This commit is contained in:
badlogic 2017-09-05 11:56:48 +02:00
commit 43f37ce565
8 changed files with 88 additions and 31 deletions

View File

@ -35,6 +35,7 @@
* Removed `spBone_worldToLocalRotationX` and `spBone_worldToLocalRotationY`. Replaced by `spBone_worldToLocalRotation` (rotation given relative to x-axis, counter-clockwise, in degrees).
* Replaced `r`, `g`, `b`, `a` fields with instances of new `spColor` struct in `spRegionAttachment`, `spMeshAttachment`, `spSkeleton`, `spSkeletonData`, `spSlot` and `spSlotData`.
* Removed `spVertexIndex`from public API.
* Listeners on `spAnimationState` or `spTrackEntry` will now be also called in case a track entry is disposed as part of dispoing the `spAnimationState`.
* **Additions**
* Added support for local and relative transform constraint calculation, including additional fields in `spTransformConstraintData`.
* Added `spPointAttachment`, additional method `spAtlasAttachmentLoadeR_newPointAttachment`.

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@ -45,4 +45,4 @@
#define SP_API SPINEPLUGIN_API
#endif
#endif /* SPINE_SHAREDLIB_H */
#endif /* SPINE_SHAREDLIB_H */

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@ -193,9 +193,13 @@ void _spAnimationState_disposeTrackEntries (spAnimationState* state, spTrackEntr
spTrackEntry* from = entry->mixingFrom;
while (from) {
spTrackEntry* nextFrom = from->mixingFrom;
if (entry->listener) entry->listener(state, SP_ANIMATION_DISPOSE, from, 0);
if (state->listener) state->listener(state, SP_ANIMATION_DISPOSE, from, 0);
_spAnimationState_disposeTrackEntry(from);
from = nextFrom;
}
if (entry->listener) entry->listener(state, SP_ANIMATION_DISPOSE, entry, 0);
if (state->listener) state->listener(state, SP_ANIMATION_DISPOSE, entry, 0);
_spAnimationState_disposeTrackEntry(entry);
entry = next;
}

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@ -436,11 +436,11 @@ namespace Spine {
}
// Mixing out uses sign of setup or current pose, else use sign of key.
if (direction == MixDirection.Out) {
x = Math.Abs(x) * Math.Sign(bx);
y = Math.Abs(y) * Math.Sign(by);
x = (x >= 0 ? x : -x) * (bx >= 0 ? 1 : -1);
y = (y >= 0 ? y : -y) * (by >= 0 ? 1 : -1);
} else {
bx = Math.Abs(bx) * Math.Sign(x);
by = Math.Abs(by) * Math.Sign(y);
bx = (bx >= 0 ? bx : -bx) * (x >= 0 ? 1 : -1);
by = (by >= 0 ? by : -by) * (y >= 0 ? 1 : -1);
}
bone.scaleX = bx + (x - bx) * alpha;
bone.scaleY = by + (y - by) * alpha;

View File

@ -100,7 +100,9 @@ public class SkeletonRenderer {
continue;
} else if (attachment instanceof MeshAttachment) {
throw new RuntimeException("SkeletonMeshRenderer is required to render meshes.");
throw new RuntimeException(
"SkeletonRenderer#draw(PolygonSpriteBatch, Skeleton) or #draw(TwoColorPolygonBatch, Skeleton) must be used to "
+ "render meshes.");
} else if (attachment instanceof SkeletonAttachment) {
Skeleton attachmentSkeleton = ((SkeletonAttachment)attachment).getSkeleton();
@ -242,7 +244,7 @@ public class SkeletonRenderer {
tempLight.set(temp5);
tempDark.set(temp6);
tempUv.x = uvs[u];
tempUv.y = uvs[u + 1];
tempUv.y = uvs[u + 1];
vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
vertices[v] = tempPos.x;
vertices[v + 1] = tempPos.y;
@ -378,7 +380,7 @@ public class SkeletonRenderer {
tempLight.set(temp5);
tempDark.set(temp6);
tempUv.x = uvs[u];
tempUv.y = uvs[u + 1];
tempUv.y = uvs[u + 1];
vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
vertices[v] = tempPos.x;
vertices[v + 1] = tempPos.y;

View File

@ -265,7 +265,7 @@ namespace Spine.Unity {
bool hasSeparators = separatorCount > 0;
int clippingAttachmentSource = -1;
int lastPreActiveClipping = -1;
int lastPreActiveClipping = -1; // The index of the last slot that had an active ClippingAttachment.
SlotData clippingEndSlot = null;
int submeshIndex = 0;
var drawOrderItems = drawOrder.Items;
@ -327,7 +327,7 @@ namespace Spine.Unity {
}
if (noRender) {
if (current.forceSeparate && generateMeshOverride && current.rawVertexCount > 0) {
if (current.forceSeparate && generateMeshOverride) { // && current.rawVertexCount > 0) {
{ // Add
current.endSlot = i;
current.preActiveClippingSlotSource = lastPreActiveClipping;

View File

@ -155,8 +155,10 @@ namespace Spine.Unity.Modules {
}
void OnDestroy () {
for (int i = 0; i < maximumGhosts; i++)
if (pool[i] != null) pool[i].Cleanup();
if (pool != null) {
for (int i = 0; i < maximumGhosts; i++)
if (pool[i] != null) pool[i].Cleanup();
}
foreach (var mat in materialTable.Values)
Destroy(mat);

View File

@ -36,7 +36,7 @@ using System.Collections.Generic;
namespace Spine.Unity {
[RequireComponent(typeof(Animator))]
public class SkeletonAnimator : SkeletonRenderer, ISkeletonAnimation {
[SerializeField] protected MecanimTranslator translator;
public MecanimTranslator Translator { get { return translator; } }
@ -108,9 +108,13 @@ namespace Spine.Unity {
public enum MixMode { AlwaysMix, MixNext, SpineStyle }
readonly Dictionary<int, Spine.Animation> animationTable = new Dictionary<int, Spine.Animation>();
readonly Dictionary<AnimationClip, int> clipNameHashCodeTable = new Dictionary<AnimationClip, int>();
readonly Dictionary<int, Spine.Animation> animationTable = new Dictionary<int, Spine.Animation>(IntEqualityComparer.Instance);
readonly Dictionary<AnimationClip, int> clipNameHashCodeTable = new Dictionary<AnimationClip, int>(AnimationClipEqualityComparer.Instance);
readonly List<Animation> previousAnimations = new List<Animation>();
#if UNITY_2017_1_OR_NEWER
readonly List<AnimatorClipInfo> clipInfoCache = new List<AnimatorClipInfo>();
readonly List<AnimatorClipInfo> nextClipInfoCache = new List<AnimatorClipInfo>();
#endif
Animator animator;
public Animator Animator { get { return this.animator; } }
@ -144,16 +148,19 @@ namespace Spine.Unity {
AnimatorStateInfo nextStateInfo = animator.GetNextAnimatorStateInfo(layer);
bool hasNext = nextStateInfo.fullPathHash != 0;
AnimatorClipInfo[] clipInfo = animator.GetCurrentAnimatorClipInfo(layer);
AnimatorClipInfo[] nextClipInfo = animator.GetNextAnimatorClipInfo(layer);
for (int c = 0; c < clipInfo.Length; c++) {
int clipInfoCount, nextClipInfoCount;
IList<AnimatorClipInfo> clipInfo, nextClipInfo;
GetAnimatorClipInfos(layer, out clipInfoCount, out nextClipInfoCount, out clipInfo, out nextClipInfo);
for (int c = 0; c < clipInfoCount; c++) {
var info = clipInfo[c];
float weight = info.weight * layerWeight; if (weight == 0) continue;
previousAnimations.Add(animationTable[NameHashCode(info.clip)]);
}
if (hasNext) {
for (int c = 0; c < nextClipInfo.Length; c++) {
for (int c = 0; c < nextClipInfoCount; c++) {
var info = nextClipInfo[c];
float weight = info.weight * layerWeight; if (weight == 0) continue;
previousAnimations.Add(animationTable[NameHashCode(info.clip)]);
@ -169,22 +176,20 @@ namespace Spine.Unity {
AnimatorStateInfo nextStateInfo = animator.GetNextAnimatorStateInfo(layer);
bool hasNext = nextStateInfo.fullPathHash != 0;
AnimatorClipInfo[] clipInfo = animator.GetCurrentAnimatorClipInfo(layer);
AnimatorClipInfo[] nextClipInfo = animator.GetNextAnimatorClipInfo(layer);
//UNITY 4
//bool hasNext = nextStateInfo.nameHash != 0;
//var clipInfo = animator.GetCurrentAnimationClipState(i);
//var nextClipInfo = animator.GetNextAnimationClipState(i);
int clipInfoCount, nextClipInfoCount;
IList<AnimatorClipInfo> clipInfo, nextClipInfo;
GetAnimatorClipInfos(layer, out clipInfoCount, out nextClipInfoCount, out clipInfo, out nextClipInfo);
MixMode mode = layerMixModes[layer];
if (mode == MixMode.AlwaysMix) {
// Always use Mix instead of Applying the first non-zero weighted clip.
for (int c = 0; c < clipInfo.Length; c++) {
for (int c = 0; c < clipInfoCount; c++) {
var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
}
if (hasNext) {
for (int c = 0; c < nextClipInfo.Length; c++) {
for (int c = 0; c < nextClipInfoCount; c++) {
var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime , info.clip.length,nextStateInfo.speed < 0), nextStateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
}
@ -192,13 +197,13 @@ namespace Spine.Unity {
} else { // case MixNext || SpineStyle
// Apply first non-zero weighted clip
int c = 0;
for (; c < clipInfo.Length; c++) {
for (; c < clipInfoCount; c++) {
var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, 1f, MixPose.Current, MixDirection.In);
break;
}
// Mix the rest
for (; c < clipInfo.Length; c++) {
for (; c < clipInfoCount; c++) {
var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
}
@ -207,14 +212,14 @@ namespace Spine.Unity {
if (hasNext) {
// Apply next clip directly instead of mixing (ie: no crossfade, ignores mecanim transition weights)
if (mode == MixMode.SpineStyle) {
for (; c < nextClipInfo.Length; c++) {
for (; c < nextClipInfoCount; c++) {
var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime , info.clip.length,nextStateInfo.speed < 0), nextStateInfo.loop, null, 1f, MixPose.Current, MixDirection.In);
break;
}
}
// Mix the rest
for (; c < nextClipInfo.Length; c++) {
for (; c < nextClipInfoCount; c++) {
var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime , info.clip.length,nextStateInfo.speed < 0), nextStateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
}
@ -239,6 +244,31 @@ namespace Spine.Unity {
return normalizedTime * clipLength;
}
void GetAnimatorClipInfos (
int layer,
out int clipInfoCount,
out int nextClipInfoCount,
out IList<AnimatorClipInfo> clipInfo,
out IList<AnimatorClipInfo> nextClipInfo) {
#if UNITY_2017_1_OR_NEWER
clipInfoCount = animator.GetCurrentAnimatorClipInfoCount(layer);
nextClipInfoCount = animator.GetNextAnimatorClipInfoCount(layer);
if (clipInfoCache.Capacity < clipInfoCount) clipInfoCache.Capacity = clipInfoCount;
if (nextClipInfoCache.Capacity < nextClipInfoCount) nextClipInfoCache.Capacity = nextClipInfoCount;
animator.GetCurrentAnimatorClipInfo(layer, clipInfoCache);
animator.GetNextAnimatorClipInfo(layer, nextClipInfoCache);
clipInfo = clipInfoCache;
nextClipInfo = nextClipInfoCache;
#else
clipInfo = animator.GetCurrentAnimatorClipInfo(layer);
nextClipInfo = animator.GetNextAnimatorClipInfo(layer);
clipInfoCount = clipInfo.Count;
nextClipInfoCount = nextClipInfo.Count;
#endif
}
int NameHashCode (AnimationClip clip) {
int clipNameHashCode;
if (!clipNameHashCodeTable.TryGetValue(clip, out clipNameHashCode)) {
@ -247,6 +277,24 @@ namespace Spine.Unity {
}
return clipNameHashCode;
}
class AnimationClipEqualityComparer : IEqualityComparer<AnimationClip> {
internal static readonly IEqualityComparer<AnimationClip> Instance = new AnimationClipEqualityComparer();
public bool Equals (AnimationClip x, AnimationClip y) {
return x.GetInstanceID() == y.GetInstanceID();
}
public int GetHashCode (AnimationClip o) {
return o.GetInstanceID();
}
}
class IntEqualityComparer : IEqualityComparer<int> {
internal static readonly IEqualityComparer<int> Instance = new IntEqualityComparer();
public bool Equals (int x, int y) { return x == y; }
public int GetHashCode(int o) { return o; }
}
}
}