mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
Updated spine-as3 to Spine v3.
This commit is contained in:
parent
0f723b9fa7
commit
4b5322d5d6
@ -31,7 +31,7 @@
|
||||
|
||||
package spine {
|
||||
|
||||
public class Bone {
|
||||
public class Bone implements Updatable {
|
||||
static public var yDown:Boolean;
|
||||
|
||||
internal var _data:BoneData;
|
||||
@ -40,23 +40,20 @@ public class Bone {
|
||||
public var x:Number;
|
||||
public var y:Number;
|
||||
public var rotation:Number;
|
||||
public var rotationIK:Number;
|
||||
public var scaleX:Number;
|
||||
public var scaleY:Number;
|
||||
public var flipX:Boolean;
|
||||
public var flipY:Boolean;
|
||||
public var appliedRotation:Number;
|
||||
public var appliedScaleX:Number;
|
||||
public var appliedScaleY:Number;
|
||||
|
||||
internal var _m00:Number;
|
||||
internal var _m01:Number;
|
||||
internal var _m10:Number;
|
||||
internal var _m11:Number;
|
||||
internal var _a:Number;
|
||||
internal var _b:Number;
|
||||
internal var _c:Number;
|
||||
internal var _d:Number;
|
||||
internal var _worldX:Number;
|
||||
internal var _worldY:Number;
|
||||
internal var _worldRotation:Number;
|
||||
internal var _worldScaleX:Number;
|
||||
internal var _worldScaleY:Number;
|
||||
internal var _worldFlipX:Boolean;
|
||||
internal var _worldFlipY:Boolean;
|
||||
internal var _worldSignX:Number;
|
||||
internal var _worldSignY:Number;
|
||||
|
||||
/** @param parent May be null. */
|
||||
public function Bone (data:BoneData, skeleton:Skeleton, parent:Bone) {
|
||||
@ -68,48 +65,136 @@ public class Bone {
|
||||
setToSetupPose();
|
||||
}
|
||||
|
||||
/** Computes the world SRT using the parent bone and the local SRT. */
|
||||
/** Computes the world SRT using the parent bone and this bone's local SRT. */
|
||||
public function updateWorldTransform () : void {
|
||||
updateWorldTransformWith(x, y, rotation, scaleX, scaleY);
|
||||
}
|
||||
|
||||
/** Same as updateWorldTransform(). This method exists for Bone to implement Updatable. */
|
||||
public function update () : void {
|
||||
updateWorldTransformWith(x, y, rotation, scaleX, scaleY);
|
||||
}
|
||||
|
||||
/** Computes the world SRT using the parent bone and the specified local SRT. */
|
||||
public function updateWorldTransformWith (x:Number, y:Number, rotation:Number, scaleX:Number, scaleY:Number) : void {
|
||||
appliedRotation = rotation;
|
||||
appliedScaleX = scaleX;
|
||||
appliedScaleY = scaleY;
|
||||
|
||||
var radians:Number = rotation * MathUtils.degRad;
|
||||
var cos:Number = Math.cos(radians), sin:Number = Math.sin(radians);
|
||||
var la:Number = cos * scaleX, lb:Number = -sin * scaleY, lc:Number = sin * scaleX, ld:Number = cos * scaleY;
|
||||
var parent:Bone = _parent;
|
||||
if (parent) {
|
||||
_worldX = x * parent._m00 + y * parent._m01 + parent._worldX;
|
||||
_worldY = x * parent._m10 + y * parent._m11 + parent._worldY;
|
||||
if (_data.inheritScale) {
|
||||
_worldScaleX = parent._worldScaleX * scaleX;
|
||||
_worldScaleY = parent._worldScaleY * scaleY;
|
||||
} else {
|
||||
_worldScaleX = scaleX;
|
||||
_worldScaleY = scaleY;
|
||||
if (!parent) { // Root bone.
|
||||
var skeleton:Skeleton = this.skeleton;
|
||||
if (skeleton.flipX) {
|
||||
x = -x;
|
||||
la = -la;
|
||||
lb = -lb;
|
||||
}
|
||||
_worldRotation = _data.inheritRotation ? parent._worldRotation + rotationIK : rotationIK;
|
||||
_worldFlipX = parent._worldFlipX != flipX;
|
||||
_worldFlipY = parent._worldFlipY != flipY;
|
||||
} else {
|
||||
var skeletonFlipX:Boolean = _skeleton.flipX, skeletonFlipY:Boolean = _skeleton.flipY;
|
||||
_worldX = skeletonFlipX ? -x : x;
|
||||
_worldY = skeletonFlipY != yDown ? -y : y;
|
||||
_worldScaleX = scaleX;
|
||||
_worldScaleY = scaleY;
|
||||
_worldRotation = rotationIK;
|
||||
_worldFlipX = skeletonFlipX != flipX;
|
||||
_worldFlipY = skeletonFlipY != flipY;
|
||||
if (skeleton.flipY != yDown) {
|
||||
y = -y;
|
||||
lc = -lc;
|
||||
ld = -ld;
|
||||
}
|
||||
var radians:Number = _worldRotation * (Math.PI / 180);
|
||||
var cos:Number = Math.cos(radians);
|
||||
var sin:Number = Math.sin(radians);
|
||||
if (_worldFlipX) {
|
||||
_m00 = -cos * _worldScaleX;
|
||||
_m01 = sin * _worldScaleY;
|
||||
} else {
|
||||
_m00 = cos * _worldScaleX;
|
||||
_m01 = -sin * _worldScaleY;
|
||||
_a = la;
|
||||
_b = lb;
|
||||
_c = lc;
|
||||
_d = ld;
|
||||
_worldX = x;
|
||||
_worldY = y;
|
||||
_worldSignX = scaleX < 0 ? -1 : 1;
|
||||
_worldSignY = scaleY < 0 ? -1 : 1;
|
||||
return;
|
||||
}
|
||||
|
||||
var pa:Number = parent._a, pb:Number = parent._b, pc:Number = parent._c, pd:Number = parent._d;
|
||||
_worldX = pa * x + pb * y + parent._worldX;
|
||||
_worldY = pc * x + pd * y + parent._worldY;
|
||||
_worldSignX = parent._worldSignX * (scaleX < 0 ? -1 : 1);
|
||||
_worldSignY = parent._worldSignY * (scaleY < 0 ? -1 : 1);
|
||||
|
||||
if (data.inheritRotation && data.inheritScale) {
|
||||
_a = pa * la + pb * lc;
|
||||
_b = pa * lb + pb * ld;
|
||||
_c = pc * la + pd * lc;
|
||||
_d = pc * lb + pd * ld;
|
||||
} else if (data.inheritRotation) { // No scale inheritance.
|
||||
pa = 1;
|
||||
pb = 0;
|
||||
pc = 0;
|
||||
pd = 1;
|
||||
while (parent != null) {
|
||||
radians = parent.appliedRotation * MathUtils.degRad;
|
||||
cos = Math.cos(radians);
|
||||
sin = Math.sin(radians);
|
||||
var temp1:Number = pa * cos + pb * sin;
|
||||
pb = pa * -sin + pb * cos;
|
||||
pa = temp1;
|
||||
temp1 = pc * cos + pd * sin;
|
||||
pd = pc * -sin + pd * cos;
|
||||
pc = temp1;
|
||||
parent = parent.parent;
|
||||
}
|
||||
_a = pa * la + pb * lc;
|
||||
_b = pa * lb + pb * ld;
|
||||
_c = pc * la + pd * lc;
|
||||
_d = pc * lb + pd * ld;
|
||||
if (skeleton.flipX) {
|
||||
_a = -_a;
|
||||
_b = -_b;
|
||||
}
|
||||
if (skeleton.flipY != yDown) {
|
||||
_c = -_c;
|
||||
_d = -_d;
|
||||
}
|
||||
} else if (data.inheritScale) { // No rotation inheritance.
|
||||
pa = 1;
|
||||
pb = 0;
|
||||
pc = 0;
|
||||
pd = 1;
|
||||
while (parent) {
|
||||
radians = parent.rotation * MathUtils.degRad;
|
||||
cos = Math.cos(radians);
|
||||
sin = Math.sin(radians);
|
||||
var psx:Number = parent.appliedScaleX, psy:Number = parent.appliedScaleY;
|
||||
var za:Number = cos * psx, zb:Number = -sin * psy, zc:Number = sin * psx, zd:Number = cos * psy;
|
||||
var temp2:Number = pa * za + pb * zc;
|
||||
pb = pa * zb + pb * zd;
|
||||
pa = temp2;
|
||||
temp2 = pc * za + pd * zc;
|
||||
pd = pc * zb + pd * zd;
|
||||
pc = temp2;
|
||||
|
||||
if (psx < 0) radians = -radians;
|
||||
cos = Math.cos(-radians);
|
||||
sin = Math.sin(-radians);
|
||||
temp2 = pa * cos + pb * sin;
|
||||
pb = pa * -sin + pb * cos;
|
||||
pa = temp2;
|
||||
temp2 = pc * cos + pd * sin;
|
||||
pd = pc * -sin + pd * cos;
|
||||
pc = temp2;
|
||||
|
||||
parent = parent.parent;
|
||||
}
|
||||
_a = pa * la + pb * lc;
|
||||
_b = pa * lb + pb * ld;
|
||||
_c = pc * la + pd * lc;
|
||||
_d = pc * lb + pd * ld;
|
||||
if (skeleton.flipX) {
|
||||
_a = -_a;
|
||||
_b = -_b;
|
||||
}
|
||||
if (skeleton.flipY != yDown) {
|
||||
_c = -_c;
|
||||
_d = -_d;
|
||||
}
|
||||
if (_worldFlipY != yDown) {
|
||||
_m10 = -sin * _worldScaleX;
|
||||
_m11 = -cos * _worldScaleY;
|
||||
} else {
|
||||
_m10 = sin * _worldScaleX;
|
||||
_m11 = cos * _worldScaleY;
|
||||
_a = la;
|
||||
_b = lb;
|
||||
_c = lc;
|
||||
_d = ld;
|
||||
}
|
||||
}
|
||||
|
||||
@ -117,11 +202,8 @@ public class Bone {
|
||||
x = _data.x;
|
||||
y = _data.y;
|
||||
rotation = _data.rotation;
|
||||
rotationIK = rotation;
|
||||
scaleX = _data.scaleX;
|
||||
scaleY = _data.scaleY;
|
||||
flipX = _data.flipX;
|
||||
flipY = _data.flipY;
|
||||
}
|
||||
|
||||
public function get data () : BoneData {
|
||||
@ -136,20 +218,20 @@ public class Bone {
|
||||
return _skeleton;
|
||||
}
|
||||
|
||||
public function get m00 () : Number {
|
||||
return _m00;
|
||||
public function get a () : Number {
|
||||
return _a;
|
||||
}
|
||||
|
||||
public function get m01 () : Number {
|
||||
return _m01;
|
||||
public function get b () : Number {
|
||||
return _b;
|
||||
}
|
||||
|
||||
public function get m10 () : Number {
|
||||
return _m10;
|
||||
public function get c () : Number {
|
||||
return _c;
|
||||
}
|
||||
|
||||
public function get m11 () : Number {
|
||||
return _m11;
|
||||
public function get d () : Number {
|
||||
return _d;
|
||||
}
|
||||
|
||||
public function get worldX () : Number {
|
||||
@ -160,42 +242,42 @@ public class Bone {
|
||||
return _worldY;
|
||||
}
|
||||
|
||||
public function get worldRotation () : Number {
|
||||
return _worldRotation;
|
||||
public function get worldSignX () : Number {
|
||||
return _worldSignX;
|
||||
}
|
||||
|
||||
public function get worldSignY () : Number {
|
||||
return _worldSignY;
|
||||
}
|
||||
|
||||
public function get worldRotationX () : Number {
|
||||
return Math.atan2(_c, _a) * MathUtils.radDeg;
|
||||
}
|
||||
|
||||
public function get worldRotationY () : Number {
|
||||
return Math.atan2(_d, _b) * MathUtils.radDeg;
|
||||
}
|
||||
|
||||
public function get worldScaleX () : Number {
|
||||
return _worldScaleX;
|
||||
return Math.sqrt(_a * _a + _b * _b) * _worldSignX;
|
||||
}
|
||||
|
||||
public function get worldScaleY () : Number {
|
||||
return _worldScaleY;
|
||||
}
|
||||
|
||||
public function get worldFlipX () : Boolean {
|
||||
return _worldFlipX;
|
||||
}
|
||||
|
||||
public function get worldFlipY () : Boolean {
|
||||
return _worldFlipY;
|
||||
return Math.sqrt(_c * _c + _d * _d) * _worldSignY;
|
||||
}
|
||||
|
||||
public function worldToLocal (world:Vector.<Number>) : void {
|
||||
var dx:Number = world[0] - _worldX, dy:Number = world[1] - _worldY;
|
||||
var m00:Number = _m00, m10:Number = _m10, m01:Number = _m01, m11:Number = _m11;
|
||||
if (_worldFlipX != (_worldFlipY != yDown)) {
|
||||
m00 = -m00;
|
||||
m11 = -m11;
|
||||
}
|
||||
var invDet:Number = 1 / (m00 * m11 - m01 * m10);
|
||||
world[0] = (dx * m00 * invDet - dy * m01 * invDet);
|
||||
world[1] = (dy * m11 * invDet - dx * m10 * invDet);
|
||||
var x:Number = world[0] - _worldX, y:Number = world[1] - _worldY;
|
||||
var a:Number = _a, b:Number = _b, c:Number = _c, d:Number = _d;
|
||||
var invDet:Number = 1 / (a * d - b * c);
|
||||
world[0] = (x * a * invDet - y * b * invDet);
|
||||
world[1] = (y * d * invDet - x * c * invDet);
|
||||
}
|
||||
|
||||
public function localToWorld (local:Vector.<Number>) : void {
|
||||
var localX:Number = local[0], localY:Number = local[1];
|
||||
local[0] = localX * _m00 + localY * _m01 + _worldX;
|
||||
local[1] = localX * _m10 + localY * _m11 + _worldY;
|
||||
local[0] = localX * _a + localY * _b + _worldX;
|
||||
local[1] = localX * _c + localY * _d + _worldY;
|
||||
}
|
||||
|
||||
public function toString () : String {
|
||||
|
||||
@ -42,8 +42,6 @@ public class BoneData {
|
||||
public var scaleY:Number = 1;
|
||||
public var inheritScale:Boolean = true;
|
||||
public var inheritRotation:Boolean = true;
|
||||
public var flipX:Boolean;
|
||||
public var flipY:Boolean;
|
||||
|
||||
/** @param parent May be null. */
|
||||
public function BoneData (name:String, parent:BoneData) {
|
||||
|
||||
@ -33,12 +33,14 @@ package spine {
|
||||
|
||||
public class Event {
|
||||
internal var _data:EventData;
|
||||
public var intValue:int;;
|
||||
public var time:Number;
|
||||
public var intValue:int;
|
||||
public var floatValue:Number;
|
||||
public var stringValue:String;
|
||||
|
||||
public function Event (data:EventData) {
|
||||
public function Event (time:Number, data:EventData) {
|
||||
if (data == null) throw new ArgumentError("data cannot be null.");
|
||||
this.time = time;
|
||||
_data = data;
|
||||
}
|
||||
|
||||
|
||||
@ -31,10 +31,7 @@
|
||||
|
||||
package spine {
|
||||
|
||||
public class IkConstraint {
|
||||
static private const tempPosition:Vector.<Number> = new Vector.<Number>(2, true);
|
||||
static private const radDeg:Number = 180 / Math.PI;
|
||||
|
||||
public class IkConstraint implements Updatable {
|
||||
internal var _data:IkConstraintData;
|
||||
public var bones:Vector.<Bone>;
|
||||
public var target:Bone;
|
||||
@ -55,6 +52,10 @@ public class IkConstraint {
|
||||
}
|
||||
|
||||
public function apply () : void {
|
||||
update();
|
||||
}
|
||||
|
||||
public function update () : void {
|
||||
switch (bones.length) {
|
||||
case 1:
|
||||
apply1(bones[0], target._worldX, target._worldY, mix);
|
||||
@ -76,76 +77,137 @@ public class IkConstraint {
|
||||
/** Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified in the world
|
||||
* coordinate system. */
|
||||
static public function apply1 (bone:Bone, targetX:Number, targetY:Number, alpha:Number) : void {
|
||||
var parentRotation:Number = (!bone._data.inheritRotation || bone._parent == null) ? 0 : bone._parent._worldRotation;
|
||||
var parentRotation:Number = bone.parent == null ? 0 : bone.parent.worldRotationX;
|
||||
var rotation:Number = bone.rotation;
|
||||
var rotationIK:Number = Math.atan2(targetY - bone._worldY, targetX - bone._worldX) * radDeg;
|
||||
if (bone._worldFlipX != (bone._worldFlipY != Bone.yDown)) rotationIK = -rotationIK;
|
||||
rotationIK -= parentRotation;
|
||||
bone.rotationIK = rotation + (rotationIK - rotation) * alpha;
|
||||
var rotationIK:Number = Math.atan2(targetY - bone.worldY, targetX - bone.worldX) * MathUtils.radDeg - parentRotation;
|
||||
if (bone.worldSignX != bone.worldSignY) rotationIK = 360 - rotationIK;
|
||||
if (rotationIK > 180) rotationIK -= 360;
|
||||
else if (rotationIK < -180) rotationIK += 360;
|
||||
bone.updateWorldTransformWith(bone.x, bone.y, rotation + (rotationIK - rotation) * alpha, bone.scaleX, bone.scaleY);
|
||||
}
|
||||
|
||||
/** Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as possible. The
|
||||
* target is specified in the world coordinate system.
|
||||
* @param child Any descendant bone of the parent. */
|
||||
static public function apply2 (parent:Bone, child:Bone, targetX:Number, targetY:Number, bendDirection:int, alpha:Number) : void {
|
||||
var childRotation:Number = child.rotation, parentRotation:Number = parent.rotation;
|
||||
if (alpha == 0) {
|
||||
child.rotationIK = childRotation;
|
||||
parent.rotationIK = parentRotation;
|
||||
return;
|
||||
}
|
||||
var positionX:Number, positionY:Number;
|
||||
var parentParent:Bone = parent._parent;
|
||||
if (parentParent) {
|
||||
tempPosition[0] = targetX;
|
||||
tempPosition[1] = targetY;
|
||||
parentParent.worldToLocal(tempPosition);
|
||||
targetX = (tempPosition[0] - parent.x) * parentParent._worldScaleX;
|
||||
targetY = (tempPosition[1] - parent.y) * parentParent._worldScaleY;
|
||||
static public function apply2 (parent:Bone, child:Bone, targetX:Number, targetY:Number, bendDir:int, alpha:Number) : void {
|
||||
if (alpha == 0) return;
|
||||
var px:Number = parent.x, py:Number = parent.y, psx:Number = parent.scaleX, psy:Number = parent.scaleY;
|
||||
var csx:Number = child.scaleX, cy:Number = child.y;
|
||||
var offset1:int, offset2:int, sign2:int;
|
||||
if (psx < 0) {
|
||||
psx = -psx;
|
||||
offset1 = 180;
|
||||
sign2 = -1;
|
||||
} else {
|
||||
targetX -= parent.x;
|
||||
targetY -= parent.y;
|
||||
offset1 = 0;
|
||||
sign2 = 1;
|
||||
}
|
||||
if (child._parent == parent) {
|
||||
positionX = child.x;
|
||||
positionY = child.y;
|
||||
if (psy < 0) {
|
||||
psy = -psy;
|
||||
sign2 = -sign2;
|
||||
}
|
||||
if (csx < 0) {
|
||||
csx = -csx;
|
||||
offset2 = 180;
|
||||
} else
|
||||
offset2 = 0;
|
||||
var pp:Bone = parent.parent;
|
||||
var tx:Number, ty:Number, dx:Number, dy:Number;
|
||||
if (!pp) {
|
||||
tx = targetX - px;
|
||||
ty = targetY - py;
|
||||
dx = child.worldX - px;
|
||||
dy = child.worldY - py;
|
||||
} else {
|
||||
tempPosition[0] = child.x;
|
||||
tempPosition[1] = child.y;
|
||||
child._parent.localToWorld(tempPosition);
|
||||
parent.worldToLocal(tempPosition);
|
||||
positionX = tempPosition[0];
|
||||
positionY = tempPosition[1];
|
||||
var ppa:Number = pp.a, ppb:Number = pp.b, ppc:Number = pp.c, ppd:Number = pp.d;
|
||||
var invDet:Number = 1 / (ppa * ppd - ppb * ppc);
|
||||
var wx:Number = pp.worldX, wy:Number = pp.worldY, twx:Number = targetX - wx, twy:Number = targetY - wy;
|
||||
tx = (twx * ppd - twy * ppb) * invDet - px;
|
||||
ty = (twy * ppa - twx * ppc) * invDet - py;
|
||||
twx = child.worldX - wx;
|
||||
twy = child.worldY - wy;
|
||||
dx = (twx * ppd - twy * ppb) * invDet - px;
|
||||
dy = (twy * ppa - twx * ppc) * invDet - py;
|
||||
}
|
||||
var childX:Number = positionX * parent._worldScaleX, childY:Number = positionY * parent._worldScaleY;
|
||||
var offset:Number = Math.atan2(childY, childX);
|
||||
var len1:Number = Math.sqrt(childX * childX + childY * childY), len2:Number = child.data.length * child._worldScaleX;
|
||||
// Based on code by Ryan Juckett with permission: Copyright (c) 2008-2009 Ryan Juckett, http://www.ryanjuckett.com/
|
||||
var cosDenom:Number = 2 * len1 * len2;
|
||||
if (cosDenom < 0.0001) {
|
||||
child.rotationIK = childRotation + (Math.atan2(targetY, targetX) * radDeg - parentRotation - childRotation) * alpha;
|
||||
return;
|
||||
var l1:Number = Math.sqrt(dx * dx + dy * dy), l2:Number = child.data.length * csx, a1:Number, a2:Number;
|
||||
outer:
|
||||
if (Math.abs(psx - psy) <= 0.0001) {
|
||||
l2 *= psx;
|
||||
var cos:Number = (tx * tx + ty * ty - l1 * l1 - l2 * l2) / (2 * l1 * l2);
|
||||
if (cos < -1) cos = -1;
|
||||
else if (cos > 1) cos = 1;
|
||||
a2 = Math.acos(cos) * bendDir;
|
||||
var ad:Number = l1 + l2 * cos, o:Number = l2 * Math.sin(a2);
|
||||
a1 = Math.atan2(ty * ad - tx * o, tx * ad + ty * o);
|
||||
} else {
|
||||
cy = 0;
|
||||
var a:Number = psx * l2, b:Number = psy * l2, ta:Number = Math.atan2(ty, tx);
|
||||
var aa:Number = a * a, bb:Number = b * b, ll:Number = l1 * l1, dd:Number = tx * tx + ty * ty;
|
||||
var c0:Number = bb * ll + aa * dd - aa * bb, c1:Number = -2 * bb * l1, c2:Number = bb - aa;
|
||||
var d:Number = c1 * c1 - 4 * c2 * c0;
|
||||
if (d >= 0) {
|
||||
var q:Number = Math.sqrt(d);
|
||||
if (c1 < 0) q = -q;
|
||||
q = -(c1 + q) / 2;
|
||||
var r0:Number = q / c2, r1:Number = c0 / q;
|
||||
var r:Number = Math.abs(r0) < Math.abs(r1) ? r0 : r1;
|
||||
if (r * r <= dd) {
|
||||
var y1:Number = Math.sqrt(dd - r * r) * bendDir;
|
||||
a1 = ta - Math.atan2(y1, r);
|
||||
a2 = Math.atan2(y1 / psy, (r - l1) / psx);
|
||||
break outer;
|
||||
}
|
||||
var cos:Number = (targetX * targetX + targetY * targetY - len1 * len1 - len2 * len2) / cosDenom;
|
||||
if (cos < -1)
|
||||
cos = -1;
|
||||
else if (cos > 1)
|
||||
cos = 1;
|
||||
var childAngle:Number = Math.acos(cos) * bendDirection;
|
||||
var adjacent:Number = len1 + len2 * cos, opposite:Number = len2 * Math.sin(childAngle);
|
||||
var parentAngle:Number = Math.atan2(targetY * adjacent - targetX * opposite, targetX * adjacent + targetY * opposite);
|
||||
var rotation:Number = (parentAngle - offset) * radDeg - parentRotation;
|
||||
if (rotation > 180)
|
||||
rotation -= 360;
|
||||
else if (rotation < -180) //
|
||||
rotation += 360;
|
||||
parent.rotationIK = parentRotation + rotation * alpha;
|
||||
rotation = (childAngle + offset) * radDeg - childRotation;
|
||||
if (rotation > 180)
|
||||
rotation -= 360;
|
||||
else if (rotation < -180) //
|
||||
rotation += 360;
|
||||
child.rotationIK = childRotation + (rotation + parent._worldRotation - child._parent._worldRotation) * alpha;
|
||||
}
|
||||
var minAngle:Number = 0, minDist:Number = Number.MAX_VALUE, minX:Number = 0, minY:Number = 0;
|
||||
var maxAngle:Number = 0, maxDist:Number = 0, maxX:Number = 0, maxY:Number = 0;
|
||||
var x:Number = l1 + a, dist:Number = x * x;
|
||||
if (dist > maxDist) {
|
||||
maxAngle = 0;
|
||||
maxDist = dist;
|
||||
maxX = x;
|
||||
}
|
||||
x = l1 - a;
|
||||
dist = x * x;
|
||||
if (dist < minDist) {
|
||||
minAngle = Math.PI;
|
||||
minDist = dist;
|
||||
minX = x;
|
||||
}
|
||||
var angle:Number = Math.acos(-a * l1 / (aa - bb));
|
||||
x = a * Math.cos(angle) + l1;
|
||||
var y:Number = b * Math.sin(angle);
|
||||
dist = x * x + y * y;
|
||||
if (dist < minDist) {
|
||||
minAngle = angle;
|
||||
minDist = dist;
|
||||
minX = x;
|
||||
minY = y;
|
||||
}
|
||||
if (dist > maxDist) {
|
||||
maxAngle = angle;
|
||||
maxDist = dist;
|
||||
maxX = x;
|
||||
maxY = y;
|
||||
}
|
||||
if (dd <= (minDist + maxDist) / 2) {
|
||||
a1 = ta - Math.atan2(minY * bendDir, minX);
|
||||
a2 = minAngle * bendDir;
|
||||
} else {
|
||||
a1 = ta - Math.atan2(maxY * bendDir, maxX);
|
||||
a2 = maxAngle * bendDir;
|
||||
}
|
||||
}
|
||||
var offset:Number = Math.atan2(cy, child.x) * sign2;
|
||||
a1 = (a1 - offset) * MathUtils.radDeg + offset1;
|
||||
a2 = (a2 + offset) * MathUtils.radDeg * sign2 + offset2;
|
||||
if (a1 > 180) a1 -= 360;
|
||||
else if (a1 < -180) a1 += 360;
|
||||
if (a2 > 180) a2 -= 360;
|
||||
else if (a2 < -180) a2 += 360;
|
||||
var rotation:Number = parent.rotation;
|
||||
parent.updateWorldTransformWith(parent.x, parent.y, rotation + (a1 - rotation) * alpha, parent.scaleX, parent.scaleY);
|
||||
rotation = child.rotation;
|
||||
child.updateWorldTransformWith(child.x, cy, rotation + (a2 - rotation) * alpha, child.scaleX, child.scaleY);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -29,17 +29,11 @@
|
||||
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
package spine.animation {
|
||||
import spine.Bone;
|
||||
package spine {
|
||||
|
||||
public class FlipYTimeline extends FlipXTimeline {
|
||||
public function FlipYTimeline (frameCount:int) {
|
||||
super(frameCount);
|
||||
}
|
||||
|
||||
override protected function setFlip (bone:Bone, flip:Boolean) : void {
|
||||
bone.flipY = flip;
|
||||
}
|
||||
public class MathUtils {
|
||||
static public var radDeg:Number = 180 / Math.PI;
|
||||
static public var degRad:Number = Math.PI / 180;
|
||||
}
|
||||
|
||||
}
|
||||
@ -38,7 +38,8 @@ public class Skeleton {
|
||||
public var slots:Vector.<Slot>;
|
||||
public var drawOrder:Vector.<Slot>;
|
||||
public var ikConstraints:Vector.<IkConstraint>;
|
||||
private var _boneCache:Vector.<Vector.<Bone>> = new Vector.<Vector.<Bone>>();
|
||||
public var transformConstraints:Vector.<TransformConstraint>;
|
||||
private var _updateCache:Vector.<Updatable> = new Vector.<Updatable>();
|
||||
private var _skin:Skin;
|
||||
public var r:Number = 1, g:Number = 1, b:Number = 1, a:Number = 1;
|
||||
public var time:Number = 0;
|
||||
@ -69,68 +70,50 @@ public class Skeleton {
|
||||
for each (var ikConstraintData:IkConstraintData in data.ikConstraints)
|
||||
ikConstraints[ikConstraints.length] = new IkConstraint(ikConstraintData, this);
|
||||
|
||||
transformConstraints = new Vector.<TransformConstraint>();
|
||||
for each (var transformConstraintData:TransformConstraintData in data.transformConstraints)
|
||||
transformConstraints[transformConstraints.length] = new TransformConstraint(transformConstraintData, this);
|
||||
|
||||
updateCache();
|
||||
}
|
||||
|
||||
/** Caches information about bones and IK constraints. Must be called if bones or IK constraints are added or removed. */
|
||||
/** Caches information about bones and constraints. Must be called if bones or constraints are added or removed. */
|
||||
public function updateCache () : void {
|
||||
var ikConstraintsCount:int = ikConstraints.length;
|
||||
|
||||
var arrayCount:int = ikConstraintsCount + 1;
|
||||
if (_boneCache.length > arrayCount) _boneCache.splice(arrayCount, _boneCache.length - arrayCount);
|
||||
for each (var cachedBones:Vector.<Bone> in _boneCache)
|
||||
cachedBones.length = 0;
|
||||
while (_boneCache.length < arrayCount)
|
||||
_boneCache[_boneCache.length] = new Vector.<Bone>();
|
||||
|
||||
var nonIkBones:Vector.<Bone> = _boneCache[0];
|
||||
|
||||
outer:
|
||||
var updateCache:Vector.<Updatable> = _updateCache;
|
||||
var ikConstraints:Vector.<IkConstraint> = this.ikConstraints;
|
||||
var transformConstraints:Vector.<TransformConstraint> = this.transformConstraints;
|
||||
updateCache.length = bones.length + ikConstraints.length + transformConstraints.length;
|
||||
var i:int = 0;
|
||||
for each (var bone:Bone in bones) {
|
||||
var current:Bone = bone;
|
||||
do {
|
||||
var ii:int = 0;
|
||||
updateCache[i++] = bone;
|
||||
for each (var transformConstraint:TransformConstraint in transformConstraints) {
|
||||
if (bone == transformConstraint.bone) {
|
||||
updateCache[i++] = transformConstraint;
|
||||
break;
|
||||
}
|
||||
}
|
||||
for each (var ikConstraint:IkConstraint in ikConstraints) {
|
||||
var parent:Bone = ikConstraint.bones[0];
|
||||
var child:Bone = ikConstraint.bones[int(ikConstraint.bones.length - 1)];
|
||||
while (true) {
|
||||
if (current == child) {
|
||||
_boneCache[ii].push(bone);
|
||||
_boneCache[int(ii + 1)].push(bone);
|
||||
continue outer;
|
||||
if (bone == ikConstraint.bones[ikConstraint.bones.length - 1]) {
|
||||
updateCache[i++] = ikConstraint;
|
||||
break;
|
||||
}
|
||||
if (child == parent) break;
|
||||
child = child.parent;
|
||||
}
|
||||
ii++;
|
||||
}
|
||||
current = current.parent;
|
||||
} while (current != null);
|
||||
nonIkBones[nonIkBones.length] = bone;
|
||||
}
|
||||
}
|
||||
|
||||
/** Updates the world transform for each bone and applies IK constraints. */
|
||||
/** Updates the world transform for each bone and applies constraints. */
|
||||
public function updateWorldTransform () : void {
|
||||
var bone:Bone;
|
||||
for each (bone in bones)
|
||||
bone.rotationIK = bone.rotation;
|
||||
var i:int = 0, last:int = _boneCache.length - 1;
|
||||
while (true) {
|
||||
for each (bone in _boneCache[i])
|
||||
bone.updateWorldTransform();
|
||||
if (i == last) break;
|
||||
ikConstraints[i].apply();
|
||||
i++;
|
||||
}
|
||||
for each (var updatable:Updatable in _updateCache)
|
||||
updatable.update();
|
||||
}
|
||||
|
||||
/** Sets the bones and slots to their setup pose values. */
|
||||
/** Sets the bones, constraints, and slots to their setup pose values. */
|
||||
public function setToSetupPose () : void {
|
||||
setBonesToSetupPose();
|
||||
setSlotsToSetupPose();
|
||||
}
|
||||
|
||||
/** Sets the bones and constraints to their setup pose values. */
|
||||
public function setBonesToSetupPose () : void {
|
||||
for each (var bone:Bone in bones)
|
||||
bone.setToSetupPose();
|
||||
@ -139,6 +122,12 @@ public class Skeleton {
|
||||
ikConstraint.bendDirection = ikConstraint._data.bendDirection;
|
||||
ikConstraint.mix = ikConstraint._data.mix;
|
||||
}
|
||||
|
||||
for each (var transformConstraint:TransformConstraint in transformConstraints) {
|
||||
transformConstraint.translateMix = transformConstraint._data.translateMix;
|
||||
transformConstraint.x = transformConstraint._data.x;
|
||||
transformConstraint.y = transformConstraint._data.y;
|
||||
}
|
||||
}
|
||||
|
||||
public function setSlotsToSetupPose () : void {
|
||||
@ -275,10 +264,18 @@ public class Skeleton {
|
||||
}
|
||||
|
||||
/** @return May be null. */
|
||||
public function findIkConstraint (ikConstraintName:String) : IkConstraint {
|
||||
if (ikConstraintName == null) throw new ArgumentError("ikConstraintName cannot be null.");
|
||||
public function findIkConstraint (constraintName:String) : IkConstraint {
|
||||
if (constraintName == null) throw new ArgumentError("constraintName cannot be null.");
|
||||
for each (var ikConstraint:IkConstraint in ikConstraints)
|
||||
if (ikConstraint._data._name == ikConstraintName) return ikConstraint;
|
||||
if (ikConstraint._data._name == constraintName) return ikConstraint;
|
||||
return null;
|
||||
}
|
||||
|
||||
/** @return May be null. */
|
||||
public function findTransformConstraint (constraintName:String) : TransformConstraint {
|
||||
if (constraintName == null) throw new ArgumentError("constraintName cannot be null.");
|
||||
for each (var transformConstraint:TransformConstraint in transformConstraints)
|
||||
if (transformConstraint._data._name == constraintName) return transformConstraint;
|
||||
return null;
|
||||
}
|
||||
|
||||
|
||||
@ -42,6 +42,7 @@ public class SkeletonData {
|
||||
public var events:Vector.<EventData> = new Vector.<EventData>();
|
||||
public var animations:Vector.<Animation> = new Vector.<Animation>();
|
||||
public var ikConstraints:Vector.<IkConstraintData> = new Vector.<IkConstraintData>();
|
||||
public var transformConstraints:Vector.<TransformConstraintData> = new Vector.<TransformConstraintData>();
|
||||
public var width:Number, height:Number;
|
||||
public var version:String, hash:String;
|
||||
|
||||
@ -118,10 +119,20 @@ public class SkeletonData {
|
||||
// --- IK constraints.
|
||||
|
||||
/** @return May be null. */
|
||||
public function findIkConstraint (ikConstraintName:String) : IkConstraintData {
|
||||
if (ikConstraintName == null) throw new ArgumentError("ikConstraintName cannot be null.");
|
||||
public function findIkConstraint (constraintName:String) : IkConstraintData {
|
||||
if (constraintName == null) throw new ArgumentError("constraintName cannot be null.");
|
||||
for each (var ikConstraintData:IkConstraintData in ikConstraints)
|
||||
if (ikConstraintData._name == ikConstraintName) return ikConstraintData;
|
||||
if (ikConstraintData._name == constraintName) return ikConstraintData;
|
||||
return null;
|
||||
}
|
||||
|
||||
// --- Transform constraints.
|
||||
|
||||
/** @return May be null. */
|
||||
public function findTransformConstraint (constraintName:String) : TransformConstraintData {
|
||||
if (constraintName == null) throw new ArgumentError("constraintName cannot be null.");
|
||||
for each (var transformConstraintData:TransformConstraintData in transformConstraints)
|
||||
if (transformConstraintData._name == constraintName) return transformConstraintData;
|
||||
return null;
|
||||
}
|
||||
|
||||
|
||||
@ -28,45 +28,42 @@
|
||||
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
|
||||
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
package spine {
|
||||
import flash.utils.ByteArray;
|
||||
import flash.utils.ByteArray;
|
||||
|
||||
import spine.animation.Animation;
|
||||
import spine.animation.AttachmentTimeline;
|
||||
import spine.animation.ColorTimeline;
|
||||
import spine.animation.CurveTimeline;
|
||||
import spine.animation.DrawOrderTimeline;
|
||||
import spine.animation.EventTimeline;
|
||||
import spine.animation.FfdTimeline;
|
||||
import spine.animation.FlipXTimeline;
|
||||
import spine.animation.FlipYTimeline;
|
||||
import spine.animation.IkConstraintTimeline;
|
||||
import spine.animation.RotateTimeline;
|
||||
import spine.animation.ScaleTimeline;
|
||||
import spine.animation.Timeline;
|
||||
import spine.animation.TranslateTimeline;
|
||||
import spine.attachments.Attachment;
|
||||
import spine.attachments.AttachmentLoader;
|
||||
import spine.attachments.AttachmentType;
|
||||
import spine.attachments.BoundingBoxAttachment;
|
||||
import spine.attachments.MeshAttachment;
|
||||
import spine.attachments.RegionAttachment;
|
||||
import spine.attachments.SkinnedMeshAttachment;
|
||||
import spine.animation.Animation;
|
||||
import spine.animation.AttachmentTimeline;
|
||||
import spine.animation.ColorTimeline;
|
||||
import spine.animation.CurveTimeline;
|
||||
import spine.animation.DrawOrderTimeline;
|
||||
import spine.animation.EventTimeline;
|
||||
import spine.animation.FfdTimeline;
|
||||
import spine.animation.IkConstraintTimeline;
|
||||
import spine.animation.RotateTimeline;
|
||||
import spine.animation.ScaleTimeline;
|
||||
import spine.animation.Timeline;
|
||||
import spine.animation.TranslateTimeline;
|
||||
import spine.attachments.Attachment;
|
||||
import spine.attachments.AttachmentLoader;
|
||||
import spine.attachments.AttachmentType;
|
||||
import spine.attachments.BoundingBoxAttachment;
|
||||
import spine.attachments.MeshAttachment;
|
||||
import spine.attachments.RegionAttachment;
|
||||
import spine.attachments.WeightedMeshAttachment;
|
||||
|
||||
public class SkeletonJson {
|
||||
public var attachmentLoader:AttachmentLoader;
|
||||
public var scale:Number = 1;
|
||||
public class SkeletonJson {
|
||||
public var attachmentLoader : AttachmentLoader;
|
||||
public var scale : Number = 1;
|
||||
|
||||
public function SkeletonJson (attachmentLoader:AttachmentLoader = null) {
|
||||
public function SkeletonJson(attachmentLoader : AttachmentLoader = null) {
|
||||
this.attachmentLoader = attachmentLoader;
|
||||
}
|
||||
|
||||
/** @param object A String or ByteArray. */
|
||||
public function readSkeletonData (object:*, name:String = null) : SkeletonData {
|
||||
public function readSkeletonData(object : *, name : String = null) : SkeletonData {
|
||||
if (object == null) throw new ArgumentError("object cannot be null.");
|
||||
|
||||
var root:Object;
|
||||
var root : Object;
|
||||
if (object is String)
|
||||
root = JSON.parse(String(object));
|
||||
else if (object is ByteArray)
|
||||
@ -76,11 +73,11 @@ public class SkeletonJson {
|
||||
else
|
||||
throw new ArgumentError("object must be a String, ByteArray or Object.");
|
||||
|
||||
var skeletonData:SkeletonData = new SkeletonData();
|
||||
var skeletonData : SkeletonData = new SkeletonData();
|
||||
skeletonData.name = name;
|
||||
|
||||
// Skeleton.
|
||||
var skeletonMap:Object = root["skeleton"];
|
||||
var skeletonMap : Object = root["skeleton"];
|
||||
if (skeletonMap) {
|
||||
skeletonData.hash = skeletonMap["hash"];
|
||||
skeletonData.version = skeletonMap["spine"];
|
||||
@ -89,10 +86,10 @@ public class SkeletonJson {
|
||||
}
|
||||
|
||||
// Bones.
|
||||
var boneData:BoneData;
|
||||
for each (var boneMap:Object in root["bones"]) {
|
||||
var parent:BoneData = null;
|
||||
var parentName:String = boneMap["parent"];
|
||||
var boneData : BoneData;
|
||||
for each (var boneMap : Object in root["bones"]) {
|
||||
var parent : BoneData = null;
|
||||
var parentName : String = boneMap["parent"];
|
||||
if (parentName) {
|
||||
parent = skeletonData.findBone(parentName);
|
||||
if (!parent) throw new Error("Parent bone not found: " + parentName);
|
||||
@ -104,19 +101,17 @@ public class SkeletonJson {
|
||||
boneData.rotation = (boneMap["rotation"] || 0);
|
||||
boneData.scaleX = boneMap.hasOwnProperty("scaleX") ? boneMap["scaleX"] : 1;
|
||||
boneData.scaleY = boneMap.hasOwnProperty("scaleY") ? boneMap["scaleY"] : 1;
|
||||
boneData.flipX = boneMap["flipX"] || false;
|
||||
boneData.flipY = boneMap["flipY"] || false;
|
||||
boneData.inheritScale = boneMap.hasOwnProperty("inheritScale") ? boneMap["inheritScale"] : true;
|
||||
boneData.inheritRotation = boneMap.hasOwnProperty("inheritRotation") ? boneMap["inheritRotation"] : true;
|
||||
skeletonData.bones[skeletonData.bones.length] = boneData;
|
||||
}
|
||||
|
||||
// IK constraints.
|
||||
for each (var ikMap:Object in root["ik"]) {
|
||||
var ikConstraintData:IkConstraintData = new IkConstraintData(ikMap["name"]);
|
||||
for each (var ikMap : Object in root["ik"]) {
|
||||
var ikConstraintData : IkConstraintData = new IkConstraintData(ikMap["name"]);
|
||||
|
||||
for each (var boneName:String in ikMap["bones"]) {
|
||||
var bone:BoneData = skeletonData.findBone(boneName);
|
||||
for each (var boneName : String in ikMap["bones"]) {
|
||||
var bone : BoneData = skeletonData.findBone(boneName);
|
||||
if (!bone) throw new Error("IK bone not found: " + boneName);
|
||||
ikConstraintData.bones[ikConstraintData.bones.length] = bone;
|
||||
}
|
||||
@ -130,14 +125,31 @@ public class SkeletonJson {
|
||||
skeletonData.ikConstraints[skeletonData.ikConstraints.length] = ikConstraintData;
|
||||
}
|
||||
|
||||
// Transform constraints.
|
||||
for each (var transformMap : Object in root["transform"]) {
|
||||
var transformConstraintData : TransformConstraintData = new TransformConstraintData(transformMap["name"]);
|
||||
|
||||
transformConstraintData.bone = skeletonData.findBone(transformMap["bone"]);
|
||||
if (!transformConstraintData.bone) throw new Error("Bone not found: " + transformMap["bone"]);
|
||||
|
||||
transformConstraintData.target = skeletonData.findBone(transformMap["target"]);
|
||||
if (!transformConstraintData.target) throw new Error("Target bone not found: " + transformMap["target"]);
|
||||
|
||||
transformConstraintData.translateMix = transformMap.hasOwnProperty("translateMix") ? transformMap["translateMix"] : 1;
|
||||
transformConstraintData.x = Number(boneMap["x"] || 0) * scale;
|
||||
transformConstraintData.y = Number(boneMap["y"] || 0) * scale;
|
||||
|
||||
skeletonData.transformConstraints[skeletonData.transformConstraints.length] = transformConstraintData;
|
||||
}
|
||||
|
||||
// Slots.
|
||||
for each (var slotMap:Object in root["slots"]) {
|
||||
for each (var slotMap : Object in root["slots"]) {
|
||||
boneName = slotMap["bone"];
|
||||
boneData = skeletonData.findBone(boneName);
|
||||
if (!boneData) throw new Error("Slot bone not found: " + boneName);
|
||||
var slotData:SlotData = new SlotData(slotMap["name"], boneData);
|
||||
var slotData : SlotData = new SlotData(slotMap["name"], boneData);
|
||||
|
||||
var color:String = slotMap["color"];
|
||||
var color : String = slotMap["color"];
|
||||
if (color) {
|
||||
slotData.r = toColor(color, 0);
|
||||
slotData.g = toColor(color, 1);
|
||||
@ -152,15 +164,15 @@ public class SkeletonJson {
|
||||
}
|
||||
|
||||
// Skins.
|
||||
var skins:Object = root["skins"];
|
||||
for (var skinName:String in skins) {
|
||||
var skinMap:Object = skins[skinName];
|
||||
var skin:Skin = new Skin(skinName);
|
||||
for (var slotName:String in skinMap) {
|
||||
var slotIndex:int = skeletonData.findSlotIndex(slotName);
|
||||
var slotEntry:Object = skinMap[slotName];
|
||||
for (var attachmentName:String in slotEntry) {
|
||||
var attachment:Attachment = readAttachment(skin, attachmentName, slotEntry[attachmentName]);
|
||||
var skins : Object = root["skins"];
|
||||
for (var skinName : String in skins) {
|
||||
var skinMap : Object = skins[skinName];
|
||||
var skin : Skin = new Skin(skinName);
|
||||
for (var slotName : String in skinMap) {
|
||||
var slotIndex : int = skeletonData.findSlotIndex(slotName);
|
||||
var slotEntry : Object = skinMap[slotName];
|
||||
for (var attachmentName : String in slotEntry) {
|
||||
var attachment : Attachment = readAttachment(skin, attachmentName, slotEntry[attachmentName]);
|
||||
if (attachment != null)
|
||||
skin.addAttachment(slotIndex, attachmentName, attachment);
|
||||
}
|
||||
@ -171,11 +183,11 @@ public class SkeletonJson {
|
||||
}
|
||||
|
||||
// Events.
|
||||
var events:Object = root["events"];
|
||||
var events : Object = root["events"];
|
||||
if (events) {
|
||||
for (var eventName:String in events) {
|
||||
var eventMap:Object = events[eventName];
|
||||
var eventData:EventData = new EventData(eventName);
|
||||
for (var eventName : String in events) {
|
||||
var eventMap : Object = events[eventName];
|
||||
var eventData : EventData = new EventData(eventName);
|
||||
eventData.intValue = eventMap["int"] || 0;
|
||||
eventData.floatValue = eventMap["float"] || 0;
|
||||
eventData.stringValue = eventMap["string"] || null;
|
||||
@ -184,24 +196,26 @@ public class SkeletonJson {
|
||||
}
|
||||
|
||||
// Animations.
|
||||
var animations:Object = root["animations"];
|
||||
for (var animationName:String in animations)
|
||||
var animations : Object = root["animations"];
|
||||
for (var animationName : String in animations)
|
||||
readAnimation(animationName, animations[animationName], skeletonData);
|
||||
|
||||
return skeletonData;
|
||||
}
|
||||
|
||||
private function readAttachment (skin:Skin, name:String, map:Object) : Attachment {
|
||||
private function readAttachment(skin : Skin, name : String, map : Object) : Attachment {
|
||||
name = map["name"] || name;
|
||||
|
||||
var type:AttachmentType = AttachmentType[map["type"] || "region"];
|
||||
var path:String = map["path"] || name;
|
||||
var typeName : String = map["type"] || "region";
|
||||
if (typeName == "skinnedmesh") typeName = "weightedmesh";
|
||||
var type : AttachmentType = AttachmentType[typeName];
|
||||
var path : String = map["path"] || name;
|
||||
|
||||
var scale:Number = this.scale;
|
||||
var color:String, vertices:Vector.<Number>;
|
||||
var scale : Number = this.scale;
|
||||
var color : String, vertices : Vector.<Number>;
|
||||
switch (type) {
|
||||
case AttachmentType.region:
|
||||
var region:RegionAttachment = attachmentLoader.newRegionAttachment(skin, name, path);
|
||||
var region : RegionAttachment = attachmentLoader.newRegionAttachment(skin, name, path);
|
||||
if (!region) return null;
|
||||
region.path = path;
|
||||
region.x = Number(map["x"] || 0) * scale;
|
||||
@ -211,7 +225,6 @@ public class SkeletonJson {
|
||||
region.rotation = map["rotation"] || 0;
|
||||
region.width = Number(map["width"] || 0) * scale;
|
||||
region.height = Number(map["height"] || 0) * scale;
|
||||
|
||||
color = map["color"];
|
||||
if (color) {
|
||||
region.r = toColor(color, 0);
|
||||
@ -219,19 +232,16 @@ public class SkeletonJson {
|
||||
region.b = toColor(color, 2);
|
||||
region.a = toColor(color, 3);
|
||||
}
|
||||
|
||||
region.updateOffset();
|
||||
return region;
|
||||
|
||||
case AttachmentType.mesh:
|
||||
var mesh:MeshAttachment = attachmentLoader.newMeshAttachment(skin, name, path);
|
||||
var mesh : MeshAttachment = attachmentLoader.newMeshAttachment(skin, name, path);
|
||||
if (!mesh) return null;
|
||||
mesh.path = path;
|
||||
mesh.vertices = getFloatArray(map, "vertices", scale);
|
||||
mesh.triangles = getUintArray(map, "triangles");
|
||||
mesh.regionUVs = getFloatArray(map, "uvs", 1);
|
||||
mesh.updateUVs();
|
||||
|
||||
color = map["color"];
|
||||
if (color) {
|
||||
mesh.r = toColor(color, 0);
|
||||
@ -239,25 +249,23 @@ public class SkeletonJson {
|
||||
mesh.b = toColor(color, 2);
|
||||
mesh.a = toColor(color, 3);
|
||||
}
|
||||
|
||||
mesh.hullLength = int(map["hull"] || 0) * 2;
|
||||
if (map["edges"]) mesh.edges = getIntArray(map, "edges");
|
||||
mesh.width = Number(map["width"] || 0) * scale;
|
||||
mesh.height = Number(map["height"] || 0) * scale;
|
||||
return mesh;
|
||||
case AttachmentType.skinnedmesh:
|
||||
var weightedMesh:SkinnedMeshAttachment = attachmentLoader.newSkinnedMeshAttachment(skin, name, path);
|
||||
case AttachmentType.weightedmesh:
|
||||
var weightedMesh : WeightedMeshAttachment = attachmentLoader.newWeightedMeshAttachment(skin, name, path);
|
||||
if (!weightedMesh) return null;
|
||||
weightedMesh.path = path;
|
||||
|
||||
var uvs:Vector.<Number> = getFloatArray(map, "uvs", 1);
|
||||
var uvs : Vector.<Number> = getFloatArray(map, "uvs", 1);
|
||||
vertices = getFloatArray(map, "vertices", 1);
|
||||
var weights:Vector.<Number> = new Vector.<Number>();
|
||||
var bones:Vector.<int> = new Vector.<int>();
|
||||
for (var i:int = 0, n:int = vertices.length; i < n; ) {
|
||||
var boneCount:int = int(vertices[i++]);
|
||||
var weights : Vector.<Number> = new Vector.<Number>();
|
||||
var bones : Vector.<int> = new Vector.<int>();
|
||||
for (var i : int = 0, n : int = vertices.length; i < n;) {
|
||||
var boneCount : int = int(vertices[i++]);
|
||||
bones[bones.length] = boneCount;
|
||||
for (var nn:int = i + boneCount * 4; i < nn; ) {
|
||||
for (var nn : int = i + boneCount * 4; i < nn;) {
|
||||
bones[bones.length] = vertices[i];
|
||||
weights[weights.length] = vertices[i + 1] * scale;
|
||||
weights[weights.length] = vertices[i + 2] * scale;
|
||||
@ -270,7 +278,6 @@ public class SkeletonJson {
|
||||
weightedMesh.triangles = getUintArray(map, "triangles");
|
||||
weightedMesh.regionUVs = uvs;
|
||||
weightedMesh.updateUVs();
|
||||
|
||||
color = map["color"];
|
||||
if (color) {
|
||||
weightedMesh.r = toColor(color, 0);
|
||||
@ -278,16 +285,15 @@ public class SkeletonJson {
|
||||
weightedMesh.b = toColor(color, 2);
|
||||
weightedMesh.a = toColor(color, 3);
|
||||
}
|
||||
|
||||
weightedMesh.hullLength = int(map["hull"] || 0) * 2;
|
||||
if (map["edges"]) weightedMesh.edges = getIntArray(map, "edges");
|
||||
weightedMesh.width = Number(map["width"] || 0) * scale;
|
||||
weightedMesh.height = Number(map["height"] || 0) * scale;
|
||||
return weightedMesh;
|
||||
case AttachmentType.boundingbox:
|
||||
var box:BoundingBoxAttachment = attachmentLoader.newBoundingBoxAttachment(skin, name);
|
||||
var box : BoundingBoxAttachment = attachmentLoader.newBoundingBoxAttachment(skin, name);
|
||||
vertices = box.vertices;
|
||||
for each (var point:Number in map["vertices"])
|
||||
for each (var point : Number in map["vertices"])
|
||||
vertices[vertices.length] = point * scale;
|
||||
return box;
|
||||
}
|
||||
@ -295,16 +301,16 @@ public class SkeletonJson {
|
||||
return null;
|
||||
}
|
||||
|
||||
private function readAnimation (name:String, map:Object, skeletonData:SkeletonData) : void {
|
||||
var timelines:Vector.<Timeline> = new Vector.<Timeline>();
|
||||
var duration:Number = 0;
|
||||
private function readAnimation(name : String, map : Object, skeletonData : SkeletonData) : void {
|
||||
var timelines : Vector.<Timeline> = new Vector.<Timeline>();
|
||||
var duration : Number = 0;
|
||||
|
||||
var slotMap:Object, slotIndex:int, slotName:String;
|
||||
var values:Array, valueMap:Object, frameIndex:int;
|
||||
var i:int;
|
||||
var timelineName:String;
|
||||
var slotMap : Object, slotIndex : int, slotName : String;
|
||||
var values : Array, valueMap : Object, frameIndex : int;
|
||||
var i : int;
|
||||
var timelineName : String;
|
||||
|
||||
var slots:Object = map["slots"];
|
||||
var slots : Object = map["slots"];
|
||||
for (slotName in slots) {
|
||||
slotMap = slots[slotName];
|
||||
slotIndex = skeletonData.findSlotIndex(slotName);
|
||||
@ -312,25 +318,24 @@ public class SkeletonJson {
|
||||
for (timelineName in slotMap) {
|
||||
values = slotMap[timelineName];
|
||||
if (timelineName == "color") {
|
||||
var colorTimeline:ColorTimeline = new ColorTimeline(values.length);
|
||||
var colorTimeline : ColorTimeline = new ColorTimeline(values.length);
|
||||
colorTimeline.slotIndex = slotIndex;
|
||||
|
||||
frameIndex = 0;
|
||||
for each (valueMap in values) {
|
||||
var color:String = valueMap["color"];
|
||||
var r:Number = toColor(color, 0);
|
||||
var g:Number = toColor(color, 1);
|
||||
var b:Number = toColor(color, 2);
|
||||
var a:Number = toColor(color, 3);
|
||||
var color : String = valueMap["color"];
|
||||
var r : Number = toColor(color, 0);
|
||||
var g : Number = toColor(color, 1);
|
||||
var b : Number = toColor(color, 2);
|
||||
var a : Number = toColor(color, 3);
|
||||
colorTimeline.setFrame(frameIndex, valueMap["time"], r, g, b, a);
|
||||
readCurve(colorTimeline, frameIndex, valueMap);
|
||||
frameIndex++;
|
||||
}
|
||||
timelines[timelines.length] = colorTimeline;
|
||||
duration = Math.max(duration, colorTimeline.frames[colorTimeline.frameCount * 5 - 5]);
|
||||
|
||||
} else if (timelineName == "attachment") {
|
||||
var attachmentTimeline:AttachmentTimeline = new AttachmentTimeline(values.length);
|
||||
var attachmentTimeline : AttachmentTimeline = new AttachmentTimeline(values.length);
|
||||
attachmentTimeline.slotIndex = slotIndex;
|
||||
|
||||
frameIndex = 0;
|
||||
@ -338,22 +343,21 @@ public class SkeletonJson {
|
||||
attachmentTimeline.setFrame(frameIndex++, valueMap["time"], valueMap["name"]);
|
||||
timelines[timelines.length] = attachmentTimeline;
|
||||
duration = Math.max(duration, attachmentTimeline.frames[attachmentTimeline.frameCount - 1]);
|
||||
|
||||
} else
|
||||
throw new Error("Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")");
|
||||
}
|
||||
}
|
||||
|
||||
var bones:Object = map["bones"];
|
||||
for (var boneName:String in bones) {
|
||||
var boneIndex:int = skeletonData.findBoneIndex(boneName);
|
||||
var bones : Object = map["bones"];
|
||||
for (var boneName : String in bones) {
|
||||
var boneIndex : int = skeletonData.findBoneIndex(boneName);
|
||||
if (boneIndex == -1) throw new Error("Bone not found: " + boneName);
|
||||
var boneMap:Object = bones[boneName];
|
||||
var boneMap : Object = bones[boneName];
|
||||
|
||||
for (timelineName in boneMap) {
|
||||
values = boneMap[timelineName];
|
||||
if (timelineName == "rotate") {
|
||||
var rotateTimeline:RotateTimeline = new RotateTimeline(values.length);
|
||||
var rotateTimeline : RotateTimeline = new RotateTimeline(values.length);
|
||||
rotateTimeline.boneIndex = boneIndex;
|
||||
|
||||
frameIndex = 0;
|
||||
@ -364,10 +368,9 @@ public class SkeletonJson {
|
||||
}
|
||||
timelines[timelines.length] = rotateTimeline;
|
||||
duration = Math.max(duration, rotateTimeline.frames[rotateTimeline.frameCount * 2 - 2]);
|
||||
|
||||
} else if (timelineName == "translate" || timelineName == "scale") {
|
||||
var timeline:TranslateTimeline;
|
||||
var timelineScale:Number = 1;
|
||||
var timeline : TranslateTimeline;
|
||||
var timelineScale : Number = 1;
|
||||
if (timelineName == "scale")
|
||||
timeline = new ScaleTimeline(values.length);
|
||||
else {
|
||||
@ -378,44 +381,29 @@ public class SkeletonJson {
|
||||
|
||||
frameIndex = 0;
|
||||
for each (valueMap in values) {
|
||||
var x:Number = Number(valueMap["x"] || 0) * timelineScale;
|
||||
var y:Number = Number(valueMap["y"] || 0) * timelineScale;
|
||||
var x : Number = Number(valueMap["x"] || 0) * timelineScale;
|
||||
var y : Number = Number(valueMap["y"] || 0) * timelineScale;
|
||||
timeline.setFrame(frameIndex, valueMap["time"], x, y);
|
||||
readCurve(timeline, frameIndex, valueMap);
|
||||
frameIndex++;
|
||||
}
|
||||
timelines[timelines.length] = timeline;
|
||||
duration = Math.max(duration, timeline.frames[timeline.frameCount * 3 - 3]);
|
||||
|
||||
} else if (timelineName == "flipX" || timelineName == "flipY") {
|
||||
var flipX:Boolean = timelineName == "flipX";
|
||||
var flipTimeline:FlipXTimeline = flipX ? new FlipXTimeline(values.length) : new FlipYTimeline(values.length);
|
||||
flipTimeline.boneIndex = boneIndex;
|
||||
|
||||
var field:String = flipX ? "x" : "y";
|
||||
frameIndex = 0;
|
||||
for each (valueMap in values) {
|
||||
flipTimeline.setFrame(frameIndex, valueMap["time"], valueMap[field] || false);
|
||||
frameIndex++;
|
||||
}
|
||||
timelines[timelines.length] = flipTimeline;
|
||||
duration = Math.max(duration, flipTimeline.frames[flipTimeline.frameCount * 3 - 3]);
|
||||
|
||||
} else
|
||||
throw new Error("Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")");
|
||||
}
|
||||
}
|
||||
|
||||
var ikMap:Object = map["ik"];
|
||||
for (var ikConstraintName:String in ikMap) {
|
||||
var ikConstraint:IkConstraintData = skeletonData.findIkConstraint(ikConstraintName);
|
||||
var ikMap : Object = map["ik"];
|
||||
for (var ikConstraintName : String in ikMap) {
|
||||
var ikConstraint : IkConstraintData = skeletonData.findIkConstraint(ikConstraintName);
|
||||
values = ikMap[ikConstraintName];
|
||||
var ikTimeline:IkConstraintTimeline = new IkConstraintTimeline(values.length);
|
||||
var ikTimeline : IkConstraintTimeline = new IkConstraintTimeline(values.length);
|
||||
ikTimeline.ikConstraintIndex = skeletonData.ikConstraints.indexOf(ikConstraint);
|
||||
frameIndex = 0;
|
||||
for each (valueMap in values) {
|
||||
var mix:Number = valueMap.hasOwnProperty("mix") ? valueMap["mix"] : 1;
|
||||
var bendDirection:int = (!valueMap.hasOwnProperty("bendPositive") || valueMap["bendPositive"]) ? 1 : -1;
|
||||
var mix : Number = valueMap.hasOwnProperty("mix") ? valueMap["mix"] : 1;
|
||||
var bendDirection : int = (!valueMap.hasOwnProperty("bendPositive") || valueMap["bendPositive"]) ? 1 : -1;
|
||||
ikTimeline.setFrame(frameIndex, valueMap["time"], mix, bendDirection);
|
||||
readCurve(ikTimeline, frameIndex, valueMap);
|
||||
frameIndex++;
|
||||
@ -424,40 +412,40 @@ public class SkeletonJson {
|
||||
duration = Math.max(duration, ikTimeline.frames[ikTimeline.frameCount * 3 - 3]);
|
||||
}
|
||||
|
||||
var ffd:Object = map["ffd"];
|
||||
for (var skinName:String in ffd) {
|
||||
var skin:Skin = skeletonData.findSkin(skinName);
|
||||
var ffd : Object = map["ffd"];
|
||||
for (var skinName : String in ffd) {
|
||||
var skin : Skin = skeletonData.findSkin(skinName);
|
||||
slotMap = ffd[skinName];
|
||||
for (slotName in slotMap) {
|
||||
slotIndex = skeletonData.findSlotIndex(slotName);
|
||||
var meshMap:Object = slotMap[slotName];
|
||||
for (var meshName:String in meshMap) {
|
||||
var meshMap : Object = slotMap[slotName];
|
||||
for (var meshName : String in meshMap) {
|
||||
values = meshMap[meshName];
|
||||
var ffdTimeline:FfdTimeline = new FfdTimeline(values.length);
|
||||
var attachment:Attachment = skin.getAttachment(slotIndex, meshName);
|
||||
var ffdTimeline : FfdTimeline = new FfdTimeline(values.length);
|
||||
var attachment : Attachment = skin.getAttachment(slotIndex, meshName);
|
||||
if (!attachment) throw new Error("FFD attachment not found: " + meshName);
|
||||
ffdTimeline.slotIndex = slotIndex;
|
||||
ffdTimeline.attachment = attachment;
|
||||
|
||||
var vertexCount:int;
|
||||
var vertexCount : int;
|
||||
if (attachment is MeshAttachment)
|
||||
vertexCount = (attachment as MeshAttachment).vertices.length;
|
||||
else
|
||||
vertexCount = (attachment as SkinnedMeshAttachment).weights.length / 3 * 2;
|
||||
vertexCount = (attachment as WeightedMeshAttachment).weights.length / 3 * 2;
|
||||
|
||||
frameIndex = 0;
|
||||
for each (valueMap in values) {
|
||||
var vertices:Vector.<Number>;
|
||||
var vertices : Vector.<Number>;
|
||||
if (!valueMap["vertices"]) {
|
||||
if (attachment is MeshAttachment)
|
||||
vertices = (attachment as MeshAttachment).vertices;
|
||||
else
|
||||
vertices = new Vector.<Number>(vertexCount, true);
|
||||
} else {
|
||||
var verticesValue:Array = valueMap["vertices"];
|
||||
var verticesValue : Array = valueMap["vertices"];
|
||||
vertices = new Vector.<Number>(vertexCount, true);
|
||||
var start:int = valueMap["offset"] || 0;
|
||||
var n:int = verticesValue.length;
|
||||
var start : int = valueMap["offset"] || 0;
|
||||
var n : int = verticesValue.length;
|
||||
if (scale == 1) {
|
||||
for (i = 0; i < n; i++)
|
||||
vertices[i + start] = verticesValue[i];
|
||||
@ -466,7 +454,7 @@ public class SkeletonJson {
|
||||
vertices[i + start] = verticesValue[i] * scale;
|
||||
}
|
||||
if (attachment is MeshAttachment) {
|
||||
var meshVertices:Vector.<Number> = (attachment as MeshAttachment).vertices;
|
||||
var meshVertices : Vector.<Number> = (attachment as MeshAttachment).vertices;
|
||||
for (i = 0; i < vertexCount; i++)
|
||||
vertices[i] += meshVertices[i];
|
||||
}
|
||||
@ -482,22 +470,22 @@ public class SkeletonJson {
|
||||
}
|
||||
}
|
||||
|
||||
var drawOrderValues:Array = map["drawOrder"];
|
||||
var drawOrderValues : Array = map["drawOrder"];
|
||||
if (!drawOrderValues) drawOrderValues = map["draworder"];
|
||||
if (drawOrderValues) {
|
||||
var drawOrderTimeline:DrawOrderTimeline = new DrawOrderTimeline(drawOrderValues.length);
|
||||
var slotCount:int = skeletonData.slots.length;
|
||||
var drawOrderTimeline : DrawOrderTimeline = new DrawOrderTimeline(drawOrderValues.length);
|
||||
var slotCount : int = skeletonData.slots.length;
|
||||
frameIndex = 0;
|
||||
for each (var drawOrderMap:Object in drawOrderValues) {
|
||||
var drawOrder:Vector.<int> = null;
|
||||
for each (var drawOrderMap : Object in drawOrderValues) {
|
||||
var drawOrder : Vector.<int> = null;
|
||||
if (drawOrderMap["offsets"]) {
|
||||
drawOrder = new Vector.<int>(slotCount);
|
||||
for (i = slotCount - 1; i >= 0; i--)
|
||||
drawOrder[i] = -1;
|
||||
var offsets:Array = drawOrderMap["offsets"];
|
||||
var unchanged:Vector.<int> = new Vector.<int>(slotCount - offsets.length);
|
||||
var originalIndex:int = 0, unchangedIndex:int = 0;
|
||||
for each (var offsetMap:Object in offsets) {
|
||||
var offsets : Array = drawOrderMap["offsets"];
|
||||
var unchanged : Vector.<int> = new Vector.<int>(slotCount - offsets.length);
|
||||
var originalIndex : int = 0, unchangedIndex : int = 0;
|
||||
for each (var offsetMap : Object in offsets) {
|
||||
slotIndex = skeletonData.findSlotIndex(offsetMap["slot"]);
|
||||
if (slotIndex == -1) throw new Error("Slot not found: " + offsetMap["slot"]);
|
||||
// Collect unchanged items.
|
||||
@ -519,18 +507,18 @@ public class SkeletonJson {
|
||||
duration = Math.max(duration, drawOrderTimeline.frames[drawOrderTimeline.frameCount - 1]);
|
||||
}
|
||||
|
||||
var eventsMap:Array = map["events"];
|
||||
var eventsMap : Array = map["events"];
|
||||
if (eventsMap) {
|
||||
var eventTimeline:EventTimeline = new EventTimeline(eventsMap.length);
|
||||
var eventTimeline : EventTimeline = new EventTimeline(eventsMap.length);
|
||||
frameIndex = 0;
|
||||
for each (var eventMap:Object in eventsMap) {
|
||||
var eventData:EventData = skeletonData.findEvent(eventMap["name"]);
|
||||
for each (var eventMap : Object in eventsMap) {
|
||||
var eventData : EventData = skeletonData.findEvent(eventMap["name"]);
|
||||
if (!eventData) throw new Error("Event not found: " + eventMap["name"]);
|
||||
var event:Event = new Event(eventData);
|
||||
var event : Event = new Event(eventMap["time"], eventData);
|
||||
event.intValue = eventMap.hasOwnProperty("int") ? eventMap["int"] : eventData.intValue;
|
||||
event.floatValue = eventMap.hasOwnProperty("float") ? eventMap["float"] : eventData.floatValue;
|
||||
event.stringValue = eventMap.hasOwnProperty("string") ? eventMap["string"] : eventData.stringValue;
|
||||
eventTimeline.setFrame(frameIndex++, eventMap["time"], event);
|
||||
eventTimeline.setFrame(frameIndex++, event);
|
||||
}
|
||||
timelines[timelines.length] = eventTimeline;
|
||||
duration = Math.max(duration, eventTimeline.frames[eventTimeline.frameCount - 1]);
|
||||
@ -539,8 +527,8 @@ public class SkeletonJson {
|
||||
skeletonData.animations[skeletonData.animations.length] = new Animation(name, timelines, duration);
|
||||
}
|
||||
|
||||
static private function readCurve (timeline:CurveTimeline, frameIndex:int, valueMap:Object) : void {
|
||||
var curve:Object = valueMap["curve"];
|
||||
static private function readCurve(timeline : CurveTimeline, frameIndex : int, valueMap : Object) : void {
|
||||
var curve : Object = valueMap["curve"];
|
||||
if (!curve) return;
|
||||
if (curve == "stepped")
|
||||
timeline.setStepped(frameIndex);
|
||||
@ -548,15 +536,15 @@ public class SkeletonJson {
|
||||
timeline.setCurve(frameIndex, curve[0], curve[1], curve[2], curve[3]);
|
||||
}
|
||||
|
||||
static private function toColor (hexString:String, colorIndex:int) : Number {
|
||||
static private function toColor(hexString : String, colorIndex : int) : Number {
|
||||
if (hexString.length != 8) throw new ArgumentError("Color hexidecimal length must be 8, recieved: " + hexString);
|
||||
return parseInt(hexString.substring(colorIndex * 2, colorIndex * 2 + 2), 16) / 255;
|
||||
}
|
||||
|
||||
static private function getFloatArray (map:Object, name:String, scale:Number) : Vector.<Number> {
|
||||
var list:Array = map[name];
|
||||
var values:Vector.<Number> = new Vector.<Number>(list.length, true);
|
||||
var i:int = 0, n:int = list.length;
|
||||
static private function getFloatArray(map : Object, name : String, scale : Number) : Vector.<Number> {
|
||||
var list : Array = map[name];
|
||||
var values : Vector.<Number> = new Vector.<Number>(list.length, true);
|
||||
var i : int = 0, n : int = list.length;
|
||||
if (scale == 1) {
|
||||
for (; i < n; i++)
|
||||
values[i] = list[i];
|
||||
@ -567,21 +555,20 @@ public class SkeletonJson {
|
||||
return values;
|
||||
}
|
||||
|
||||
static private function getIntArray (map:Object, name:String) : Vector.<int> {
|
||||
var list:Array = map[name];
|
||||
var values:Vector.<int> = new Vector.<int>(list.length, true);
|
||||
for (var i:int = 0, n:int = list.length; i < n; i++)
|
||||
static private function getIntArray(map : Object, name : String) : Vector.<int> {
|
||||
var list : Array = map[name];
|
||||
var values : Vector.<int> = new Vector.<int>(list.length, true);
|
||||
for (var i : int = 0, n : int = list.length; i < n; i++)
|
||||
values[i] = int(list[i]);
|
||||
return values;
|
||||
}
|
||||
|
||||
static private function getUintArray (map:Object, name:String) : Vector.<uint> {
|
||||
var list:Array = map[name];
|
||||
var values:Vector.<uint> = new Vector.<uint>(list.length, true);
|
||||
for (var i:int = 0, n:int = list.length; i < n; i++)
|
||||
static private function getUintArray(map : Object, name : String) : Vector.<uint> {
|
||||
var list : Array = map[name];
|
||||
var values : Vector.<uint> = new Vector.<uint>(list.length, true);
|
||||
for (var i : int = 0, n : int = list.length; i < n; i++)
|
||||
values[i] = int(list[i]);
|
||||
return values;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@ -29,45 +29,50 @@
|
||||
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
package spine.animation {
|
||||
import spine.Bone;
|
||||
import spine.Event;
|
||||
import spine.Skeleton;
|
||||
package spine {
|
||||
|
||||
public class FlipXTimeline implements Timeline {
|
||||
public var boneIndex:int;
|
||||
public var frames:Vector.<Number>; // time, flip, ...
|
||||
public class TransformConstraint implements Updatable {
|
||||
internal var _data:TransformConstraintData;
|
||||
public var bone:Bone;
|
||||
public var target:Bone;
|
||||
public var translateMix:Number;
|
||||
public var x:Number;
|
||||
public var y:Number;
|
||||
|
||||
public function FlipXTimeline (frameCount:int) {
|
||||
frames = new Vector.<Number>(frameCount * 2, true);
|
||||
public function TransformConstraint (data:TransformConstraintData, skeleton:Skeleton) {
|
||||
if (data == null) throw new ArgumentError("data cannot be null.");
|
||||
if (skeleton == null) throw new ArgumentError("skeleton cannot be null.");
|
||||
_data = data;
|
||||
translateMix = data.translateMix;
|
||||
x = data.x;
|
||||
y = data.y;
|
||||
|
||||
bone = skeleton.findBone(data.bone._name);
|
||||
target = skeleton.findBone(data.target._name);
|
||||
}
|
||||
|
||||
public function get frameCount () : int {
|
||||
return frames.length / 2;
|
||||
public function apply () : void {
|
||||
update();
|
||||
}
|
||||
|
||||
/** Sets the time and angle of the specified keyframe. */
|
||||
public function setFrame (frameIndex:int, time:Number, flip:Boolean) : void {
|
||||
frameIndex *= 2;
|
||||
frames[frameIndex] = time;
|
||||
frames[int(frameIndex + 1)] = flip ? 1 : 0;
|
||||
public function update () : void {
|
||||
var translateMix:Number = translateMix;
|
||||
if (translateMix > 0) {
|
||||
var local:Vector.<Number> = new Vector.<Number>(2, true);
|
||||
local[0] = x;
|
||||
local[1] = y;
|
||||
target.localToWorld(local);
|
||||
bone._worldX += (local[0] - bone._worldX) * translateMix;
|
||||
bone._worldY += (local[1] - bone._worldY) * translateMix;
|
||||
}
|
||||
}
|
||||
|
||||
public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number) : void {
|
||||
if (time < frames[0]) {
|
||||
if (lastTime > time) apply(skeleton, lastTime, int.MAX_VALUE, null, 0);
|
||||
return;
|
||||
} else if (lastTime > time) //
|
||||
lastTime = -1;
|
||||
|
||||
var frameIndex:int = (time >= frames[frames.length - 2] ? frames.length : Animation.binarySearch(frames, time, 2)) - 2;
|
||||
if (frames[frameIndex] < lastTime) return;
|
||||
|
||||
setFlip(skeleton.bones[boneIndex], frames[frameIndex + 1] != 0);
|
||||
public function get data () : TransformConstraintData {
|
||||
return _data;
|
||||
}
|
||||
|
||||
protected function setFlip (bone:Bone, flip:Boolean) : void {
|
||||
bone.flipX = flip;
|
||||
public function toString () : String {
|
||||
return _data._name;
|
||||
}
|
||||
}
|
||||
|
||||
56
spine-as3/spine-as3/src/spine/TransformConstraintData.as
Normal file
56
spine-as3/spine-as3/src/spine/TransformConstraintData.as
Normal file
@ -0,0 +1,56 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes Software License
|
||||
* Version 2.3
|
||||
*
|
||||
* Copyright (c) 2013-2015, Esoteric Software
|
||||
* All rights reserved.
|
||||
*
|
||||
* You are granted a perpetual, non-exclusive, non-sublicensable and
|
||||
* non-transferable license to use, install, execute and perform the Spine
|
||||
* Runtimes Software (the "Software") and derivative works solely for personal
|
||||
* or internal use. Without the written permission of Esoteric Software (see
|
||||
* Section 2 of the Spine Software License Agreement), you may not (a) modify,
|
||||
* translate, adapt or otherwise create derivative works, improvements of the
|
||||
* Software or develop new applications using the Software or (b) remove,
|
||||
* delete, alter or obscure any trademarks or any copyright, trademark, patent
|
||||
* or other intellectual property or proprietary rights notices on or in the
|
||||
* Software, including any copy thereof. Redistributions in binary or source
|
||||
* form must include this license and terms.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
|
||||
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
|
||||
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
|
||||
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
|
||||
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
|
||||
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
|
||||
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
package spine {
|
||||
|
||||
public class TransformConstraintData {
|
||||
internal var _name:String;
|
||||
public var bone:BoneData;
|
||||
public var target:BoneData;
|
||||
public var translateMix:Number;
|
||||
public var x:Number;
|
||||
public var y:Number;
|
||||
|
||||
public function TransformConstraintData (name:String) {
|
||||
if (name == null) throw new ArgumentError("name cannot be null.");
|
||||
_name = name;
|
||||
}
|
||||
|
||||
public function get name () : String {
|
||||
return _name;
|
||||
}
|
||||
|
||||
public function toString () : String {
|
||||
return _name;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
38
spine-as3/spine-as3/src/spine/Updatable.as
Normal file
38
spine-as3/spine-as3/src/spine/Updatable.as
Normal file
@ -0,0 +1,38 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes Software License
|
||||
* Version 2.3
|
||||
*
|
||||
* Copyright (c) 2013-2015, Esoteric Software
|
||||
* All rights reserved.
|
||||
*
|
||||
* You are granted a perpetual, non-exclusive, non-sublicensable and
|
||||
* non-transferable license to use, install, execute and perform the Spine
|
||||
* Runtimes Software (the "Software") and derivative works solely for personal
|
||||
* or internal use. Without the written permission of Esoteric Software (see
|
||||
* Section 2 of the Spine Software License Agreement), you may not (a) modify,
|
||||
* translate, adapt or otherwise create derivative works, improvements of the
|
||||
* Software or develop new applications using the Software or (b) remove,
|
||||
* delete, alter or obscure any trademarks or any copyright, trademark, patent
|
||||
* or other intellectual property or proprietary rights notices on or in the
|
||||
* Software, including any copy thereof. Redistributions in binary or source
|
||||
* form must include this license and terms.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
|
||||
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
|
||||
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
|
||||
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
|
||||
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
|
||||
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
|
||||
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
package spine {
|
||||
|
||||
public interface Updatable {
|
||||
function update () : void;
|
||||
}
|
||||
|
||||
}
|
||||
@ -56,7 +56,7 @@ public class Animation {
|
||||
|
||||
if (loop && duration != 0) {
|
||||
time %= duration;
|
||||
lastTime %= duration;
|
||||
if (lastTime > 0) lastTime %= duration;
|
||||
}
|
||||
|
||||
for (var i:int = 0, n:int = timelines.length; i < n; i++)
|
||||
@ -70,7 +70,7 @@ public class Animation {
|
||||
|
||||
if (loop && duration != 0) {
|
||||
time %= duration;
|
||||
lastTime %= duration;
|
||||
if (lastTime > 0) lastTime %= duration;
|
||||
}
|
||||
|
||||
for (var i:int = 0, n:int = timelines.length; i < n; i++)
|
||||
|
||||
@ -47,8 +47,8 @@ public class EventTimeline implements Timeline {
|
||||
}
|
||||
|
||||
/** Sets the time and value of the specified keyframe. */
|
||||
public function setFrame (frameIndex:int, time:Number, event:Event) : void {
|
||||
frames[frameIndex] = time;
|
||||
public function setFrame (frameIndex:int, event:Event) : void {
|
||||
frames[frameIndex] = event.time;
|
||||
events[frameIndex] = event;
|
||||
}
|
||||
|
||||
|
||||
@ -83,11 +83,11 @@ public class AtlasAttachmentLoader implements AttachmentLoader {
|
||||
return attachment;
|
||||
}
|
||||
|
||||
public function newSkinnedMeshAttachment (skin:Skin, name:String, path:String) : SkinnedMeshAttachment {
|
||||
public function newWeightedMeshAttachment (skin:Skin, name:String, path:String) : WeightedMeshAttachment {
|
||||
var region:AtlasRegion = atlas.findRegion(path);
|
||||
if (region == null)
|
||||
throw new Error("Region not found in atlas: " + path + " (skinned mesh attachment: " + name + ")");
|
||||
var attachment:SkinnedMeshAttachment = new SkinnedMeshAttachment(name);
|
||||
throw new Error("Region not found in atlas: " + path + " (weighted mesh attachment: " + name + ")");
|
||||
var attachment:WeightedMeshAttachment = new WeightedMeshAttachment(name);
|
||||
attachment.rendererObject = region;
|
||||
var scaleX:Number = region.page.width / nextPOT(region.page.width);
|
||||
var scaleY:Number = region.page.height / nextPOT(region.page.height);
|
||||
|
||||
@ -40,7 +40,7 @@ public interface AttachmentLoader {
|
||||
function newMeshAttachment (skin:Skin, name:String, path:String) : MeshAttachment;
|
||||
|
||||
/** @return May be null to not load an attachment. */
|
||||
function newSkinnedMeshAttachment (skin:Skin, name:String, path:String) : SkinnedMeshAttachment;
|
||||
function newWeightedMeshAttachment (skin:Skin, name:String, path:String) : WeightedMeshAttachment;
|
||||
|
||||
/** @return May be null to not load an attachment. */
|
||||
function newBoundingBoxAttachment (skin:Skin, name:String) : BoundingBoxAttachment;
|
||||
|
||||
@ -36,7 +36,7 @@ public class AttachmentType {
|
||||
public static const regionsequence:AttachmentType = new AttachmentType(1, "regionsequence");
|
||||
public static const boundingbox:AttachmentType = new AttachmentType(2, "boundingbox");
|
||||
public static const mesh:AttachmentType = new AttachmentType(3, "mesh");
|
||||
public static const skinnedmesh:AttachmentType = new AttachmentType(4, "skinnedmesh");
|
||||
public static const weightedmesh:AttachmentType = new AttachmentType(4, "weightedmesh");
|
||||
|
||||
public var ordinal:int;
|
||||
public var name:String;
|
||||
|
||||
@ -42,10 +42,10 @@ public dynamic class BoundingBoxAttachment extends Attachment {
|
||||
public function computeWorldVertices (x:Number, y:Number, bone:Bone, worldVertices:Vector.<Number>) : void {
|
||||
x += bone.worldX;
|
||||
y += bone.worldY;
|
||||
var m00:Number = bone.m00;
|
||||
var m01:Number = bone.m01;
|
||||
var m10:Number = bone.m10;
|
||||
var m11:Number = bone.m11;
|
||||
var m00:Number = bone.a;
|
||||
var m01:Number = bone.b;
|
||||
var m10:Number = bone.c;
|
||||
var m11:Number = bone.d;
|
||||
var vertices:Vector.<Number> = this.vertices;
|
||||
for (var i:int = 0, n:int = vertices.length; i < n; i += 2) {
|
||||
var ii:int = i + 1;
|
||||
|
||||
@ -88,10 +88,10 @@ public dynamic class MeshAttachment extends Attachment {
|
||||
var bone:Bone = slot.bone;
|
||||
x += bone.worldX;
|
||||
y += bone.worldY;
|
||||
var m00:Number = bone.m00;
|
||||
var m01:Number = bone.m01;
|
||||
var m10:Number = bone.m10;
|
||||
var m11:Number = bone.m11;
|
||||
var m00:Number = bone.a;
|
||||
var m01:Number = bone.b;
|
||||
var m10:Number = bone.c;
|
||||
var m11:Number = bone.d;
|
||||
var vertices:Vector.<Number> = this.vertices;
|
||||
var verticesCount:int = vertices.length;
|
||||
if (slot.attachmentVertices.length == verticesCount) vertices = slot.attachmentVertices;
|
||||
|
||||
@ -125,10 +125,10 @@ public dynamic class RegionAttachment extends Attachment {
|
||||
public function computeWorldVertices (x:Number, y:Number, bone:Bone, worldVertices:Vector.<Number>) : void {
|
||||
x += bone.worldX;
|
||||
y += bone.worldY;
|
||||
var m00:Number = bone.m00;
|
||||
var m01:Number = bone.m01;
|
||||
var m10:Number = bone.m10;
|
||||
var m11:Number = bone.m11;
|
||||
var m00:Number = bone.a;
|
||||
var m01:Number = bone.b;
|
||||
var m10:Number = bone.c;
|
||||
var m11:Number = bone.d;
|
||||
var x1:Number = offset[X1];
|
||||
var y1:Number = offset[Y1];
|
||||
var x2:Number = offset[X2];
|
||||
|
||||
@ -33,7 +33,7 @@ package spine.attachments {
|
||||
import spine.Slot;
|
||||
import spine.Bone;
|
||||
|
||||
public dynamic class SkinnedMeshAttachment extends Attachment {
|
||||
public dynamic class WeightedMeshAttachment extends Attachment {
|
||||
public var bones:Vector.<int>;
|
||||
public var weights:Vector.<Number>;
|
||||
public var uvs:Vector.<Number>;
|
||||
@ -64,7 +64,7 @@ public dynamic class SkinnedMeshAttachment extends Attachment {
|
||||
public var width:Number;
|
||||
public var height:Number;
|
||||
|
||||
public function SkinnedMeshAttachment (name:String) {
|
||||
public function WeightedMeshAttachment (name:String) {
|
||||
super(name);
|
||||
}
|
||||
|
||||
@ -102,8 +102,8 @@ public dynamic class SkinnedMeshAttachment extends Attachment {
|
||||
vx = weights[b];
|
||||
vy = weights[int(b + 1)];
|
||||
weight = weights[int(b + 2)];
|
||||
wx += (vx * bone.m00 + vy * bone.m01 + bone.worldX) * weight;
|
||||
wy += (vx * bone.m10 + vy * bone.m11 + bone.worldY) * weight;
|
||||
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
|
||||
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
|
||||
}
|
||||
worldVertices[w] = wx + x;
|
||||
worldVertices[int(w + 1)] = wy + y;
|
||||
@ -119,8 +119,8 @@ public dynamic class SkinnedMeshAttachment extends Attachment {
|
||||
vx = weights[b] + ffd[f];
|
||||
vy = weights[int(b + 1)] + ffd[int(f + 1)];
|
||||
weight = weights[int(b + 2)];
|
||||
wx += (vx * bone.m00 + vy * bone.m01 + bone.worldX) * weight;
|
||||
wy += (vx * bone.m10 + vy * bone.m11 + bone.worldY) * weight;
|
||||
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
|
||||
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
|
||||
}
|
||||
worldVertices[w] = wx + x;
|
||||
worldVertices[int(w + 1)] = wy + y;
|
||||
@ -129,12 +129,10 @@ public class SkeletonSprite extends Sprite {
|
||||
var bone:Bone = slot.bone;
|
||||
var flipX:int = skeleton.flipX ? -1 : 1;
|
||||
var flipY:int = skeleton.flipY ? -1 : 1;
|
||||
if (bone.worldFlipX) flipX = -flipX;
|
||||
if (bone.worldFlipY) flipY = -flipY;
|
||||
|
||||
wrapper.x = bone.worldX;
|
||||
wrapper.y = bone.worldY;
|
||||
wrapper.rotation = -bone.worldRotation * flipX * flipY;
|
||||
wrapper.rotation = -bone.worldRotationX * flipX * flipY;
|
||||
wrapper.scaleX = bone.worldScaleX * flipX;
|
||||
wrapper.scaleY = bone.worldScaleY * flipY;
|
||||
addChild(wrapper);
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user