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https://github.com/EsotericSoftware/spine-runtimes.git
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[csharp] Fixed mixing unweighted meshes that aren't keyed on frame zero. a8e1faf4dd
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f9a4107e41
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@ -797,6 +797,8 @@ namespace Spine {
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}
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public class DeformTimeline : CurveTimeline {
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public class DeformTimeline : CurveTimeline {
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static float[] zeros = new float[64];
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internal int slotIndex;
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internal int slotIndex;
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internal float[] frames;
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internal float[] frames;
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internal float[][] frameVertices;
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internal float[][] frameVertices;
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@ -825,43 +827,58 @@ namespace Spine {
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override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, MixPose pose, MixDirection direction) {
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override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, MixPose pose, MixDirection direction) {
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Slot slot = skeleton.slots.Items[slotIndex];
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Slot slot = skeleton.slots.Items[slotIndex];
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VertexAttachment slotAttachment = slot.attachment as VertexAttachment;
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VertexAttachment vertexAttachment = slot.attachment as VertexAttachment;
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if (slotAttachment == null || !slotAttachment.ApplyDeform(attachment)) return;
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if (vertexAttachment == null || !vertexAttachment.ApplyDeform(attachment)) return;
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var verticesArray = slot.attachmentVertices;
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var verticesArray = slot.attachmentVertices;
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float[][] frameVertices = this.frameVertices;
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float[][] frameVertices = this.frameVertices;
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int vertexCount = frameVertices[0].Length;
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int vertexCount = frameVertices[0].Length;
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if (verticesArray.Count != vertexCount && pose != MixPose.Setup) alpha = 1; // Don't mix from uninitialized slot vertices.
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if (verticesArray.Capacity < vertexCount) verticesArray.Capacity = vertexCount; // verticesArray.SetSize(vertexCount) // Ensure size and preemptively set count.
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// verticesArray.SetSize(vertexCount) // Ensure size and preemptively set count.
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if (verticesArray.Capacity < vertexCount) verticesArray.Capacity = vertexCount;
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verticesArray.Count = vertexCount;
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verticesArray.Count = vertexCount;
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float[] vertices = verticesArray.Items;
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float[] vertices = verticesArray.Items;
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float[] frames = this.frames;
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float[] frames = this.frames;
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if (time < frames[0]) {
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if (time < frames[0]) {
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switch (pose) {
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switch (pose) {
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case MixPose.Setup:
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case MixPose.Setup:
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verticesArray.Clear();
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float[] zeroVertices;
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if (vertexAttachment.bones == null) {
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// Unweighted vertex positions (setup pose).
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zeroVertices = vertexAttachment.vertices;
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} else {
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// Weighted deform offsets (zeros).
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zeroVertices = DeformTimeline.zeros;
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if (zeroVertices.Length < vertexCount) DeformTimeline.zeros = zeroVertices = new float[vertexCount];
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}
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Array.Copy(zeroVertices, 0, vertices, 0, vertexCount);
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return;
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return;
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case MixPose.Current:
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case MixPose.Current:
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alpha = 1 - alpha;
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if (alpha == 1) return;
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for (int i = 0; i < vertexCount; i++)
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if (vertexAttachment.bones == null) {
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vertices[i] *= alpha;
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// Unweighted vertex positions.
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float[] setupVertices = vertexAttachment.vertices;
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for (int i = 0; i < vertexCount; i++)
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vertices[i] += (setupVertices[i] - vertices[i]) * alpha;
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} else {
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// Weighted deform offsets.
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alpha = 1 - alpha;
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for (int i = 0; i < vertexCount; i++)
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vertices[i] *= alpha;
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}
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return;
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default:
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return;
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return;
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}
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}
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return;
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}
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}
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if (time >= frames[frames.Length - 1]) { // Time is after last frame.
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if (time >= frames[frames.Length - 1]) { // Time is after last frame.
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float[] lastVertices = frameVertices[frames.Length - 1];
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float[] lastVertices = frameVertices[frames.Length - 1];
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if (alpha == 1) {
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if (alpha == 1) {
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// Vertex positions or deform offsets, no alpha.
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// Vertex positions or deform offsets, no alpha.
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Array.Copy(lastVertices, 0, vertices, 0, vertexCount);
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Array.Copy(lastVertices, 0, vertices, 0, vertexCount);
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} else if (pose == MixPose.Setup) {
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} else if (pose == MixPose.Setup) {
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VertexAttachment vertexAttachment = slotAttachment;
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if (vertexAttachment.bones == null) {
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if (vertexAttachment.bones == null) {
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// Unweighted vertex positions, with alpha.
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// Unweighted vertex positions, with alpha.
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float[] setupVertices = vertexAttachment.vertices;
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float[] setupVertices = vertexAttachment.vertices;
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@ -896,7 +913,6 @@ namespace Spine {
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vertices[i] = prev + (nextVertices[i] - prev) * percent;
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vertices[i] = prev + (nextVertices[i] - prev) * percent;
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}
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}
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} else if (pose == MixPose.Setup) {
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} else if (pose == MixPose.Setup) {
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VertexAttachment vertexAttachment = (VertexAttachment)slotAttachment;
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if (vertexAttachment.bones == null) {
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if (vertexAttachment.bones == null) {
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// Unweighted vertex positions, with alpha.
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// Unweighted vertex positions, with alpha.
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var setupVertices = vertexAttachment.vertices;
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var setupVertices = vertexAttachment.vertices;
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