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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
Clean up.
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69a611fbf2
commit
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@ -637,10 +637,6 @@ namespace Spine {
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frames = new float[frameCount * 3];
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frames = new float[frameCount * 3];
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}
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}
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public float[] getFrames () {
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return frames;
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}
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/** Sets the time, mix and bend direction of the specified keyframe. */
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/** Sets the time, mix and bend direction of the specified keyframe. */
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public void setFrame (int frameIndex, float time, float mix, int bendDirection) {
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public void setFrame (int frameIndex, float time, float mix, int bendDirection) {
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frameIndex *= 3;
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frameIndex *= 3;
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@ -134,8 +134,8 @@ namespace Spine {
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float m00 = this.m00, m10 = this.m10, m01 = this.m01, m11 = this.m11;
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float m00 = this.m00, m10 = this.m10, m01 = this.m01, m11 = this.m11;
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Skeleton skeleton = this.skeleton;
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Skeleton skeleton = this.skeleton;
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if (skeleton.flipX != (skeleton.flipY != yDown)) {
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if (skeleton.flipX != (skeleton.flipY != yDown)) {
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m00 *= -1;
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m00 = -m00;
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m11 *= -1;
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m11 = -m11;
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}
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}
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float invDet = 1 / (m00 * m11 - m01 * m10);
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float invDet = 1 / (m00 * m11 - m01 * m10);
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localX = (dx * m00 * invDet - dy * m01 * invDet);
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localX = (dx * m00 * invDet - dy * m01 * invDet);
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@ -38,8 +38,8 @@ namespace Spine {
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internal IkConstraintData data;
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internal IkConstraintData data;
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internal List<Bone> bones = new List<Bone>();
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internal List<Bone> bones = new List<Bone>();
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internal Bone target;
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internal Bone target;
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internal int bendDirection = 1;
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internal int bendDirection;
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internal float mix = 1;
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internal float mix;
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public IkConstraintData Data { get { return data; } }
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public IkConstraintData Data { get { return data; } }
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public List<Bone> Bones { get { return bones; } }
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public List<Bone> Bones { get { return bones; } }
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@ -48,6 +48,8 @@ namespace Spine {
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public float Mix { get { return mix; } set { mix = value; } }
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public float Mix { get { return mix; } set { mix = value; } }
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public IkConstraint (IkConstraintData data, Skeleton skeleton) {
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public IkConstraint (IkConstraintData data, Skeleton skeleton) {
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if (data == null) throw new ArgumentNullException("data cannot be null.");
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if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null.");
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this.data = data;
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this.data = data;
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mix = data.mix;
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mix = data.mix;
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bendDirection = data.bendDirection;
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bendDirection = data.bendDirection;
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@ -37,7 +37,7 @@ namespace Spine {
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internal List<Bone> bones;
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internal List<Bone> bones;
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internal List<Slot> slots;
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internal List<Slot> slots;
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internal List<Slot> drawOrder;
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internal List<Slot> drawOrder;
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internal List<IkConstraint> ikConstraints = new List<IkConstraint>();
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internal List<IkConstraint> ikConstraints;
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private List<List<Bone>> boneCache = new List<List<Bone>>();
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private List<List<Bone>> boneCache = new List<List<Bone>>();
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internal Skin skin;
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internal Skin skin;
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internal float r = 1, g = 1, b = 1, a = 1;
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internal float r = 1, g = 1, b = 1, a = 1;
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@ -74,12 +74,9 @@ namespace Spine {
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bones = new List<Bone>(data.bones.Count);
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bones = new List<Bone>(data.bones.Count);
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foreach (BoneData boneData in data.bones) {
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foreach (BoneData boneData in data.bones) {
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Bone parent = boneData.parent == null ? null : bones[data.bones.IndexOf(boneData.parent)];
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Bone parent = boneData.parent == null ? null : bones[data.bones.IndexOf(boneData.parent)];
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bones.Add(new Bone(boneData, this, parent));
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Bone bone = new Bone(boneData, this, parent);
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}
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if (parent != null) parent.children.Add(bone);
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bones.Add(bone);
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foreach(Bone b in bones){
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if(b.Parent != null)
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b.Parent.children.Add(b);
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}
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}
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slots = new List<Slot>(data.slots.Count);
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slots = new List<Slot>(data.slots.Count);
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@ -136,7 +136,7 @@ namespace Spine {
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return null;
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return null;
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}
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}
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// --- IK
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// --- IK constraints.
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/// <returns>May be null.</returns>
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/// <returns>May be null.</returns>
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public IkConstraintData FindIkConstraint (String ikConstraintName) {
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public IkConstraintData FindIkConstraint (String ikConstraintName) {
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@ -96,7 +96,7 @@ namespace Spine {
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skeletonData.hash = (String)skeletonMap["hash"];
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skeletonData.hash = (String)skeletonMap["hash"];
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skeletonData.version = (String)skeletonMap["spine"];
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skeletonData.version = (String)skeletonMap["spine"];
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skeletonData.width = GetFloat(skeletonMap, "width", 0);
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skeletonData.width = GetFloat(skeletonMap, "width", 0);
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skeletonData.height = GetFloat(skeletonMap, "width", 1);
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skeletonData.height = GetFloat(skeletonMap, "height", 0);
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}
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}
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// Bones.
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// Bones.
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@ -264,8 +264,8 @@ public class Bone {
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float m00 = this.m00, m10 = this.m10, m01 = this.m01, m11 = this.m11;
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float m00 = this.m00, m10 = this.m10, m01 = this.m01, m11 = this.m11;
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Skeleton skeleton = this.skeleton;
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Skeleton skeleton = this.skeleton;
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if (skeleton.flipX != skeleton.flipY) {
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if (skeleton.flipX != skeleton.flipY) {
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m00 *= -1;
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m00 = -m00;
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m11 *= -1;
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m11 = -m11;
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}
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}
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float invDet = 1 / (m00 * m11 - m01 * m10);
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float invDet = 1 / (m00 * m11 - m01 * m10);
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world.x = (x * m00 * invDet - y * m01 * invDet);
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world.x = (x * m00 * invDet - y * m01 * invDet);
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