex++;
|
||||
}
|
||||
|
||||
@ -375,6 +375,7 @@ namespace Spine.Unity.Editor {
|
||||
EditorGUI.BeginChangeCheck();
|
||||
c.Mix = EditorGUILayout.Slider("Mix", c.Mix, MixMin, MixMax);
|
||||
c.BendDirection = EditorGUILayout.Toggle(SpineInspectorUtility.TempContent("Bend Clockwise", tooltip: "IkConstraint.BendDirection == 1 if clockwise; -1 if counterclockwise."), c.BendDirection > 0) ? 1 : -1;
|
||||
c.Stretch = EditorGUILayout.Toggle(SpineInspectorUtility.TempContent("Stretch", tooltip: "Stretch the parent bone when the target is out of range. Not applied when parent bone has nonuniform scale."), c.Stretch);
|
||||
if (EditorGUI.EndChangeCheck()) requireRepaint = true;
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
@ -905,7 +905,7 @@ namespace Spine.Unity.Editor {
|
||||
}
|
||||
|
||||
if (!match)
|
||||
Debug.LogWarningFormat("Skeleton '{0}' (exported with Spine {1}) may be incompatible with your runtime version: spine-unity v{2}", asset.name, rawVersion, primaryRuntimeVersionDebugString);
|
||||
Debug.LogWarningFormat("Skeleton '{0}' (exported with Spine {1}) may be incompatible with your runtime version: spine-csharp v{2}", asset.name, rawVersion, primaryRuntimeVersionDebugString);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -45,10 +45,9 @@ namespace Spine.Unity.Modules {
|
||||
public bool ghostingEnabled = true;
|
||||
[Tooltip("The time between invididual ghost pieces being spawned.")]
|
||||
[UnityEngine.Serialization.FormerlySerializedAs("spawnRate")]
|
||||
public float spawnInterval = 0.05f;
|
||||
public float spawnInterval = 1f/30f;
|
||||
[Tooltip("Maximum number of ghosts that can exist at a time. If the fade speed is not fast enough, the oldest ghost will immediately disappear to enforce the maximum number.")]
|
||||
public int maximumGhosts = 10;
|
||||
[Tooltip("Fadespeed 1 means it will take 1 second for a piece to fade out. 2 means it will take 1/2 second. 10 means it will take 1/10 of a second.")]
|
||||
public float fadeSpeed = 10;
|
||||
|
||||
[Header("Rendering")]
|
||||
|
||||
@ -35,17 +35,23 @@ using System.Collections;
|
||||
|
||||
namespace Spine.Unity.Modules {
|
||||
public class SkeletonGhostRenderer : MonoBehaviour {
|
||||
static readonly Color32 TransparentBlack = new Color32(0, 0, 0, 0);
|
||||
const string colorPropertyName = "_Color";
|
||||
|
||||
public float fadeSpeed = 10;
|
||||
|
||||
Color32[] colors;
|
||||
Color32 black = new Color32(0, 0, 0, 0);
|
||||
float fadeSpeed = 10;
|
||||
Color32 startColor;
|
||||
MeshFilter meshFilter;
|
||||
MeshRenderer meshRenderer;
|
||||
|
||||
MaterialPropertyBlock mpb;
|
||||
int colorId;
|
||||
|
||||
void Awake () {
|
||||
meshRenderer = gameObject.AddComponent<MeshRenderer>();
|
||||
meshFilter = gameObject.AddComponent<MeshFilter>();
|
||||
|
||||
colorId = Shader.PropertyToID(colorPropertyName);
|
||||
mpb = new MaterialPropertyBlock();
|
||||
}
|
||||
|
||||
public void Initialize (Mesh mesh, Material[] materials, Color32 color, bool additive, float speed, int sortingLayerID, int sortingOrder) {
|
||||
@ -56,12 +62,9 @@ namespace Spine.Unity.Modules {
|
||||
meshRenderer.sortingLayerID = sortingLayerID;
|
||||
meshRenderer.sortingOrder = sortingOrder;
|
||||
meshFilter.sharedMesh = Instantiate(mesh);
|
||||
colors = meshFilter.sharedMesh.colors32;
|
||||
|
||||
if ((color.a + color.r + color.g + color.b) > 0) {
|
||||
for (int i = 0; i < colors.Length; i++)
|
||||
colors[i] = color;
|
||||
}
|
||||
startColor = color;
|
||||
mpb.SetColor(colorId, color);
|
||||
meshRenderer.SetPropertyBlock(mpb);
|
||||
|
||||
fadeSpeed = speed;
|
||||
|
||||
@ -72,19 +75,17 @@ namespace Spine.Unity.Modules {
|
||||
}
|
||||
|
||||
IEnumerator Fade () {
|
||||
Color32 c;
|
||||
for (int t = 0; t < 500; t++) {
|
||||
bool breakout = true;
|
||||
for (int i = 0; i < colors.Length; i++) {
|
||||
c = colors[i];
|
||||
if (c.a > 0)
|
||||
breakout = false;
|
||||
Color32 c = startColor;
|
||||
Color32 black = SkeletonGhostRenderer.TransparentBlack;
|
||||
|
||||
colors[i] = Color32.Lerp(c, black, Time.deltaTime * fadeSpeed);
|
||||
}
|
||||
meshFilter.sharedMesh.colors32 = colors;
|
||||
float t = 1f;
|
||||
for (float hardTimeLimit = 5f; hardTimeLimit > 0; hardTimeLimit -= Time.deltaTime) {
|
||||
c = Color32.Lerp(black, startColor, t);
|
||||
mpb.SetColor(colorId, c);
|
||||
meshRenderer.SetPropertyBlock(mpb);
|
||||
|
||||
if (breakout)
|
||||
t = Mathf.Lerp(t, 0, Time.deltaTime * fadeSpeed);
|
||||
if (t <= 0)
|
||||
break;
|
||||
|
||||
yield return null;
|
||||
@ -95,25 +96,20 @@ namespace Spine.Unity.Modules {
|
||||
}
|
||||
|
||||
IEnumerator FadeAdditive () {
|
||||
Color32 c;
|
||||
Color32 black = this.black;
|
||||
Color32 c = startColor;
|
||||
Color32 black = SkeletonGhostRenderer.TransparentBlack;
|
||||
|
||||
for (int t = 0; t < 500; t++) {
|
||||
float t = 1f;
|
||||
|
||||
for (float hardTimeLimit = 5f; hardTimeLimit > 0; hardTimeLimit -= Time.deltaTime) {
|
||||
c = Color32.Lerp(black, startColor, t);
|
||||
mpb.SetColor(colorId, c);
|
||||
meshRenderer.SetPropertyBlock(mpb);
|
||||
|
||||
bool breakout = true;
|
||||
for (int i = 0; i < colors.Length; i++) {
|
||||
c = colors[i];
|
||||
black.a = c.a;
|
||||
if (c.r > 0 || c.g > 0 || c.b > 0)
|
||||
breakout = false;
|
||||
|
||||
colors[i] = Color32.Lerp(c, black, Time.deltaTime * fadeSpeed);
|
||||
}
|
||||
|
||||
meshFilter.sharedMesh.colors32 = colors;
|
||||
|
||||
if (breakout)
|
||||
t = Mathf.Lerp(t, 0, Time.deltaTime * fadeSpeed);
|
||||
if (t <= 0)
|
||||
break;
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
|
||||
@ -1,4 +1,4 @@
|
||||
/******************************************************************************
|
||||
/******************************************************************************
|
||||
* Spine Runtimes Software License v2.5
|
||||
*
|
||||
* Copyright (c) 2013-2016, Esoteric Software
|
||||
@ -49,7 +49,8 @@ namespace Spine.Unity.Modules {
|
||||
}
|
||||
|
||||
void Start () {
|
||||
if (mirrorOnStart) StartMirroring();
|
||||
if (mirrorOnStart)
|
||||
StartMirroring();
|
||||
}
|
||||
|
||||
void LateUpdate () {
|
||||
@ -57,13 +58,16 @@ namespace Spine.Unity.Modules {
|
||||
}
|
||||
|
||||
void OnDisable () {
|
||||
if (restoreOnDisable) RestoreIndependentSkeleton();
|
||||
if (restoreOnDisable)
|
||||
RestoreIndependentSkeleton();
|
||||
}
|
||||
|
||||
/// <summary>Freeze the SkeletonGraphic on this GameObject, and use the source as the Skeleton to be rendered by the SkeletonGraphic.</summary>
|
||||
public void StartMirroring () {
|
||||
if (source == null) return;
|
||||
if (skeletonGraphic == null) return;
|
||||
if (source == null)
|
||||
return;
|
||||
if (skeletonGraphic == null)
|
||||
return;
|
||||
|
||||
skeletonGraphic.startingAnimation = string.Empty;
|
||||
|
||||
|
||||
@ -503,6 +503,7 @@ namespace Spine {
|
||||
ikc = skeleton.ikConstraints.Items[i];
|
||||
ikc.mix = ikc.data.mix;
|
||||
ikc.bendDirection = ikc.data.bendDirection;
|
||||
ikc.stretch = ikc.data.stretch;
|
||||
break;
|
||||
|
||||
// TransformConstraint
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user