mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-11 17:48:45 +08:00
Merge branch '4.1' of https://github.com/esotericsoftware/spine-runtimes into 4.1
This commit is contained in:
commit
3b1e86d57a
@ -316,6 +316,8 @@
|
||||
* Added example component `SkeletonRenderTexture` to render a `SkeletonRenderer` to a `RenderTexture`, mainly for proper transparency. Added an example scene named `RenderTexture FadeOut Transparency` that demonstrates usage for a fadeout transparency effect.
|
||||
* Added another fadeout example component named `SkeletonRenderTextureFadeout` which takes over transparency fadeout when enabled. You can use this component as-is, attach it in disabled state and enable it to start a fadeout effect.
|
||||
* Timeline clips now offer an additional `Alpha` parameter for setting a custom constant mix alpha value other than 1.0, just as `TrackEntry.Alpha`. Defaults to 1.0.
|
||||
* `SkeletonGraphic` now provides additional render callback delegates `OnInstructionsPrepared`, `AssignMeshOverrideSingleRenderer` and `AssignMeshOverrideMultipleRenderers`. `OnInstructionsPrepared` is raised at the end of LateUpdate after render instructions are done, target renderers are prepared, and the mesh is ready to be generated. The two `AssignMeshOverride` delegates allow separate code to take over mesh and material assignment of a `SkeletonGraphic` component.
|
||||
* Added example component `SkeletonGraphicRenderTexture` to render a `SkeletonGraphic` to a `RenderTexture` (similar as `SkeletonRenderTexture`), mainly for proper transparency. Extended example scene `RenderTexture FadeOut Transparency` accordingly.
|
||||
|
||||
* **Changes of default values**
|
||||
|
||||
|
||||
@ -967,7 +967,7 @@ Animation *SkeletonJson::readAnimation(Json *root, SkeletonData *skeletonData) {
|
||||
toColor(color2, Json::getString(keyMap, "dark", 0), false);
|
||||
|
||||
for (frame = 0, bezier = 0;; ++frame) {
|
||||
timeline->setFrame(frame, time, color.r, color.g, color.b, color.a, color2.g, color2.g, color2.b);
|
||||
timeline->setFrame(frame, time, color.r, color.g, color.b, color.a, color2.r, color2.g, color2.b);
|
||||
nextMap = keyMap->_next;
|
||||
if (!nextMap) {
|
||||
// timeline.shrink(); // BOZO
|
||||
|
||||
@ -2,7 +2,7 @@
|
||||
|
||||
The spine-godot runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [Godot](https://godotengine.org/). spine-godot is based on [spine-cpp](../spine-cpp).
|
||||
|
||||
# See the [spine-godot documentation](http://esotericsoftware.com/spine-godot]) for in-depth information.
|
||||
# See the [spine-godot documentation](http://esotericsoftware.com/spine-godot) for in-depth information.
|
||||
|
||||
## Licensing
|
||||
|
||||
|
||||
@ -52,14 +52,14 @@ int main() {
|
||||
json->scale = 0.5f;
|
||||
spSkeletonData *skeletonData = spSkeletonJson_readSkeletonDataFile(json, "data/spineboy-pro.json");
|
||||
spAnimationStateData *animationStateData = spAnimationStateData_create(skeletonData);
|
||||
animationStateData->defaultMix = 0.2f;
|
||||
animationStateData->defaultMix = 0.2f;
|
||||
spSkeletonDrawable *drawable = spSkeletonDrawable_create(skeletonData, animationStateData);
|
||||
drawable->skeleton->x = 400;
|
||||
drawable->skeleton->y = 500;
|
||||
spSkeleton_setToSetupPose(drawable->skeleton);
|
||||
spSkeletonDrawable_update(drawable, 0);
|
||||
spAnimationState_setAnimationByName(drawable->animationState, 0, "portal", 0);
|
||||
spAnimationState_addAnimationByName(drawable->animationState, 0, "run", -1, 0);
|
||||
spAnimationState_addAnimationByName(drawable->animationState, 0, "run", -1, 0);
|
||||
|
||||
int quit = 0;
|
||||
uint64_t lastFrameTime = SDL_GetPerformanceCounter();
|
||||
|
||||
@ -54,11 +54,11 @@ int main(int argc, char **argv) {
|
||||
json.setScale(0.5f);
|
||||
spine::SkeletonData *skeletonData = json.readSkeletonDataFile("data/spineboy-pro.json");
|
||||
spine::SkeletonDrawable drawable(skeletonData);
|
||||
drawable.animationState->getData()->setDefaultMix(0.2f);
|
||||
drawable.animationState->getData()->setDefaultMix(0.2f);
|
||||
drawable.skeleton->setPosition(400, 500);
|
||||
drawable.skeleton->setToSetupPose();
|
||||
drawable.update(0);
|
||||
drawable.animationState->setAnimation(0, "portal", true);
|
||||
drawable.animationState->setAnimation(0, "portal", true);
|
||||
drawable.animationState->addAnimation(0, "run", true, 0);
|
||||
|
||||
bool quit = false;
|
||||
|
||||
54
spine-ts/package-lock.json
generated
54
spine-ts/package-lock.json
generated
@ -1,12 +1,12 @@
|
||||
{
|
||||
"name": "@esotericsoftware/spine-ts",
|
||||
"version": "4.1.19",
|
||||
"version": "4.1.20",
|
||||
"lockfileVersion": 2,
|
||||
"requires": true,
|
||||
"packages": {
|
||||
"": {
|
||||
"name": "@esotericsoftware/spine-ts",
|
||||
"version": "4.1.19",
|
||||
"version": "4.1.20",
|
||||
"license": "LicenseRef-LICENSE",
|
||||
"workspaces": [
|
||||
"spine-core",
|
||||
@ -603,9 +603,9 @@
|
||||
}
|
||||
},
|
||||
"node_modules/date-fns": {
|
||||
"version": "2.28.0",
|
||||
"resolved": "https://registry.npmjs.org/date-fns/-/date-fns-2.28.0.tgz",
|
||||
"integrity": "sha512-8d35hViGYx/QH0icHYCeLmsLmMUheMmTyV9Fcm6gvNwdw31yXXH+O85sOBJ+OLnLQMKZowvpKb6FgMIQjcpvQw==",
|
||||
"version": "2.29.1",
|
||||
"resolved": "https://registry.npmjs.org/date-fns/-/date-fns-2.29.1.tgz",
|
||||
"integrity": "sha512-dlLD5rKaKxpFdnjrs+5azHDFOPEu4ANy/LTh04A1DTzMM7qoajmKCBc8pkKRFT41CNzw+4gQh79X5C+Jq27HAw==",
|
||||
"dev": true,
|
||||
"engines": {
|
||||
"node": ">=0.11"
|
||||
@ -1129,9 +1129,9 @@
|
||||
}
|
||||
},
|
||||
"node_modules/http-parser-js": {
|
||||
"version": "0.5.6",
|
||||
"resolved": "https://registry.npmjs.org/http-parser-js/-/http-parser-js-0.5.6.tgz",
|
||||
"integrity": "sha512-vDlkRPDJn93swjcjqMSaGSPABbIarsr1TLAui/gLDXzV5VsJNdXNzMYDyNBLQkjWQCJ1uizu8T2oDMhmGt0PRA==",
|
||||
"version": "0.5.8",
|
||||
"resolved": "https://registry.npmjs.org/http-parser-js/-/http-parser-js-0.5.8.tgz",
|
||||
"integrity": "sha512-SGeBX54F94Wgu5RH3X5jsDtf4eHyRogWX1XGT3b4HuW3tQPM4AaBzoUji/4AAJNXCEOWZ5O0DgZmJw1947gD5Q==",
|
||||
"dev": true
|
||||
},
|
||||
"node_modules/inflight": {
|
||||
@ -7967,41 +7967,41 @@
|
||||
},
|
||||
"spine-canvas": {
|
||||
"name": "@esotericsoftware/spine-canvas",
|
||||
"version": "4.1.19",
|
||||
"version": "4.1.20",
|
||||
"license": "LicenseRef-LICENSE",
|
||||
"dependencies": {
|
||||
"@esotericsoftware/spine-core": "^4.1.19"
|
||||
"@esotericsoftware/spine-core": "^4.1.20"
|
||||
}
|
||||
},
|
||||
"spine-core": {
|
||||
"name": "@esotericsoftware/spine-core",
|
||||
"version": "4.1.19",
|
||||
"version": "4.1.20",
|
||||
"license": "LicenseRef-LICENSE"
|
||||
},
|
||||
"spine-player": {
|
||||
"name": "@esotericsoftware/spine-player",
|
||||
"version": "4.1.19",
|
||||
"version": "4.1.20",
|
||||
"license": "LicenseRef-LICENSE",
|
||||
"dependencies": {
|
||||
"@esotericsoftware/spine-webgl": "^4.1.19"
|
||||
"@esotericsoftware/spine-webgl": "^4.1.20"
|
||||
}
|
||||
},
|
||||
"spine-threejs": {
|
||||
"name": "@esotericsoftware/spine-threejs",
|
||||
"version": "4.1.19",
|
||||
"version": "4.1.20",
|
||||
"license": "LicenseRef-LICENSE",
|
||||
"dependencies": {
|
||||
"@esotericsoftware/spine-core": "^4.1.19",
|
||||
"@esotericsoftware/spine-core": "^4.1.20",
|
||||
"@types/three": "^0.140.0",
|
||||
"three": "^0.140.0"
|
||||
}
|
||||
},
|
||||
"spine-webgl": {
|
||||
"name": "@esotericsoftware/spine-webgl",
|
||||
"version": "4.1.19",
|
||||
"version": "4.1.20",
|
||||
"license": "LicenseRef-LICENSE",
|
||||
"dependencies": {
|
||||
"@esotericsoftware/spine-core": "^4.1.19"
|
||||
"@esotericsoftware/spine-core": "^4.1.20"
|
||||
}
|
||||
}
|
||||
},
|
||||
@ -8009,7 +8009,7 @@
|
||||
"@esotericsoftware/spine-canvas": {
|
||||
"version": "file:spine-canvas",
|
||||
"requires": {
|
||||
"@esotericsoftware/spine-core": "^4.1.19"
|
||||
"@esotericsoftware/spine-core": "^4.1.20"
|
||||
}
|
||||
},
|
||||
"@esotericsoftware/spine-core": {
|
||||
@ -8018,13 +8018,13 @@
|
||||
"@esotericsoftware/spine-player": {
|
||||
"version": "file:spine-player",
|
||||
"requires": {
|
||||
"@esotericsoftware/spine-webgl": "^4.1.19"
|
||||
"@esotericsoftware/spine-webgl": "^4.1.20"
|
||||
}
|
||||
},
|
||||
"@esotericsoftware/spine-threejs": {
|
||||
"version": "file:spine-threejs",
|
||||
"requires": {
|
||||
"@esotericsoftware/spine-core": "^4.1.19",
|
||||
"@esotericsoftware/spine-core": "^4.1.20",
|
||||
"@types/three": "^0.140.0",
|
||||
"three": "^0.140.0"
|
||||
}
|
||||
@ -8032,7 +8032,7 @@
|
||||
"@esotericsoftware/spine-webgl": {
|
||||
"version": "file:spine-webgl",
|
||||
"requires": {
|
||||
"@esotericsoftware/spine-core": "^4.1.19"
|
||||
"@esotericsoftware/spine-core": "^4.1.20"
|
||||
}
|
||||
},
|
||||
"@types/offscreencanvas": {
|
||||
@ -8484,9 +8484,9 @@
|
||||
}
|
||||
},
|
||||
"date-fns": {
|
||||
"version": "2.28.0",
|
||||
"resolved": "https://registry.npmjs.org/date-fns/-/date-fns-2.28.0.tgz",
|
||||
"integrity": "sha512-8d35hViGYx/QH0icHYCeLmsLmMUheMmTyV9Fcm6gvNwdw31yXXH+O85sOBJ+OLnLQMKZowvpKb6FgMIQjcpvQw==",
|
||||
"version": "2.29.1",
|
||||
"resolved": "https://registry.npmjs.org/date-fns/-/date-fns-2.29.1.tgz",
|
||||
"integrity": "sha512-dlLD5rKaKxpFdnjrs+5azHDFOPEu4ANy/LTh04A1DTzMM7qoajmKCBc8pkKRFT41CNzw+4gQh79X5C+Jq27HAw==",
|
||||
"dev": true
|
||||
},
|
||||
"debug": {
|
||||
@ -8900,9 +8900,9 @@
|
||||
}
|
||||
},
|
||||
"http-parser-js": {
|
||||
"version": "0.5.6",
|
||||
"resolved": "https://registry.npmjs.org/http-parser-js/-/http-parser-js-0.5.6.tgz",
|
||||
"integrity": "sha512-vDlkRPDJn93swjcjqMSaGSPABbIarsr1TLAui/gLDXzV5VsJNdXNzMYDyNBLQkjWQCJ1uizu8T2oDMhmGt0PRA==",
|
||||
"version": "0.5.8",
|
||||
"resolved": "https://registry.npmjs.org/http-parser-js/-/http-parser-js-0.5.8.tgz",
|
||||
"integrity": "sha512-SGeBX54F94Wgu5RH3X5jsDtf4eHyRogWX1XGT3b4HuW3tQPM4AaBzoUji/4AAJNXCEOWZ5O0DgZmJw1947gD5Q==",
|
||||
"dev": true
|
||||
},
|
||||
"inflight": {
|
||||
|
||||
@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esotericsoftware/spine-ts",
|
||||
"version": "4.1.19",
|
||||
"version": "4.1.20",
|
||||
"description": "The official Spine Runtimes for the web.",
|
||||
"files": [
|
||||
"README.md"
|
||||
|
||||
@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esotericsoftware/spine-canvas",
|
||||
"version": "4.1.19",
|
||||
"version": "4.1.20",
|
||||
"description": "The official Spine Runtimes for the web.",
|
||||
"main": "dist/index.js",
|
||||
"types": "dist/index.d.ts",
|
||||
@ -30,6 +30,6 @@
|
||||
},
|
||||
"homepage": "https://github.com/esotericsoftware/spine-runtimes#readme",
|
||||
"dependencies": {
|
||||
"@esotericsoftware/spine-core": "^4.1.19"
|
||||
"@esotericsoftware/spine-core": "^4.1.20"
|
||||
}
|
||||
}
|
||||
@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esotericsoftware/spine-core",
|
||||
"version": "4.1.19",
|
||||
"version": "4.1.20",
|
||||
"description": "The official Spine Runtimes for the web.",
|
||||
"main": "dist/index.js",
|
||||
"types": "dist/index.d.ts",
|
||||
|
||||
@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esotericsoftware/spine-player",
|
||||
"version": "4.1.19",
|
||||
"version": "4.1.20",
|
||||
"description": "The official Spine Runtimes for the web.",
|
||||
"main": "dist/index.js",
|
||||
"types": "dist/index.d.ts",
|
||||
@ -30,6 +30,6 @@
|
||||
},
|
||||
"homepage": "https://github.com/esotericsoftware/spine-runtimes#readme",
|
||||
"dependencies": {
|
||||
"@esotericsoftware/spine-webgl": "^4.1.19"
|
||||
"@esotericsoftware/spine-webgl": "^4.1.20"
|
||||
}
|
||||
}
|
||||
@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esotericsoftware/spine-threejs",
|
||||
"version": "4.1.19",
|
||||
"version": "4.1.20",
|
||||
"description": "The official Spine Runtimes for the web.",
|
||||
"main": "dist/index.js",
|
||||
"types": "dist/index.d.ts",
|
||||
@ -32,6 +32,6 @@
|
||||
"dependencies": {
|
||||
"@types/three": "^0.140.0",
|
||||
"three": "^0.140.0",
|
||||
"@esotericsoftware/spine-core": "^4.1.19"
|
||||
"@esotericsoftware/spine-core": "^4.1.20"
|
||||
}
|
||||
}
|
||||
@ -35,8 +35,10 @@ export class ThreeJsTexture extends Texture {
|
||||
|
||||
constructor (image: HTMLImageElement | ImageBitmap) {
|
||||
super(image);
|
||||
if (image instanceof ImageBitmap) throw new Error("ImageBitmap not supported.");
|
||||
this.texture = new THREE.Texture(image);
|
||||
if (image instanceof ImageBitmap)
|
||||
this.texture = new THREE.CanvasTexture(image);
|
||||
else
|
||||
this.texture = new THREE.Texture(image);
|
||||
this.texture.flipY = false;
|
||||
this.texture.needsUpdate = true;
|
||||
}
|
||||
|
||||
@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esotericsoftware/spine-webgl",
|
||||
"version": "4.1.19",
|
||||
"version": "4.1.20",
|
||||
"description": "The official Spine Runtimes for the web.",
|
||||
"main": "dist/index.js",
|
||||
"types": "dist/index.d.ts",
|
||||
@ -30,6 +30,6 @@
|
||||
},
|
||||
"homepage": "https://github.com/esotericsoftware/spine-runtimes#readme",
|
||||
"dependencies": {
|
||||
"@esotericsoftware/spine-core": "^4.1.19"
|
||||
"@esotericsoftware/spine-core": "^4.1.20"
|
||||
}
|
||||
}
|
||||
@ -153,7 +153,7 @@ RectTransform:
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_Children: []
|
||||
m_Father: {fileID: 592567554}
|
||||
m_RootOrder: 0
|
||||
m_RootOrder: 1
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 1, y: 1}
|
||||
m_AnchorMax: {x: 1, y: 1}
|
||||
@ -256,6 +256,8 @@ MonoBehaviour:
|
||||
materialsInsideMask: []
|
||||
materialsOutsideMask: []
|
||||
disableRenderingOnOverride: 1
|
||||
updateTiming: 1
|
||||
unscaledTime: 0
|
||||
_animationName: run
|
||||
loop: 1
|
||||
timeScale: 1
|
||||
@ -316,11 +318,11 @@ Transform:
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 334034152}
|
||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_LocalPosition: {x: -5.93, y: 0, z: 5.66}
|
||||
m_LocalPosition: {x: -7.83, y: 0, z: 5.66}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_Children: []
|
||||
m_Father: {fileID: 0}
|
||||
m_RootOrder: 4
|
||||
m_RootOrder: 3
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
--- !u!1 &541830406
|
||||
GameObject:
|
||||
@ -352,7 +354,7 @@ RectTransform:
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_Children: []
|
||||
m_Father: {fileID: 592567554}
|
||||
m_RootOrder: 1
|
||||
m_RootOrder: 2
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 1, y: 1}
|
||||
m_AnchorMax: {x: 1, y: 1}
|
||||
@ -433,9 +435,11 @@ RectTransform:
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 0, y: 0, z: 0}
|
||||
m_Children:
|
||||
- {fileID: 1911967440}
|
||||
- {fileID: 71621967}
|
||||
- {fileID: 541830407}
|
||||
- {fileID: 1682675646}
|
||||
- {fileID: 1735507358}
|
||||
m_Father: {fileID: 1799507978}
|
||||
m_RootOrder: 0
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
@ -488,6 +492,41 @@ Canvas:
|
||||
m_SortingLayerID: 0
|
||||
m_SortingOrder: 0
|
||||
m_TargetDisplay: 0
|
||||
--- !u!1 &1089682726
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
serializedVersion: 6
|
||||
m_Component:
|
||||
- component: {fileID: 1089682727}
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--- !u!1 &1368805070
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@ -532,6 +571,7 @@ MonoBehaviour:
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--- !u!1 &1369381599
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GameObject:
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@ -805,12 +845,12 @@ RectTransform:
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &1682675647
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MonoBehaviour:
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@ -847,12 +887,13 @@ MonoBehaviour:
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m_LineSpacing: 1
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m_Text: 'This scene demonstrates the problems of using conventional alpha transparency
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for a fadeout effect (left), and how this problem can be fixed by using a RenderTexture
|
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(right).
|
||||
(center and right).
|
||||
|
||||
|
||||
Spineboy on the right uses a SkeletonRenderTexture component to
|
||||
render the overlapping mesh to a RenderTexture first and then draw this texture
|
||||
to the scene at once using a single quad.'
|
||||
The two Spineboys on the right use SkeletonRenderTexture
|
||||
and SkeletonGraphicRenderTexture components to render the overlapping mesh to
|
||||
a RenderTexture first and then draw this texture to the scene at once using a
|
||||
single quad.'
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--- !u!222 &1682675648
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &1735507359
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MonoBehaviour:
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m_FontSize: 26
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m_RichText: 1
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m_HorizontalOverflow: 0
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m_VerticalOverflow: 1
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m_LineSpacing: 1
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m_Text: SkeletonGraphicRenderTexture supports setting a RectTransform as 'Custom
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Render Rect' to define render texture bounds different from the SkeletonGraphic
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rect.
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--- !u!222 &1735507360
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CanvasRenderer:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1735507357}
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m_CullTransparentMesh: 1
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--- !u!1 &1786065613
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GameObject:
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m_ObjectHideFlags: 0
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@ -895,11 +1017,11 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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color: {r: 1, g: 1, b: 1, a: 1}
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quadMaterial: {fileID: 2100000, guid: 4c507f887c6274a44a603d96e0eabf2a, type: 2}
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targetCamera: {fileID: 0}
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maxRenderTextureSize: 1024
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quad: {fileID: 0}
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renderTexture: {fileID: 0}
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targetCamera: {fileID: 0}
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quadMaterial: {fileID: 2100000, guid: 4c507f887c6274a44a603d96e0eabf2a, type: 2}
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--- !u!114 &1786065615
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -935,6 +1057,8 @@ MonoBehaviour:
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materialsInsideMask: []
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materialsOutsideMask: []
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disableRenderingOnOverride: 1
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updateTiming: 1
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unscaledTime: 0
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loop: 1
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timeScale: 1
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@ -995,11 +1119,11 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1786065613}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 2.38, y: 0, z: 5.66}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 0}
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m_RootOrder: 3
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m_RootOrder: 4
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &1786065619
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MonoBehaviour:
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@ -1045,3 +1169,136 @@ Transform:
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m_Father: {fileID: 0}
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m_RootOrder: 6
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1 &1911967439
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GameObject:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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- component: {fileID: 1911967442}
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- component: {fileID: 1911967441}
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- component: {fileID: 1911967444}
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- component: {fileID: 1911967443}
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m_Layer: 0
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m_Name: SkeletonGraphic (spineboy-pro)
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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--- !u!224 &1911967440
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RectTransform:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Children:
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- {fileID: 1089682727}
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m_Father: {fileID: 592567554}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 1, y: 0.5}
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m_AnchoredPosition: {x: 84, y: -317.51}
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m_SizeDelta: {x: 1185.6, y: 1302.059}
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m_Pivot: {x: 0.63858336, y: 0.010301443}
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--- !u!114 &1911967441
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_RaycastTarget: 1
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m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
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m_Maskable: 1
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m_OnCullStateChanged:
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m_PersistentCalls:
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initialSkinName: default
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initialFlipY: 0
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startingAnimation: run
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startingLoop: 1
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timeScale: 1
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freeze: 0
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updateWhenInvisible: 3
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allowMultipleCanvasRenderers: 0
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canvasRenderers: []
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separatorSlotNames: []
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enableSeparatorSlots: 0
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separatorParts: []
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updateSeparatorPartLocation: 1
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disableMeshAssignmentOnOverride: 1
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meshGenerator:
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settings:
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useClipping: 1
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zSpacing: 0
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pmaVertexColors: 1
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tintBlack: 0
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canvasGroupTintBlack: 0
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calculateTangents: 0
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addNormals: 0
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immutableTriangles: 0
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updateTiming: 1
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unscaledTime: 0
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--- !u!222 &1911967442
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CanvasRenderer:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1911967439}
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m_CullTransparentMesh: 0
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--- !u!114 &1911967443
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_Name:
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m_EditorClassIdentifier:
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fadeoutSeconds: 2
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--- !u!114 &1911967444
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1911967439}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 6cbe1f11426513d49ad8e21e9d6643f7, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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color: {r: 1, g: 1, b: 1, a: 1}
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maxRenderTextureSize: 1024
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quad: {fileID: 0}
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renderTexture: {fileID: 0}
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targetCamera: {fileID: 0}
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customRenderRect: {fileID: 1089682727}
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meshRendererMaterialForTexture:
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- texture: {fileID: 2800000, guid: 4ea2c33e839afb34c98f66e892b3b2d2, type: 3}
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material: {fileID: 2100000, guid: f89bbf05902e77242a3ad20f3c927353, type: 2}
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|
||||
@ -39,6 +39,7 @@ namespace Spine.Unity.Examples {
|
||||
public class RenderTextureFadeoutExample : MonoBehaviour {
|
||||
|
||||
public SkeletonRenderTextureFadeout renderTextureFadeout;
|
||||
public SkeletonRenderTextureFadeout renderTextureFadeoutCanvas;
|
||||
public SkeletonRenderer normalSkeletonRenderer;
|
||||
|
||||
float fadeoutSeconds = 2.0f;
|
||||
@ -47,8 +48,9 @@ namespace Spine.Unity.Examples {
|
||||
IEnumerator Start () {
|
||||
while (true) {
|
||||
StartFadeoutBad();
|
||||
StartFadeoutGood();
|
||||
yield return new WaitForSeconds(5.0f);
|
||||
StartFadeoutGood(renderTextureFadeout);
|
||||
StartFadeoutGood(renderTextureFadeoutCanvas);
|
||||
yield return new WaitForSeconds(fadeoutSeconds + 1.0f);
|
||||
}
|
||||
}
|
||||
void Update () {
|
||||
@ -75,12 +77,12 @@ namespace Spine.Unity.Examples {
|
||||
fadeoutSecondsRemaining = fadeoutSeconds;
|
||||
}
|
||||
|
||||
void StartFadeoutGood () {
|
||||
renderTextureFadeout.gameObject.SetActive(true);
|
||||
void StartFadeoutGood (SkeletonRenderTextureFadeout fadeoutComponent) {
|
||||
fadeoutComponent.gameObject.SetActive(true);
|
||||
// enabling the SkeletonRenderTextureFadeout component starts the fadeout.
|
||||
renderTextureFadeout.enabled = true;
|
||||
renderTextureFadeout.OnFadeoutComplete -= DisableGameObject;
|
||||
renderTextureFadeout.OnFadeoutComplete += DisableGameObject;
|
||||
fadeoutComponent.enabled = true;
|
||||
fadeoutComponent.OnFadeoutComplete -= DisableGameObject;
|
||||
fadeoutComponent.OnFadeoutComplete += DisableGameObject;
|
||||
}
|
||||
|
||||
void DisableGameObject (SkeletonRenderTextureFadeout target) {
|
||||
|
||||
@ -0,0 +1,259 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2022, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
#if UNITY_2017_2_OR_NEWER
|
||||
#define HAS_VECTOR2INT
|
||||
#endif
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
/// <summary>
|
||||
/// When enabled, this component renders a skeleton to a RenderTexture and
|
||||
/// then draws this RenderTexture at a UI RawImage quad of the same size.
|
||||
/// This allows changing transparency at a single quad, which produces a more
|
||||
/// natural fadeout effect.
|
||||
/// Note: It is recommended to keep this component disabled as much as possible
|
||||
/// because of the additional rendering overhead. Only enable it when alpha blending is required.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(SkeletonGraphic))]
|
||||
public class SkeletonGraphicRenderTexture : SkeletonRenderTextureBase {
|
||||
#if HAS_VECTOR2INT
|
||||
[System.Serializable]
|
||||
public struct TextureMaterialPair {
|
||||
public Texture texture;
|
||||
public Material material;
|
||||
|
||||
public TextureMaterialPair (Texture texture, Material material) {
|
||||
this.texture = texture;
|
||||
this.material = material;
|
||||
}
|
||||
}
|
||||
|
||||
public RectTransform customRenderRect;
|
||||
protected SkeletonGraphic skeletonGraphic;
|
||||
public List<TextureMaterialPair> meshRendererMaterialForTexture = new List<TextureMaterialPair>();
|
||||
protected CanvasRenderer quadCanvasRenderer;
|
||||
protected RawImage quadRawImage;
|
||||
protected readonly Vector3[] worldCorners = new Vector3[4];
|
||||
|
||||
protected override void Awake () {
|
||||
base.Awake();
|
||||
skeletonGraphic = this.GetComponent<SkeletonGraphic>();
|
||||
if (targetCamera == null) {
|
||||
targetCamera = skeletonGraphic.canvas.worldCamera;
|
||||
if (targetCamera == null)
|
||||
targetCamera = Camera.main;
|
||||
}
|
||||
CreateQuadChild();
|
||||
}
|
||||
|
||||
void CreateQuadChild () {
|
||||
quad = new GameObject(this.name + " RenderTexture", typeof(CanvasRenderer), typeof(RawImage));
|
||||
quad.transform.SetParent(this.transform.parent, false);
|
||||
quadCanvasRenderer = quad.GetComponent<CanvasRenderer>();
|
||||
quadRawImage = quad.GetComponent<RawImage>();
|
||||
|
||||
quadMesh = new Mesh();
|
||||
quadMesh.MarkDynamic();
|
||||
quadMesh.name = "RenderTexture Quad";
|
||||
quadMesh.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
|
||||
}
|
||||
|
||||
void Reset () {
|
||||
skeletonGraphic = this.GetComponent<SkeletonGraphic>();
|
||||
AtlasAssetBase[] atlasAssets = skeletonGraphic.SkeletonDataAsset.atlasAssets;
|
||||
for (int i = 0; i < atlasAssets.Length; ++i) {
|
||||
foreach (var material in atlasAssets[i].Materials) {
|
||||
if (material.mainTexture != null) {
|
||||
meshRendererMaterialForTexture.Add(
|
||||
new TextureMaterialPair(material.mainTexture, material));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OnEnable () {
|
||||
skeletonGraphic.OnInstructionsPrepared += PrepareQuad;
|
||||
skeletonGraphic.AssignMeshOverrideSingleRenderer += RenderSingleMeshToRenderTexture;
|
||||
skeletonGraphic.AssignMeshOverrideMultipleRenderers += RenderMultipleMeshesToRenderTexture;
|
||||
skeletonGraphic.disableMeshAssignmentOnOverride = true;
|
||||
skeletonGraphic.OnMeshAndMaterialsUpdated += RenderOntoQuad;
|
||||
var canvasRenderers = skeletonGraphic.canvasRenderers;
|
||||
for (int i = 0; i < canvasRenderers.Count; ++i)
|
||||
canvasRenderers[i].cull = true;
|
||||
|
||||
if (quadCanvasRenderer)
|
||||
quadCanvasRenderer.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
void OnDisable () {
|
||||
skeletonGraphic.OnInstructionsPrepared -= PrepareQuad;
|
||||
skeletonGraphic.AssignMeshOverrideSingleRenderer -= RenderSingleMeshToRenderTexture;
|
||||
skeletonGraphic.AssignMeshOverrideMultipleRenderers -= RenderMultipleMeshesToRenderTexture;
|
||||
skeletonGraphic.disableMeshAssignmentOnOverride = false;
|
||||
skeletonGraphic.OnMeshAndMaterialsUpdated -= RenderOntoQuad;
|
||||
var canvasRenderers = skeletonGraphic.canvasRenderers;
|
||||
for (int i = 0; i < canvasRenderers.Count; ++i)
|
||||
canvasRenderers[i].cull = false;
|
||||
|
||||
if (quadCanvasRenderer)
|
||||
quadCanvasRenderer.gameObject.SetActive(false);
|
||||
if (renderTexture)
|
||||
RenderTexture.ReleaseTemporary(renderTexture);
|
||||
allocatedRenderTextureSize = Vector2Int.zero;
|
||||
}
|
||||
|
||||
void PrepareQuad (SkeletonRendererInstruction instruction) {
|
||||
PrepareForMesh();
|
||||
SetupQuad();
|
||||
}
|
||||
|
||||
void RenderOntoQuad (SkeletonGraphic skeletonRenderer) {
|
||||
AssignAtQuad();
|
||||
}
|
||||
|
||||
protected void PrepareForMesh () {
|
||||
// We need to get the min/max of all four corners, rotation of the skeleton
|
||||
// in combination with perspective projection otherwise might lead to incorrect
|
||||
// screen space min/max.
|
||||
RectTransform rectTransform = customRenderRect ? customRenderRect : skeletonGraphic.rectTransform;
|
||||
rectTransform.GetWorldCorners(worldCorners);
|
||||
|
||||
RenderMode canvasRenderMode = skeletonGraphic.canvas.renderMode;
|
||||
Vector3 screenCorner0, screenCorner1, screenCorner2, screenCorner3;
|
||||
// note: world corners are ordered bottom left, top left, top right, bottom right.
|
||||
// This corresponds to 0, 3, 1, 2 in our desired order.
|
||||
if (canvasRenderMode == RenderMode.ScreenSpaceOverlay) {
|
||||
screenCorner0 = worldCorners[0];
|
||||
screenCorner1 = worldCorners[3];
|
||||
screenCorner2 = worldCorners[1];
|
||||
screenCorner3 = worldCorners[2];
|
||||
} else {
|
||||
screenCorner0 = targetCamera.WorldToScreenPoint(worldCorners[0]);
|
||||
screenCorner1 = targetCamera.WorldToScreenPoint(worldCorners[3]);
|
||||
screenCorner2 = targetCamera.WorldToScreenPoint(worldCorners[1]);
|
||||
screenCorner3 = targetCamera.WorldToScreenPoint(worldCorners[2]);
|
||||
}
|
||||
|
||||
// To avoid perspective distortion when rotated, we project all vertices
|
||||
// onto a plane parallel to the view frustum near plane.
|
||||
// Avoids the requirement of 'noperspective' vertex attribute interpolation modifier in shaders.
|
||||
float averageScreenDepth = (screenCorner0.z + screenCorner1.z + screenCorner2.z + screenCorner3.z) / 4.0f;
|
||||
screenCorner0.z = screenCorner1.z = screenCorner2.z = screenCorner3.z = averageScreenDepth;
|
||||
|
||||
if (canvasRenderMode == RenderMode.ScreenSpaceOverlay) {
|
||||
worldCornerNoDistortion0 = screenCorner0;
|
||||
worldCornerNoDistortion1 = screenCorner1;
|
||||
worldCornerNoDistortion2 = screenCorner2;
|
||||
worldCornerNoDistortion3 = screenCorner3;
|
||||
} else {
|
||||
worldCornerNoDistortion0 = targetCamera.ScreenToWorldPoint(screenCorner0);
|
||||
worldCornerNoDistortion1 = targetCamera.ScreenToWorldPoint(screenCorner1);
|
||||
worldCornerNoDistortion2 = targetCamera.ScreenToWorldPoint(screenCorner2);
|
||||
worldCornerNoDistortion3 = targetCamera.ScreenToWorldPoint(screenCorner3);
|
||||
}
|
||||
Vector3 screenSpaceMin, screenSpaceMax;
|
||||
PrepareTextureMapping(out screenSpaceMin, out screenSpaceMax,
|
||||
screenCorner0, screenCorner1, screenCorner2, screenCorner3);
|
||||
PrepareCommandBuffer(targetCamera, screenSpaceMin, screenSpaceMax);
|
||||
}
|
||||
|
||||
protected Material MeshRendererMaterialForTexture (Texture texture) {
|
||||
return meshRendererMaterialForTexture.Find(x => x.texture == texture).material;
|
||||
}
|
||||
|
||||
protected void RenderSingleMeshToRenderTexture (Mesh mesh, Material graphicMaterial, Texture texture) {
|
||||
Material meshRendererMaterial = MeshRendererMaterialForTexture(texture);
|
||||
commandBuffer.DrawMesh(mesh, transform.localToWorldMatrix, meshRendererMaterial, 0, -1);
|
||||
Graphics.ExecuteCommandBuffer(commandBuffer);
|
||||
}
|
||||
|
||||
protected void RenderMultipleMeshesToRenderTexture (int meshCount,
|
||||
Mesh[] meshes, Material[] graphicMaterials, Texture[] textures) {
|
||||
|
||||
for (int i = 0; i < meshCount; ++i) {
|
||||
Material meshRendererMaterial = MeshRendererMaterialForTexture(textures[i]);
|
||||
commandBuffer.DrawMesh(meshes[i], transform.localToWorldMatrix, meshRendererMaterial, 0, -1);
|
||||
}
|
||||
Graphics.ExecuteCommandBuffer(commandBuffer);
|
||||
}
|
||||
|
||||
protected void SetupQuad () {
|
||||
quadRawImage.texture = this.renderTexture;
|
||||
quadRawImage.color = color;
|
||||
quadCanvasRenderer.SetColor(color);
|
||||
|
||||
var srcRectTransform = skeletonGraphic.rectTransform;
|
||||
var dstRectTransform = quadRawImage.rectTransform;
|
||||
|
||||
dstRectTransform.anchorMin = srcRectTransform.anchorMin;
|
||||
dstRectTransform.anchorMax = srcRectTransform.anchorMax;
|
||||
dstRectTransform.anchoredPosition = srcRectTransform.anchoredPosition;
|
||||
dstRectTransform.pivot = srcRectTransform.pivot;
|
||||
dstRectTransform.localScale = srcRectTransform.localScale;
|
||||
dstRectTransform.sizeDelta = srcRectTransform.sizeDelta;
|
||||
dstRectTransform.rotation = srcRectTransform.rotation;
|
||||
}
|
||||
|
||||
protected void PrepareCommandBuffer (Camera targetCamera, Vector3 screenSpaceMin, Vector3 screenSpaceMax) {
|
||||
commandBuffer.Clear();
|
||||
commandBuffer.SetRenderTarget(renderTexture);
|
||||
commandBuffer.ClearRenderTarget(true, true, Color.clear);
|
||||
|
||||
Rect canvasRect = skeletonGraphic.canvas.pixelRect;
|
||||
|
||||
Matrix4x4 projectionMatrix = Matrix4x4.Ortho(
|
||||
canvasRect.x, canvasRect.x + canvasRect.width,
|
||||
canvasRect.y, canvasRect.y + canvasRect.height,
|
||||
float.MinValue, float.MaxValue);
|
||||
|
||||
RenderMode canvasRenderMode = skeletonGraphic.canvas.renderMode;
|
||||
if (canvasRenderMode == RenderMode.ScreenSpaceOverlay) {
|
||||
commandBuffer.SetViewMatrix(Matrix4x4.identity);
|
||||
commandBuffer.SetProjectionMatrix(projectionMatrix);
|
||||
} else {
|
||||
commandBuffer.SetViewMatrix(targetCamera.worldToCameraMatrix);
|
||||
commandBuffer.SetProjectionMatrix(targetCamera.projectionMatrix);
|
||||
}
|
||||
|
||||
Vector2 targetCameraViewportSize = targetCamera.pixelRect.size;
|
||||
commandBuffer.SetViewport(new Rect(-screenSpaceMin, targetCameraViewportSize));
|
||||
}
|
||||
|
||||
protected override void AssignMeshAtRenderer () {
|
||||
quadCanvasRenderer.SetMesh(quadMesh);
|
||||
}
|
||||
#endif // HAS_VECTOR2INT
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6cbe1f11426513d49ad8e21e9d6643f7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -35,7 +35,6 @@
|
||||
#define HAS_GET_SHARED_MATERIALS
|
||||
#endif
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
@ -54,20 +53,11 @@ namespace Spine.Unity.Examples {
|
||||
public class SkeletonRenderTexture : SkeletonRenderTextureBase {
|
||||
#if HAS_GET_SHARED_MATERIALS
|
||||
public Material quadMaterial;
|
||||
public Camera targetCamera;
|
||||
protected SkeletonRenderer skeletonRenderer;
|
||||
protected MeshRenderer meshRenderer;
|
||||
protected MeshFilter meshFilter;
|
||||
protected MeshRenderer quadMeshRenderer;
|
||||
protected MeshFilter quadMeshFilter;
|
||||
protected Vector3 worldCornerNoDistortion0;
|
||||
protected Vector3 worldCornerNoDistortion1;
|
||||
protected Vector3 worldCornerNoDistortion2;
|
||||
protected Vector3 worldCornerNoDistortion3;
|
||||
protected Vector2 uvCorner0;
|
||||
protected Vector2 uvCorner1;
|
||||
protected Vector2 uvCorner2;
|
||||
protected Vector2 uvCorner3;
|
||||
|
||||
private MaterialPropertyBlock propertyBlock;
|
||||
private readonly List<Material> materials = new List<Material>();
|
||||
@ -160,40 +150,13 @@ namespace Spine.Unity.Examples {
|
||||
worldCornerNoDistortion2 = targetCamera.ScreenToWorldPoint(screenCorner2);
|
||||
worldCornerNoDistortion3 = targetCamera.ScreenToWorldPoint(screenCorner3);
|
||||
|
||||
Vector3 screenSpaceMin =
|
||||
Vector3.Min(screenCorner0, Vector3.Min(screenCorner1,
|
||||
Vector3.Min(screenCorner2, screenCorner3)));
|
||||
Vector3 screenSpaceMax =
|
||||
Vector3.Max(screenCorner0, Vector3.Max(screenCorner1,
|
||||
Vector3.Max(screenCorner2, screenCorner3)));
|
||||
// ensure we are on whole pixel borders
|
||||
screenSpaceMin.x = Mathf.Floor(screenSpaceMin.x);
|
||||
screenSpaceMin.y = Mathf.Floor(screenSpaceMin.y);
|
||||
screenSpaceMax.x = Mathf.Ceil(screenSpaceMax.x);
|
||||
screenSpaceMax.y = Mathf.Ceil(screenSpaceMax.y);
|
||||
|
||||
// inverse-map screenCornerN to screenSpaceMin/screenSpaceMax area to get UV coordinates
|
||||
uvCorner0 = InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner0);
|
||||
uvCorner1 = InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner1);
|
||||
uvCorner2 = InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner2);
|
||||
uvCorner3 = InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner3);
|
||||
|
||||
requiredRenderTextureSize = new Vector2Int(
|
||||
Math.Min(maxRenderTextureSize, Math.Abs((int)screenSpaceMax.x - (int)screenSpaceMin.x)),
|
||||
Math.Min(maxRenderTextureSize, Math.Abs((int)screenSpaceMax.y - (int)screenSpaceMin.y)));
|
||||
|
||||
PrepareRenderTexture();
|
||||
Vector3 screenSpaceMin, screenSpaceMax;
|
||||
PrepareTextureMapping(out screenSpaceMin, out screenSpaceMax,
|
||||
screenCorner0, screenCorner1, screenCorner2, screenCorner3);
|
||||
PrepareCommandBuffer(targetCamera, screenSpaceMin, screenSpaceMax);
|
||||
}
|
||||
|
||||
protected Vector2 InverseLerp (Vector2 a, Vector2 b, Vector2 value) {
|
||||
return new Vector2(
|
||||
(value.x - a.x) / (b.x - a.x),
|
||||
(value.y - a.y) / (b.y - a.y));
|
||||
}
|
||||
|
||||
protected void PrepareCommandBuffer (Camera targetCamera, Vector3 screenSpaceMin, Vector3 screenSpaceMax) {
|
||||
|
||||
commandBuffer.Clear();
|
||||
commandBuffer.SetRenderTarget(renderTexture);
|
||||
commandBuffer.ClearRenderTarget(true, true, Color.clear);
|
||||
@ -214,40 +177,7 @@ namespace Spine.Unity.Examples {
|
||||
Graphics.ExecuteCommandBuffer(commandBuffer);
|
||||
}
|
||||
|
||||
protected void AssignAtQuad () {
|
||||
Transform quadTransform = quadMeshRenderer.transform;
|
||||
quadTransform.position = this.transform.position;
|
||||
quadTransform.rotation = this.transform.rotation;
|
||||
quadTransform.localScale = this.transform.localScale;
|
||||
|
||||
Vector3 v0 = quadTransform.InverseTransformPoint(worldCornerNoDistortion0);
|
||||
Vector3 v1 = quadTransform.InverseTransformPoint(worldCornerNoDistortion1);
|
||||
Vector3 v2 = quadTransform.InverseTransformPoint(worldCornerNoDistortion2);
|
||||
Vector3 v3 = quadTransform.InverseTransformPoint(worldCornerNoDistortion3);
|
||||
Vector3[] vertices = new Vector3[4] { v0, v1, v2, v3 };
|
||||
|
||||
quadMesh.vertices = vertices;
|
||||
|
||||
int[] indices = new int[6] { 0, 2, 1, 2, 3, 1 };
|
||||
quadMesh.triangles = indices;
|
||||
|
||||
Vector3[] normals = new Vector3[4] {
|
||||
-Vector3.forward,
|
||||
-Vector3.forward,
|
||||
-Vector3.forward,
|
||||
-Vector3.forward
|
||||
};
|
||||
quadMesh.normals = normals;
|
||||
|
||||
float maxU = (float)requiredRenderTextureSize.x / (float)allocatedRenderTextureSize.x;
|
||||
float maxV = (float)requiredRenderTextureSize.y / (float)allocatedRenderTextureSize.y;
|
||||
Vector2[] uv = new Vector2[4] {
|
||||
new Vector2(uvCorner0.x * maxU, uvCorner0.y * maxV),
|
||||
new Vector2(uvCorner1.x * maxU, uvCorner1.y * maxV),
|
||||
new Vector2(uvCorner2.x * maxU, uvCorner2.y * maxV),
|
||||
new Vector2(uvCorner3.x * maxU, uvCorner3.y * maxV),
|
||||
};
|
||||
quadMesh.uv = uv;
|
||||
protected override void AssignMeshAtRenderer () {
|
||||
quadMeshFilter.mesh = quadMesh;
|
||||
quadMeshRenderer.sharedMaterial.mainTexture = this.renderTexture;
|
||||
quadMeshRenderer.sharedMaterial.color = color;
|
||||
|
||||
@ -27,31 +27,38 @@
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
#if UNITY_2019_3_OR_NEWER
|
||||
#define HAS_FORCE_RENDER_OFF
|
||||
#endif
|
||||
|
||||
#if UNITY_2018_2_OR_NEWER
|
||||
#define HAS_GET_SHARED_MATERIALS
|
||||
#if UNITY_2017_2_OR_NEWER
|
||||
#define HAS_VECTOR2INT
|
||||
#endif
|
||||
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
public abstract class SkeletonRenderTextureBase : MonoBehaviour {
|
||||
#if HAS_GET_SHARED_MATERIALS
|
||||
#if HAS_VECTOR2INT
|
||||
public Color color = Color.white;
|
||||
public int maxRenderTextureSize = 1024;
|
||||
public GameObject quad;
|
||||
protected Mesh quadMesh;
|
||||
public RenderTexture renderTexture;
|
||||
public Camera targetCamera;
|
||||
|
||||
protected CommandBuffer commandBuffer;
|
||||
protected Vector2Int requiredRenderTextureSize;
|
||||
protected Vector2Int allocatedRenderTextureSize;
|
||||
|
||||
protected Vector3 worldCornerNoDistortion0;
|
||||
protected Vector3 worldCornerNoDistortion1;
|
||||
protected Vector3 worldCornerNoDistortion2;
|
||||
protected Vector3 worldCornerNoDistortion3;
|
||||
protected Vector2 uvCorner0;
|
||||
protected Vector2 uvCorner1;
|
||||
protected Vector2 uvCorner2;
|
||||
protected Vector2 uvCorner3;
|
||||
|
||||
protected virtual void Awake () {
|
||||
commandBuffer = new CommandBuffer();
|
||||
}
|
||||
@ -61,6 +68,34 @@ namespace Spine.Unity.Examples {
|
||||
RenderTexture.ReleaseTemporary(renderTexture);
|
||||
}
|
||||
|
||||
protected void PrepareTextureMapping (out Vector3 screenSpaceMin, out Vector3 screenSpaceMax,
|
||||
Vector3 screenCorner0, Vector3 screenCorner1, Vector3 screenCorner2, Vector3 screenCorner3) {
|
||||
|
||||
screenSpaceMin =
|
||||
Vector3.Min(screenCorner0, Vector3.Min(screenCorner1,
|
||||
Vector3.Min(screenCorner2, screenCorner3)));
|
||||
screenSpaceMax =
|
||||
Vector3.Max(screenCorner0, Vector3.Max(screenCorner1,
|
||||
Vector3.Max(screenCorner2, screenCorner3)));
|
||||
// ensure we are on whole pixel borders
|
||||
screenSpaceMin.x = Mathf.Floor(screenSpaceMin.x);
|
||||
screenSpaceMin.y = Mathf.Floor(screenSpaceMin.y);
|
||||
screenSpaceMax.x = Mathf.Ceil(screenSpaceMax.x);
|
||||
screenSpaceMax.y = Mathf.Ceil(screenSpaceMax.y);
|
||||
|
||||
// inverse-map screenCornerN to screenSpaceMin/screenSpaceMax area to get UV coordinates
|
||||
uvCorner0 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner0);
|
||||
uvCorner1 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner1);
|
||||
uvCorner2 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner2);
|
||||
uvCorner3 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner3);
|
||||
|
||||
requiredRenderTextureSize = new Vector2Int(
|
||||
Math.Min(maxRenderTextureSize, Math.Abs((int)screenSpaceMax.x - (int)screenSpaceMin.x)),
|
||||
Math.Min(maxRenderTextureSize, Math.Abs((int)screenSpaceMax.y - (int)screenSpaceMin.y)));
|
||||
|
||||
PrepareRenderTexture();
|
||||
}
|
||||
|
||||
protected void PrepareRenderTexture () {
|
||||
Vector2Int textureSize = new Vector2Int(
|
||||
Mathf.NextPowerOfTwo(requiredRenderTextureSize.x),
|
||||
@ -74,6 +109,45 @@ namespace Spine.Unity.Examples {
|
||||
allocatedRenderTextureSize = textureSize;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
protected void AssignAtQuad () {
|
||||
Transform quadTransform = quad.transform;
|
||||
quadTransform.position = this.transform.position;
|
||||
quadTransform.rotation = this.transform.rotation;
|
||||
quadTransform.localScale = this.transform.localScale;
|
||||
|
||||
Vector3 v0 = quadTransform.InverseTransformPoint(worldCornerNoDistortion0);
|
||||
Vector3 v1 = quadTransform.InverseTransformPoint(worldCornerNoDistortion1);
|
||||
Vector3 v2 = quadTransform.InverseTransformPoint(worldCornerNoDistortion2);
|
||||
Vector3 v3 = quadTransform.InverseTransformPoint(worldCornerNoDistortion3);
|
||||
Vector3[] vertices = new Vector3[4] { v0, v1, v2, v3 };
|
||||
|
||||
quadMesh.vertices = vertices;
|
||||
|
||||
int[] indices = new int[6] { 0, 1, 2, 2, 1, 3 };
|
||||
quadMesh.triangles = indices;
|
||||
|
||||
Vector3[] normals = new Vector3[4] {
|
||||
-Vector3.forward,
|
||||
-Vector3.forward,
|
||||
-Vector3.forward,
|
||||
-Vector3.forward
|
||||
};
|
||||
quadMesh.normals = normals;
|
||||
|
||||
float maxU = (float)requiredRenderTextureSize.x / (float)allocatedRenderTextureSize.x;
|
||||
float maxV = (float)requiredRenderTextureSize.y / (float)allocatedRenderTextureSize.y;
|
||||
Vector2[] uv = new Vector2[4] {
|
||||
new Vector2(uvCorner0.x * maxU, uvCorner0.y * maxV),
|
||||
new Vector2(uvCorner1.x * maxU, uvCorner1.y * maxV),
|
||||
new Vector2(uvCorner2.x * maxU, uvCorner2.y * maxV),
|
||||
new Vector2(uvCorner3.x * maxU, uvCorner3.y * maxV),
|
||||
};
|
||||
quadMesh.uv = uv;
|
||||
AssignMeshAtRenderer();
|
||||
}
|
||||
|
||||
protected abstract void AssignMeshAtRenderer ();
|
||||
#endif // HAS_VECTOR2INT
|
||||
}
|
||||
}
|
||||
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ccf9b5e5034b0ea45962f9cf32168dd9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -183,6 +183,59 @@ namespace Spine.Unity {
|
||||
#endregion
|
||||
|
||||
#region Overrides
|
||||
// API for taking over rendering.
|
||||
/// <summary>When true, no meshes and materials are assigned at CanvasRenderers if the used override
|
||||
/// AssignMeshOverrideSingleRenderer or AssignMeshOverrideMultipleRenderers is non-null.</summary>
|
||||
public bool disableMeshAssignmentOnOverride = true;
|
||||
/// <summary>Delegate type for overriding mesh and material assignment,
|
||||
/// used when <c>allowMultipleCanvasRenderers</c> is false.</summary>
|
||||
/// <param name="mesh">Mesh normally assigned at the main CanvasRenderer.</param>
|
||||
/// <param name="graphicMaterial">Material normally assigned at the main CanvasRenderer.</param>
|
||||
/// <param name="texture">Texture normally assigned at the main CanvasRenderer.</param>
|
||||
public delegate void MeshAssignmentDelegateSingle (Mesh mesh, Material graphicMaterial, Texture texture);
|
||||
/// <param name="meshCount">Number of meshes. Don't use <c>meshes.Length</c> as this might be higher
|
||||
/// due to pre-allocated entries.</param>
|
||||
/// <param name="meshes">Mesh array where each element is normally assigned to one of the <c>canvasRenderers</c>.</param>
|
||||
/// <param name="graphicMaterials">Material array where each element is normally assigned to one of the <c>canvasRenderers</c>.</param>
|
||||
/// <param name="textures">Texture array where each element is normally assigned to one of the <c>canvasRenderers</c>.</param>
|
||||
public delegate void MeshAssignmentDelegateMultiple (int meshCount, Mesh[] meshes, Material[] graphicMaterials, Texture[] textures);
|
||||
event MeshAssignmentDelegateSingle assignMeshOverrideSingle;
|
||||
event MeshAssignmentDelegateMultiple assignMeshOverrideMultiple;
|
||||
|
||||
/// <summary>Allows separate code to take over mesh and material assignment for this SkeletonGraphic component.
|
||||
/// Used when <c>allowMultipleCanvasRenderers</c> is false.</summary>
|
||||
public event MeshAssignmentDelegateSingle AssignMeshOverrideSingleRenderer {
|
||||
add {
|
||||
assignMeshOverrideSingle += value;
|
||||
if (disableMeshAssignmentOnOverride && assignMeshOverrideSingle != null) {
|
||||
Initialize(false);
|
||||
}
|
||||
}
|
||||
remove {
|
||||
assignMeshOverrideSingle -= value;
|
||||
if (disableMeshAssignmentOnOverride && assignMeshOverrideSingle == null) {
|
||||
Initialize(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
/// <summary>Allows separate code to take over mesh and material assignment for this SkeletonGraphic component.
|
||||
/// Used when <c>allowMultipleCanvasRenderers</c> is true.</summary>
|
||||
public event MeshAssignmentDelegateMultiple AssignMeshOverrideMultipleRenderers {
|
||||
add {
|
||||
assignMeshOverrideMultiple += value;
|
||||
if (disableMeshAssignmentOnOverride && assignMeshOverrideMultiple != null) {
|
||||
Initialize(false);
|
||||
}
|
||||
}
|
||||
remove {
|
||||
assignMeshOverrideMultiple -= value;
|
||||
if (disableMeshAssignmentOnOverride && assignMeshOverrideMultiple == null) {
|
||||
Initialize(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
[System.NonSerialized] readonly Dictionary<Texture, Texture> customTextureOverride = new Dictionary<Texture, Texture>();
|
||||
/// <summary>Use this Dictionary to override a Texture with a different Texture.</summary>
|
||||
public Dictionary<Texture, Texture> CustomTextureOverride { get { return customTextureOverride; } }
|
||||
@ -334,6 +387,8 @@ namespace Spine.Unity {
|
||||
if (updateMode != UpdateMode.FullUpdate) return;
|
||||
|
||||
PrepareInstructionsAndRenderers();
|
||||
if (OnInstructionsPrepared != null)
|
||||
OnInstructionsPrepared(this.currentInstructions);
|
||||
SetVerticesDirty(); // triggers Rebuild and avoids potential double-update in a single frame
|
||||
}
|
||||
|
||||
@ -390,12 +445,19 @@ namespace Spine.Unity {
|
||||
public bool IsValid { get { return skeleton != null; } }
|
||||
|
||||
public delegate void SkeletonRendererDelegate (SkeletonGraphic skeletonGraphic);
|
||||
public delegate void InstructionDelegate (SkeletonRendererInstruction instruction);
|
||||
|
||||
/// <summary>OnRebuild is raised after the Skeleton is successfully initialized.</summary>
|
||||
public event SkeletonRendererDelegate OnRebuild;
|
||||
|
||||
/// <summary>OnMeshAndMaterialsUpdated is at the end of LateUpdate after the Mesh and
|
||||
/// all materials have been updated.</summary>
|
||||
/// <summary>OnInstructionsPrepared is raised at the end of <c>LateUpdate</c> after render instructions
|
||||
/// are done, target renderers are prepared, and the mesh is ready to be generated.</summary>
|
||||
public event InstructionDelegate OnInstructionsPrepared;
|
||||
|
||||
/// <summary>OnMeshAndMaterialsUpdated is raised at the end of <c>Rebuild</c> after the Mesh and
|
||||
/// all materials have been updated. Note that some Unity API calls are not permitted to be issued from
|
||||
/// <c>Rebuild</c>, so you may want to subscribe to <see cref="OnInstructionsPrepared"/> instead
|
||||
/// from where you can issue such preparation calls.</summary>
|
||||
public event SkeletonRendererDelegate OnMeshAndMaterialsUpdated;
|
||||
|
||||
protected Spine.AnimationState state;
|
||||
@ -411,6 +473,12 @@ namespace Spine.Unity {
|
||||
DoubleBuffered<Spine.Unity.MeshRendererBuffers.SmartMesh> meshBuffers;
|
||||
SkeletonRendererInstruction currentInstructions = new SkeletonRendererInstruction();
|
||||
readonly ExposedList<Mesh> meshes = new ExposedList<Mesh>();
|
||||
readonly ExposedList<Material> usedMaterials = new ExposedList<Material>();
|
||||
readonly ExposedList<Texture> usedTextures = new ExposedList<Texture>();
|
||||
|
||||
public ExposedList<Mesh> MeshesMultipleCanvasRenderers { get { return meshes; } }
|
||||
public ExposedList<Material> MaterialsMultipleCanvasRenderers { get { return usedMaterials; } }
|
||||
public ExposedList<Texture> TexturesMultipleCanvasRenderers { get { return usedTextures; } }
|
||||
|
||||
public Mesh GetLastMesh () {
|
||||
return meshBuffers.GetCurrent().mesh;
|
||||
@ -513,6 +581,8 @@ namespace Spine.Unity {
|
||||
for (int i = 0; i < canvasRenderers.Count; ++i)
|
||||
canvasRenderers[i].Clear();
|
||||
DestroyMeshes();
|
||||
usedMaterials.Clear();
|
||||
usedTextures.Clear();
|
||||
DisposeMeshBuffers();
|
||||
}
|
||||
|
||||
@ -601,6 +671,7 @@ namespace Spine.Unity {
|
||||
int submeshCount = currentInstructions.submeshInstructions.Count;
|
||||
EnsureCanvasRendererCount(submeshCount);
|
||||
EnsureMeshesCount(submeshCount);
|
||||
EnsureUsedTexturesAndMaterialsCount(submeshCount);
|
||||
EnsureSeparatorPartCount();
|
||||
PrepareRendererGameObjects(currentInstructions);
|
||||
}
|
||||
@ -618,6 +689,7 @@ namespace Spine.Unity {
|
||||
if (!this.allowMultipleCanvasRenderers) {
|
||||
UpdateMeshSingleCanvasRenderer(currentInstructions);
|
||||
} else {
|
||||
UpdateMaterialsMultipleCanvasRenderers(currentInstructions);
|
||||
UpdateMeshMultipleCanvasRenderers(currentInstructions);
|
||||
}
|
||||
|
||||
@ -675,19 +747,67 @@ namespace Spine.Unity {
|
||||
if (updateTriangles) meshGenerator.FillTriangles(mesh);
|
||||
meshGenerator.FillLateVertexData(mesh);
|
||||
|
||||
canvasRenderer.SetMesh(mesh);
|
||||
smartMesh.instructionUsed.Set(currentInstructions);
|
||||
if (assignMeshOverrideSingle != null)
|
||||
assignMeshOverrideSingle(mesh, this.canvasRenderer.GetMaterial(), this.mainTexture);
|
||||
|
||||
bool assignAtCanvasRenderer = (assignMeshOverrideSingle == null || !disableMeshAssignmentOnOverride);
|
||||
if (assignAtCanvasRenderer)
|
||||
canvasRenderer.SetMesh(mesh);
|
||||
else
|
||||
canvasRenderer.SetMesh(null);
|
||||
|
||||
if (currentInstructions.submeshInstructions.Count > 0) {
|
||||
var material = currentInstructions.submeshInstructions.Items[0].material;
|
||||
if (material != null && baseTexture != material.mainTexture) {
|
||||
baseTexture = material.mainTexture;
|
||||
if (overrideTexture == null)
|
||||
if (overrideTexture == null && assignAtCanvasRenderer)
|
||||
canvasRenderer.SetTexture(this.mainTexture);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//this.UpdateMaterial(); // note: This would allocate memory.
|
||||
protected void UpdateMaterialsMultipleCanvasRenderers (SkeletonRendererInstruction currentInstructions) {
|
||||
int submeshCount = currentInstructions.submeshInstructions.Count;
|
||||
bool useOriginalTextureAndMaterial = (customMaterialOverride.Count == 0 && customTextureOverride.Count == 0);
|
||||
|
||||
BlendModeMaterials blendModeMaterials = skeletonDataAsset.blendModeMaterials;
|
||||
bool hasBlendModeMaterials = blendModeMaterials.RequiresBlendModeMaterials;
|
||||
|
||||
bool pmaVertexColors = meshGenerator.settings.pmaVertexColors;
|
||||
Material[] usedMaterialItems = usedMaterials.Items;
|
||||
Texture[] usedTextureItems = usedTextures.Items;
|
||||
for (int i = 0; i < submeshCount; i++) {
|
||||
var submeshInstructionItem = currentInstructions.submeshInstructions.Items[i];
|
||||
var submeshMaterial = submeshInstructionItem.material;
|
||||
if (useOriginalTextureAndMaterial) {
|
||||
usedTextureItems[i] = submeshMaterial.mainTexture;
|
||||
if (!hasBlendModeMaterials) {
|
||||
usedMaterialItems[i] = this.materialForRendering;
|
||||
} else {
|
||||
BlendMode blendMode = blendModeMaterials.BlendModeForMaterial(submeshMaterial);
|
||||
Material usedMaterial = this.materialForRendering;
|
||||
if (blendMode == BlendMode.Additive && !pmaVertexColors && additiveMaterial) {
|
||||
usedMaterial = additiveMaterial;
|
||||
} else if (blendMode == BlendMode.Multiply && multiplyMaterial)
|
||||
usedMaterial = multiplyMaterial;
|
||||
else if (blendMode == BlendMode.Screen && screenMaterial)
|
||||
usedMaterial = screenMaterial;
|
||||
usedMaterialItems[i] = submeshGraphics[i].GetModifiedMaterial(usedMaterial);
|
||||
}
|
||||
} else {
|
||||
var originalTexture = submeshMaterial.mainTexture;
|
||||
Material usedMaterial;
|
||||
Texture usedTexture;
|
||||
if (!customMaterialOverride.TryGetValue(originalTexture, out usedMaterial))
|
||||
usedMaterial = material;
|
||||
if (!customTextureOverride.TryGetValue(originalTexture, out usedTexture))
|
||||
usedTexture = originalTexture;
|
||||
|
||||
usedMaterialItems[i] = submeshGraphics[i].GetModifiedMaterial(usedMaterial);
|
||||
usedTextureItems[i] = usedTexture;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected void UpdateMeshMultipleCanvasRenderers (SkeletonRendererInstruction currentInstructions) {
|
||||
@ -705,6 +825,9 @@ namespace Spine.Unity {
|
||||
bool mainCullTransparentMesh = this.canvasRenderer.cullTransparentMesh;
|
||||
#endif
|
||||
bool pmaVertexColors = meshGenerator.settings.pmaVertexColors;
|
||||
Material[] usedMaterialItems = usedMaterials.Items;
|
||||
Texture[] usedTextureItems = usedTextures.Items;
|
||||
bool assignAtCanvasRenderer = (assignMeshOverrideSingle == null || !disableMeshAssignmentOnOverride);
|
||||
for (int i = 0; i < submeshCount; i++) {
|
||||
var submeshInstructionItem = currentInstructions.submeshInstructions.Items[i];
|
||||
meshGenerator.Begin();
|
||||
@ -717,53 +840,31 @@ namespace Spine.Unity {
|
||||
meshGenerator.FillTriangles(targetMesh);
|
||||
meshGenerator.FillLateVertexData(targetMesh);
|
||||
|
||||
var submeshMaterial = submeshInstructionItem.material;
|
||||
var canvasRenderer = canvasRenderers[i];
|
||||
canvasRenderer.SetMesh(targetMesh);
|
||||
canvasRenderer.materialCount = 1;
|
||||
if (assignMeshOverrideSingle == null || !disableMeshAssignmentOnOverride)
|
||||
canvasRenderer.SetMesh(targetMesh);
|
||||
else
|
||||
canvasRenderer.SetMesh(null);
|
||||
|
||||
SkeletonSubmeshGraphic submeshGraphic = submeshGraphics[i];
|
||||
if (useOriginalTextureAndMaterial) {
|
||||
Texture usedTexture = submeshMaterial.mainTexture;
|
||||
if (!hasBlendModeMaterials)
|
||||
canvasRenderer.SetMaterial(this.materialForRendering, usedTexture);
|
||||
else {
|
||||
bool allowCullTransparentMesh = true;
|
||||
BlendMode blendMode = blendModeMaterials.BlendModeForMaterial(submeshMaterial);
|
||||
Material usedMaterial = this.materialForRendering;
|
||||
if (blendMode == BlendMode.Normal) {
|
||||
if (submeshInstructionItem.hasPMAAdditiveSlot)
|
||||
allowCullTransparentMesh = false;
|
||||
} else if (blendMode == BlendMode.Additive) {
|
||||
if (pmaVertexColors)
|
||||
allowCullTransparentMesh = false;
|
||||
else if (additiveMaterial)
|
||||
usedMaterial = additiveMaterial;
|
||||
} else if (blendMode == BlendMode.Multiply && multiplyMaterial)
|
||||
usedMaterial = multiplyMaterial;
|
||||
else if (blendMode == BlendMode.Screen && screenMaterial)
|
||||
usedMaterial = screenMaterial;
|
||||
|
||||
usedMaterial = submeshGraphic.GetModifiedMaterial(usedMaterial);
|
||||
canvasRenderer.SetMaterial(usedMaterial, usedTexture);
|
||||
#if HAS_CULL_TRANSPARENT_MESH
|
||||
canvasRenderer.cullTransparentMesh = allowCullTransparentMesh ?
|
||||
mainCullTransparentMesh : false;
|
||||
#endif
|
||||
if (useOriginalTextureAndMaterial && hasBlendModeMaterials) {
|
||||
bool allowCullTransparentMesh = true;
|
||||
BlendMode materialBlendMode = blendModeMaterials.BlendModeForMaterial(usedMaterialItems[i]);
|
||||
if ((materialBlendMode == BlendMode.Normal && submeshInstructionItem.hasPMAAdditiveSlot) ||
|
||||
(materialBlendMode == BlendMode.Additive && pmaVertexColors)) {
|
||||
allowCullTransparentMesh = false;
|
||||
}
|
||||
} else {
|
||||
var originalTexture = submeshMaterial.mainTexture;
|
||||
Material usedMaterial;
|
||||
Texture usedTexture;
|
||||
if (!customMaterialOverride.TryGetValue(originalTexture, out usedMaterial))
|
||||
usedMaterial = material;
|
||||
if (!customTextureOverride.TryGetValue(originalTexture, out usedTexture))
|
||||
usedTexture = originalTexture;
|
||||
|
||||
usedMaterial = submeshGraphic.GetModifiedMaterial(usedMaterial);
|
||||
canvasRenderer.SetMaterial(usedMaterial, usedTexture);
|
||||
#if HAS_CULL_TRANSPARENT_MESH
|
||||
canvasRenderer.cullTransparentMesh = allowCullTransparentMesh ?
|
||||
mainCullTransparentMesh : false;
|
||||
#endif
|
||||
}
|
||||
canvasRenderer.materialCount = 1;
|
||||
if (assignAtCanvasRenderer)
|
||||
canvasRenderer.SetMaterial(usedMaterialItems[i], usedTextureItems[i]);
|
||||
}
|
||||
if (assignMeshOverrideMultiple != null)
|
||||
assignMeshOverrideMultiple(submeshCount, meshesItems, usedMaterialItems, usedTextureItems);
|
||||
}
|
||||
|
||||
protected void EnsureCanvasRendererCount (int targetCount) {
|
||||
@ -856,6 +957,16 @@ namespace Spine.Unity {
|
||||
meshes.Add(SpineMesh.NewSkeletonMesh());
|
||||
}
|
||||
|
||||
protected void EnsureUsedTexturesAndMaterialsCount (int targetCount) {
|
||||
int oldCount = usedMaterials.Count;
|
||||
usedMaterials.EnsureCapacity(targetCount);
|
||||
usedTextures.EnsureCapacity(targetCount);
|
||||
for (int i = oldCount; i < targetCount; i++) {
|
||||
usedMaterials.Add(null);
|
||||
usedTextures.Add(null);
|
||||
}
|
||||
}
|
||||
|
||||
protected void DestroyMeshes () {
|
||||
foreach (var mesh in meshes) {
|
||||
#if UNITY_EDITOR
|
||||
|
||||
@ -0,0 +1,71 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2022, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity {
|
||||
public static class MathUtilities {
|
||||
public static float InverseLerp (float a, float b, float value) {
|
||||
return (value - a) / (b - a);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the linear interpolation ratio of <c>a</c> to <c>b</c> that <c>value</c> lies on.
|
||||
/// This is the t value that fulfills <c>value = lerp(a, b, t)</c>.
|
||||
/// </summary>
|
||||
public static Vector2 InverseLerp (Vector2 a, Vector2 b, Vector2 value) {
|
||||
return new Vector2(
|
||||
(value.x - a.x) / (b.x - a.x),
|
||||
(value.y - a.y) / (b.y - a.y));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the linear interpolation ratio of <c>a</c> to <c>b</c> that <c>value</c> lies on.
|
||||
/// This is the t value that fulfills <c>value = lerp(a, b, t)</c>.
|
||||
/// </summary>
|
||||
public static Vector3 InverseLerp (Vector3 a, Vector3 b, Vector3 value) {
|
||||
return new Vector3(
|
||||
(value.x - a.x) / (b.x - a.x),
|
||||
(value.y - a.y) / (b.y - a.y),
|
||||
(value.z - a.z) / (b.z - a.z));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the linear interpolation ratio of <c>a</c> to <c>b</c> that <c>value</c> lies on.
|
||||
/// This is the t value that fulfills <c>value = lerp(a, b, t)</c>.
|
||||
/// </summary>
|
||||
public static Vector4 InverseLerp (Vector4 a, Vector4 b, Vector4 value) {
|
||||
return new Vector4(
|
||||
(value.x - a.x) / (b.x - a.x),
|
||||
(value.y - a.y) / (b.y - a.y),
|
||||
(value.z - a.z) / (b.z - a.z),
|
||||
(value.w - a.w) / (b.w - a.w));
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: ef2b5da9383ed474d895b702a9baf79e
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
Loading…
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Reference in New Issue
Block a user