diff --git a/CHANGELOG.md b/CHANGELOG.md index 087b88541..6acad28cb 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -121,35 +121,34 @@ - Color properties `.R` `.G` `.B` `.A` are replaced by `.GetColor()` and `.SetColor()` - Dark color properties `.R2` `.G2` `.B2` are replaced by `.GetDarkColor()` and `.SetDarkColor()` - `Bone` now extends `PosedActive` with separate pose, constrained, and applied states - - `Bone` properties moved to poses: - - Local `Bone` properties moved to `Bone.Pose`: - |||| - |-----|-|-----| - | Bone.X |→| Bone.Pose.X | - | Bone.Y |→| Bone.Pose.Y | - | Bone.Rotation |→| Bone.Pose.Rotation | - | Bone.ScaleX |→| Bone.Pose.ScaleX | - | Bone.ScaleY |→| Bone.Pose.ScaleY | - | Bone.ShearX |→| Bone.Pose.ShearX | - | Bone.ShearY |→| Bone.Pose.ShearY | - - World and applied `Bone` properties moved to `Bone.AppliedPose`: - |||| - |-----|-|-----| - | Bone.AX |→| Bone.AppliedPose.X | - | Bone.AY |→| Bone.AppliedPose.Y | - | Bone.ARotation |→| Bone.AppliedPose.Rotation | - | Bone.AScaleX |→| Bone.AppliedPose.ScaleX | - | Bone.AScaleY |→| Bone.AppliedPose.ScaleY | - | Bone.AShearX |→| Bone.AppliedPose.ShearX | - | Bone.AShearY |→| Bone.AppliedPose.ShearY | - | Bone.WorldX |→| Bone.AppliedPose.WorldX | - | Bone.WorldY |→| Bone.AppliedPose.WorldY | - | Bone.WorldRotationX |→| Bone.AppliedPose.WorldRotationX | - | Bone.WorldRotationY |→| Bone.AppliedPose.WorldRotationY | + - `Bone` local transform properties moved to `Bone.Pose`: + |||| + |---------------|-|-------------| + | Bone.X |→| Bone.Pose.X | + | Bone.Y |→| Bone.Pose.Y | + | Bone.Rotation |→| Bone.Pose.Rotation | + | Bone.ScaleX |→| Bone.Pose.ScaleX | + | Bone.ScaleY |→| Bone.Pose.ScaleY | + | Bone.ShearX |→| Bone.Pose.ShearX | + | Bone.ShearY |→| Bone.Pose.ShearY | + - `Bone` world and applied transform properties moved to `Bone.AppliedPose`: + |||| + |---------------------|-|--------------------| + | Bone.AX |→| Bone.AppliedPose.X | + | Bone.AY |→| Bone.AppliedPose.Y | + | Bone.ARotation |→| Bone.AppliedPose.Rotation | + | Bone.AScaleX |→| Bone.AppliedPose.ScaleX | + | Bone.AScaleY |→| Bone.AppliedPose.ScaleY | + | Bone.AShearX |→| Bone.AppliedPose.ShearX | + | Bone.AShearY |→| Bone.AppliedPose.ShearY | + | Bone.WorldX |→| Bone.AppliedPose.WorldX | + | Bone.WorldY |→| Bone.AppliedPose.WorldY | + | Bone.WorldRotationX |→| Bone.AppliedPose.WorldRotationX | + | Bone.WorldRotationY |→| Bone.AppliedPose.WorldRotationY | - `Bone` no longer provides a `Bone.Skeleton` property, constructor no longer takes a `skeleton` parameter - `Slot` properties moved to `SlotPose`, i.e. `Slot.AppliedPose`: |||| - |-----|-|-----| + |-----------------------|-|-----------------------------| | Slot.Attachment |→| Slot.AppliedPose.Attachment | | Slot.R .G .B .A |→| Slot.AppliedPose.GetColor() and Slot.AppliedPose.SetColor() | | Slot.R2 .G2 .B2 |→| Slot.AppliedPose.GetDarkColor() and Slot.AppliedPose.SetDarkColor() | @@ -157,56 +156,65 @@ | Slot.Deform |→| Slot.AppliedPose.Deform | | Slot.SequenceIndex |→| Slot.AppliedPose.SequenceIndex | - `Constraint` properties moved to `Constraint.Pose`: - |||| - |-----|-|-----| - | IkConstraint.Mix |→| IkConstraint.Pose.Mix | - | IkConstraint.Softness |→| IkConstraint.Pose.Softness | - | IkConstraint.BendDirection |→| IkConstraint.Pose.BendDirection | - | IkConstraint.Compress |→| IkConstraint.Pose.Compress | - | IkConstraint.Stretch |→| IkConstraint.Pose.Stretch | + |||| + |-----------------------------|-|-----------------------| + | IkConstraint.Mix |→| IkConstraint.Pose.Mix | + | IkConstraint.Softness |→| IkConstraint.Pose.Softness | + | IkConstraint.BendDirection |→| IkConstraint.Pose.BendDirection | + | IkConstraint.Compress |→| IkConstraint.Pose.Compress | + | IkConstraint.Stretch |→| IkConstraint.Pose.Stretch | - |||| - |-----|-|-----| - | TransformConstraint.MixRotate |→| TransformConstraint.Pose.MixRotate | - | TransformConstraint.MixX |→| TransformConstraint.Pose.MixX | - | TransformConstraint.MixY |→| TransformConstraint.Pose.MixY | - | TransformConstraint.MixScaleX |→| TransformConstraint.Pose.MixScaleX | - | TransformConstraint.MixScaleY |→| TransformConstraint.Pose.MixScaleY | - | TransformConstraint.MixShearY |→| TransformConstraint.Pose.MixShearY | + |||| + |-------------------------------|-|------------------------------------| + | TransformConstraint.MixRotate |→| TransformConstraint.Pose.MixRotate | + | TransformConstraint.MixX |→| TransformConstraint.Pose.MixX | + | TransformConstraint.MixY |→| TransformConstraint.Pose.MixY | + | TransformConstraint.MixScaleX |→| TransformConstraint.Pose.MixScaleX | + | TransformConstraint.MixScaleY |→| TransformConstraint.Pose.MixScaleY | + | TransformConstraint.MixShearY |→| TransformConstraint.Pose.MixShearY | - |||| - |-----|-|-----| - | PathConstraint.Position |→| PathConstraint.Pose.Position | - | PathConstraint.Spacing |→| PathConstraint.Pose.Spacing | - | PathConstraint.MixRotate |→| PathConstraint.Pose.MixRotate | - | PathConstraint.MixX |→| PathConstraint.Pose.MixX | - | PathConstraint.MixY |→| PathConstraint.Pose.MixY | + |||| + |---------------------------|-|------------------------------| + | PathConstraint.Position |→| PathConstraint.Pose.Position | + | PathConstraint.Spacing |→| PathConstraint.Pose.Spacing | + | PathConstraint.MixRotate |→| PathConstraint.Pose.MixRotate | + | PathConstraint.MixX |→| PathConstraint.Pose.MixX | + | PathConstraint.MixY |→| PathConstraint.Pose.MixY | - |||| - |-----|-|-----| - | PhysicsConstraint.Mix |→| PhysicsConstraint.Pose.Mix | - | PhysicsConstraint.Gravity |→| PhysicsConstraint.Pose.Gravity | - | PhysicsConstraint.Strength |→| PhysicsConstraint.Pose.Strength | - | PhysicsConstraint.Damping |→| PhysicsConstraint.Pose.Damping | - | PhysicsConstraint.MassInverse |→| PhysicsConstraint.Pose.MassInverse | - | PhysicsConstraint.Wind |→| PhysicsConstraint.Pose.Wind | + |||| + |-------------------------------|-|----------------------------| + | PhysicsConstraint.Mix |→| PhysicsConstraint.Pose.Mix | + | PhysicsConstraint.Gravity |→| PhysicsConstraint.Pose.Gravity | + | PhysicsConstraint.Strength |→| PhysicsConstraint.Pose.Strength | + | PhysicsConstraint.Damping |→| PhysicsConstraint.Pose.Damping | + | PhysicsConstraint.MassInverse |→| PhysicsConstraint.Pose.MassInverse | + | PhysicsConstraint.Wind |→| PhysicsConstraint.Pose.Wind | - `ConstraintData` properties moved to `ConstraintData.GetSetupPose()` - - `IkConstraintData.Mix` → `IkConstraintData.GetSetupPose().Mix` + |||| + |-----|-|-----| + | IkConstraintData.Mix |→| IkConstraintData.GetSetupPose().Mix | + | ...| |...| + - `SkeletonData` now provides a single `IConstraintData` list `SkeletonData.Constraints` instead of separate lists per constraint type - - List by type: - |||| - |-----|-|-----| - | SkeletonData.IkConstraints |→| SkeletonData.Constraints.OfType() | - | SkeletonData.TransformConstraints |→| SkeletonData.Constraints.OfType() | - | SkeletonData.PathConstraints |→| SkeletonData.Constraints.OfType() | - | SkeletonData.PhysicsConstraints |→| SkeletonData.Constraints.OfType() | - - Access by type and name: `SkeletonData.FindIkConstraint()` → `SkeletonData.FindConstraint()` + |||| + |-----|-|-----| + | SkeletonData.IkConstraints |→| SkeletonData.Constraints.OfType\() | + | SkeletonData.TransformConstraints |→| SkeletonData.Constraints.OfType\() | + | SkeletonData.PathConstraints |→| SkeletonData.Constraints.OfType\() | + | SkeletonData.PhysicsConstraints |→| SkeletonData.Constraints.OfType\() | + - `SkeletonData` now provides `SkeletonData.FindConstraint()` instead of single find methods per constraint type + |||| + |-----|-|-----| + | SkeletonData.FindIkConstraint |→| SkeletonData.FindConstraint\() | + | SkeletonData.FindTransformConstraint |→| SkeletonData.FindConstraint\() | + | SkeletonData.FindPathConstraint |→| SkeletonData.FindConstraint\() | + | SkeletonData.FindPhysicsConstraint |→| SkeletonData.FindConstraint\() | - Renamed setup pose methods: |||| |-----|-|-----| - | Skeleton.SetToSetupPose() |→| Skeleton.SetupPose() | - | Skeleton.SetBonesToSetupPose() |→| Skeleton.SetupPoseBones() | - | Skeleton.SetSlotsToSetupPose() |→| Skeleton.SetupPoseSlots() | + | `Skeleton.SetToSetupPose()` |→| `Skeleton.SetupPose()` | + | `Skeleton.SetBonesToSetupPose()` |→| `Skeleton.SetupPoseBones()` | + | `Skeleton.SetSlotsToSetupPose()` |→| `Skeleton.SetupPoseSlots()` | | Bone.SetToSetupPose() |→| Bone.SetupPose() | | Slot.SetToSetupPose() |→| Slot.SetupPose() | | IkConstraint.SetToSetupPose() |→| IkConstraint.SetupPose() |