[unity] Some docs and minor additions to SkeletonExtensions

This commit is contained in:
pharan 2017-02-15 14:51:21 +08:00
parent 3ae51cb0ec
commit 4df97a8d06

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@ -100,16 +100,19 @@ namespace Spine.Unity {
#endregion
#region Bone
/// <summary>Sets the bone's (local) X and Y according to a Vector2</summary>
public static void SetPosition (this Bone bone, Vector2 position) {
bone.X = position.x;
bone.Y = position.y;
}
/// <summary>Sets the bone's (local) X and Y according to a Vector3. The z component is ignored.</summary>
public static void SetPosition (this Bone bone, Vector3 position) {
bone.X = position.x;
bone.Y = position.y;
}
/// <summary>Gets the bone's local X and Y as a Vector2.</summary>
public static Vector2 GetLocalPosition (this Bone bone) {
return new Vector2(bone.x, bone.y);
}
@ -126,10 +129,12 @@ namespace Spine.Unity {
return o;
}
public static Vector3 GetWorldPosition (this Bone bone, UnityEngine.Transform parentTransform) {
return parentTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY));
/// <summary>Gets the bone's Unity World position using its Spine GameObject Transform. UpdateWorldTransform needs to have been called for this to return the correct, updated value.</summary>
public static Vector3 GetWorldPosition (this Bone bone, UnityEngine.Transform spineGameObjectTransform) {
return spineGameObjectTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY));
}
/// <summary>Gets the internal bone matrix as a Unity bonespace-to-skeletonspace transformation matrix.</summary>
public static Matrix4x4 GetMatrix4x4 (this Bone bone) {
return new Matrix4x4 {
m00 = bone.a, m01 = bone.b, m03 = bone.worldX,
@ -138,7 +143,7 @@ namespace Spine.Unity {
};
}
/// <summary>Outputs a 2x2 Transformation Matrix that can convert a skeleton-space position to a bone-local position.</summary>
/// <summary>Calculates a 2x2 Transformation Matrix that can convert a skeleton-space position to a bone-local position.</summary>
public static void GetWorldToLocalMatrix (this Bone bone, out float ia, out float ib, out float ic, out float id) {
float a = bone.a, b = bone.b, c = bone.c, d = bone.d;
float invDet = 1 / (a * d - b * c);
@ -236,6 +241,8 @@ namespace Spine.Unity {
}
namespace Spine {
using System.Collections.Generic;
public static class SkeletonExtensions {
public static bool IsWeighted (this VertexAttachment va) {
return va.bones != null && va.bones.Length > 0;
@ -259,6 +266,85 @@ namespace Spine {
animation.Apply(skeleton, lastTime, time, loop, events, 1f, false, false);
}
internal static void SetPropertyToSetupPose (this Skeleton skeleton, int propertyID) {
int tt = propertyID >> 24;
var timelineType = (TimelineType)tt;
int i = propertyID - (tt << 24);
Bone bone;
IkConstraint ikc;
PathConstraint pc;
switch (timelineType) {
// Bone
case TimelineType.Rotate:
bone = skeleton.bones.Items[i];
bone.rotation = bone.data.rotation;
break;
case TimelineType.Translate:
bone = skeleton.bones.Items[i];
bone.x = bone.data.x;
bone.y = bone.data.y;
break;
case TimelineType.Scale:
bone = skeleton.bones.Items[i];
bone.scaleX = bone.data.scaleX;
bone.scaleY = bone.data.scaleY;
break;
case TimelineType.Shear:
bone = skeleton.bones.Items[i];
bone.shearX = bone.data.shearX;
bone.shearY = bone.data.shearY;
break;
// Slot
case TimelineType.Attachment:
skeleton.SetSlotAttachmentToSetupPose(i);
break;
case TimelineType.Color:
skeleton.slots.Items[i].SetColorToSetupPose();
break;
case TimelineType.Deform:
skeleton.slots.Items[i].attachmentVertices.Clear();
break;
// Skeleton
case TimelineType.DrawOrder:
skeleton.SetDrawOrderToSetupPose();
break;
// IK Constraint
case TimelineType.IkConstraint:
ikc = skeleton.ikConstraints.Items[i];
ikc.mix = ikc.data.mix;
ikc.bendDirection = ikc.data.bendDirection;
break;
case TimelineType.TransformConstraint:
var tc = skeleton.transformConstraints.Items[i];
var tcData = tc.data;
tc.rotateMix = tcData.rotateMix;
tc.translateMix = tcData.translateMix;
tc.scaleMix = tcData.scaleMix;
tc.shearMix = tcData.shearMix;
break;
// Path Constraint
case TimelineType.PathConstraintPosition:
pc = skeleton.pathConstraints.Items[i];
pc.position = pc.data.position;
break;
case TimelineType.PathConstraintSpacing:
pc = skeleton.pathConstraints.Items[i];
pc.spacing = pc.data.spacing;
break;
case TimelineType.PathConstraintMix:
pc = skeleton.pathConstraints.Items[i];
pc.rotateMix = pc.data.rotateMix;
pc.translateMix = pc.data.translateMix;
break;
}
}
/// <summary>Resets the DrawOrder to the Setup Pose's draw order</summary>
public static void SetDrawOrderToSetupPose (this Skeleton skeleton) {
var slotsItems = skeleton.slots.Items;
@ -315,5 +401,19 @@ namespace Spine {
animation.Apply(skeleton, 0, 0, false, null, 0, true, true);
}
#endregion
#region Skins
/// <summary><see cref="Spine.Skin.FindNamesForSlot(int,List)"/></summary>
public static void FindNamesForSlot (this Skin skin, string slotName, SkeletonData skeletonData, List<string> results) {
int slotIndex = skeletonData.FindSlotIndex(slotName);
skin.FindNamesForSlot(slotIndex, results);
}
/// <summary><see cref="Spine.Skin.FindAttachmentsForSlot(int,List)"/></summary>
public static void FindAttachmentsForSlot (this Skin skin, string slotName, SkeletonData skeletonData, List<Attachment> results) {
int slotIndex = skeletonData.FindSlotIndex(slotName);
skin.FindAttachmentsForSlot(slotIndex, results);
}
#endregion
}
}