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https://github.com/EsotericSoftware/spine-runtimes.git
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Merge remote-tracking branch 'upstream/master'
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commit
54d03443cd
@ -413,9 +413,16 @@ function Animation.AttachmentTimeline.new ()
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end
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local attachmentName = self.attachmentNames[frameIndex]
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local attachment
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if attachmentName then attachment = skeleton:getAttachment(self.slotName, attachmentName) end
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skeleton:findSlot(self.slotName):setAttachment(attachment)
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local slot = skeleton.slotsByName[self.slotName]
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if attachmentName then
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if not slot.attachment then
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slot:setAttachment(skeleton:getAttachment(self.slotName, attachmentName))
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elseif slot.attachment.name ~= attachmentName then
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slot:setAttachment(skeleton:getAttachment(self.slotName, attachmentName))
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end
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else
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slot:setAttachment(nil)
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end
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end
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return self
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@ -35,6 +35,7 @@ function Skeleton.new (skeletonData)
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data = skeletonData,
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bones = {},
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slots = {},
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slotsByName = {},
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drawOrder = {}
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}
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@ -73,13 +74,10 @@ function Skeleton.new (skeletonData)
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return nil
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end
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function self:findSlot (slotName)
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if not slotName then error("slotName cannot be nil.", 2) end
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for i,slot in ipairs(self.slots) do
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if slot.data.name == slotName then return slot end
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end
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return nil
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end
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function self:findSlot (slotName)
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if not slotName then error("slotName cannot be nil.", 2) end
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return slotsByName[slotName]
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end
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function self:setSkin (skinName)
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local newSkin
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@ -106,7 +104,7 @@ function Skeleton.new (skeletonData)
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function self:getAttachment (slotName, attachmentName)
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if not slotName then error("slotName cannot be nil.", 2) end
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if not attachmentName then error("attachmentName cannot be nil.", 2) end
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local slotIndex = self.data:findSlotIndex(slotName)
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local slotIndex = skeletonData.slotNameIndices[slotName]
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if slotIndex == -1 then error("Slot not found: " .. slotName, 2) end
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if self.skin then
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local attachment = self.skin:getAttachment(slotIndex, attachmentName)
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@ -147,6 +145,7 @@ function Skeleton.new (skeletonData)
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local bone = self.bones[spine.utils.indexOf(skeletonData.bones, slotData.boneData)]
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local slot = Slot.new(slotData, self, bone)
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table.insert(self.slots, slot)
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self.slotsByName[slot.data.name] = slot
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table.insert(self.drawOrder, slot)
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end
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@ -28,6 +28,7 @@ function SkeletonData.new ()
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local self = {
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bones = {},
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slots = {},
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slotNameIndices = {},
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skins = {},
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animations = {}
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}
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@ -58,10 +59,7 @@ function SkeletonData.new ()
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function self:findSlotIndex (slotName)
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if not slotName then error("slotName cannot be nil.", 2) end
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for i,slot in ipairs(self.slots) do
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if slot.name == slotName then return i end
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end
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return -1
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return slotNameIndices[slotName] or -1
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end
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function self:findSkin (skinName)
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@ -29,7 +29,6 @@ local SlotData = require "spine-lua.SlotData"
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local Skin = require "spine-lua.Skin"
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local AttachmentLoader = require "spine-lua.AttachmentLoader"
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local Animation = require "spine-lua.Animation"
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local TIMELINE_SCALE = "scale"
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local TIMELINE_ROTATE = "rotate"
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local TIMELINE_TRANSLATE = "translate"
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@ -102,8 +101,9 @@ function SkeletonJson.new (attachmentLoader)
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end
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slotData.attachmentName = slotMap["attachment"]
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table.insert(skeletonData.slots, slotData)
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table.insert(skeletonData.slots, slotData)
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skeletonData.slotNameIndices[slotData.name] = #skeletonData.slots
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end
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end
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@ -113,7 +113,7 @@ function SkeletonJson.new (attachmentLoader)
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for skinName,skinMap in pairs(map) do
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local skin = Skin.new(skinName)
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for slotName,slotMap in pairs(skinMap) do
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local slotIndex = skeletonData:findSlotIndex(slotName)
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local slotIndex = skeletonData.slotNameIndices[slotName]
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for attachmentName,attachmentMap in pairs(slotMap) do
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local attachment = readAttachment(attachmentName, attachmentMap, self.scale)
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if attachment then
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@ -213,7 +213,7 @@ function SkeletonJson.new (attachmentLoader)
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local slotsMap = map["slots"]
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if slotsMap then
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for slotName,timelineMap in pairs(slotsMap) do
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local slotIndex = skeletonData:findSlotIndex(slotName)
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local slotIndex = skeletonData.slotNameIndices[slotName]
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for timelineName,values in pairs(timelineMap) do
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if timelineName == TIMELINE_COLOR then
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@ -36,8 +36,9 @@ public class SkeletonComponent : MonoBehaviour {
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public String initialSkinName;
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public float timeScale = 1;
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private Mesh mesh;
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private int lastVertexCount;
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private Vector3[] vertices;
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private Color[] colors;
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private Color32[] colors;
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private Vector2[] uvs;
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private int[] triangles;
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private float[] vertexPositions = new float[8];
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@ -99,11 +100,13 @@ public class SkeletonComponent : MonoBehaviour {
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// Ensure mesh data is the right size.
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Vector3[] vertices = this.vertices;
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bool newTriangles = quadCount > vertices.Length / 4;
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int vertexCount = quadCount * 4;
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bool newTriangles = vertexCount > vertices.Length;
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if (newTriangles) {
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this.vertices = vertices = new Vector3[quadCount * 4];
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colors = new Color[quadCount * 4];
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uvs = new Vector2[quadCount * 4];
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// Not enough vertices, increase size.
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this.vertices = vertices = new Vector3[vertexCount];
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colors = new Color32[vertexCount];
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uvs = new Vector2[vertexCount];
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triangles = new int[quadCount * 6];
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mesh.Clear();
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@ -118,15 +121,17 @@ public class SkeletonComponent : MonoBehaviour {
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triangles[index + 5] = vertex + 1;
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}
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} else {
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// Too many vertices, zero the extra.
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Vector3 zero = new Vector3(0, 0, 0);
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for (int i = quadCount * 4, n = vertices.Length; i < n; i++)
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for (int i = vertexCount, n = lastVertexCount; i < n; i++)
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vertices[i] = zero;
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}
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lastVertexCount = vertexCount;
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// Setup mesh.
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float[] vertexPositions = this.vertexPositions;
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int vertexIndex = 0;
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Color color = new Color();
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Color32 color = new Color32();
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for (int i = 0, n = drawOrder.Count; i < n; i++) {
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Slot slot = drawOrder[i];
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RegionAttachment regionAttachment = slot.Attachment as RegionAttachment;
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@ -139,10 +144,10 @@ public class SkeletonComponent : MonoBehaviour {
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vertices[vertexIndex + 2] = new Vector3(vertexPositions[RegionAttachment.X2], vertexPositions[RegionAttachment.Y2], 0);
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vertices[vertexIndex + 3] = new Vector3(vertexPositions[RegionAttachment.X3], vertexPositions[RegionAttachment.Y3], 0);
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color.a = skeleton.A * slot.A;
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color.r = skeleton.R * slot.R * color.a;
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color.g = skeleton.G * slot.G * color.a;
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color.b = skeleton.B * slot.B * color.a;
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color.a = (byte)(skeleton.A * slot.A * 255);
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color.r = (byte)(skeleton.R * slot.R * color.a);
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color.g = (byte)(skeleton.G * slot.G * color.a);
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color.b = (byte)(skeleton.B * slot.B * color.a);
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colors[vertexIndex] = color;
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colors[vertexIndex + 1] = color;
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colors[vertexIndex + 2] = color;
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@ -157,7 +162,7 @@ public class SkeletonComponent : MonoBehaviour {
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vertexIndex += 4;
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}
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mesh.vertices = vertices;
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mesh.colors = colors;
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mesh.colors32 = colors;
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mesh.uv = uvs;
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if (newTriangles) mesh.triangles = triangles;
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}
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