diff --git a/spine-c/spine-c/src/spine/Animation.c b/spine-c/spine-c/src/spine/Animation.c
index 51771caeb..0c2c7194f 100644
--- a/spine-c/spine-c/src/spine/Animation.c
+++ b/spine-c/spine-c/src/spine/Animation.c
@@ -851,22 +851,35 @@ void _spDeformTimeline_apply (const spTimeline* timeline, spSkeleton* skeleton,
slot->attachmentVerticesCapacity = vertexCount;
}
}
- if (slot->attachmentVerticesCount != vertexCount && pose != SP_MIX_POSE_SETUP) alpha = 1; /* Don't mix from uninitialized slot vertices. */
slot->attachmentVerticesCount = vertexCount;
frameVertices = self->frameVertices;
vertices = slot->attachmentVertices;
if (time < frames[0]) { /* Time is before first frame. */
+ spVertexAttachment* vertexAttachment = SUB_CAST(spVertexAttachment, slot->attachment);
switch (pose) {
case SP_MIX_POSE_SETUP:
- slot->attachmentVerticesCount = 0;
+ if (!vertexAttachment->bones) {
+ memcpy(vertices, vertexAttachment->vertices, vertexCount * sizeof(float));
+ } else {
+ for (i = 0; i < vertexCount; i++) vertices[i] = 0;
+ }
return;
case SP_MIX_POSE_CURRENT:
case SP_MIX_POSE_CURRENT_LAYERED: /* to appease compiler */
- alpha = 1 - alpha;
- for (i = 0; i < vertexCount; i++)
- vertices[i] *= alpha;
+ if (alpha == 1) break;
+ if (!vertexAttachment->bones) {
+ float* setupVertices = vertexAttachment->vertices;
+ for (i = 0; i < vertexCount; i++) {
+ vertices[i] += (setupVertices[i] - vertices[i]) * alpha;
+ }
+ } else {
+ alpha = 1 - alpha;
+ for (i = 0; i < vertexCount; i++) {
+ vertices[i] *= alpha;
+ }
+ }
}
return;
}
diff --git a/spine-unity/Assets/spine-unity/Editor/SpineAttributeDrawers.cs b/spine-unity/Assets/spine-unity/Editor/SpineAttributeDrawers.cs
index 82bb77b14..505a31ae0 100644
--- a/spine-unity/Assets/spine-unity/Editor/SpineAttributeDrawers.cs
+++ b/spine-unity/Assets/spine-unity/Editor/SpineAttributeDrawers.cs
@@ -99,8 +99,9 @@ namespace Spine.Unity.Editor {
skeletonDataAsset = property.serializedObject.targetObject as SkeletonDataAsset;
if (skeletonDataAsset == null) return;
}
-
+
position = EditorGUI.PrefixLabel(position, label);
+
var image = Icon;
var propertyStringValue = (property.hasMultipleDifferentValues) ? SpineInspectorUtility.EmDash : property.stringValue;
if (GUI.Button(position, string.IsNullOrEmpty(propertyStringValue) ? NoneLabel(image) : SpineInspectorUtility.TempContent(propertyStringValue, image), EditorStyles.popup))
diff --git a/spine-unity/Assets/spine-unity/Modules/BoundingBoxFollower/BoundingBoxFollower.cs b/spine-unity/Assets/spine-unity/Modules/BoundingBoxFollower/BoundingBoxFollower.cs
index 2e5820c12..74c7029df 100644
--- a/spine-unity/Assets/spine-unity/Modules/BoundingBoxFollower/BoundingBoxFollower.cs
+++ b/spine-unity/Assets/spine-unity/Modules/BoundingBoxFollower/BoundingBoxFollower.cs
@@ -79,7 +79,7 @@ namespace Spine.Unity {
///
/// Initialize and instantiate the BoundingBoxFollower colliders. This is method checks if the BoundingBoxFollower has already been initialized for the skeleton instance and slotName and prevents overwriting unless it detects a new setup.
- public void Initialize () {
+ public void Initialize (bool overwrite = false) {
if (skeletonRenderer == null)
return;
@@ -89,7 +89,9 @@ namespace Spine.Unity {
return;
// Don't reinitialize if the setup did not change.
- if (colliderTable.Count > 0 && slot != null // Slot is set and colliders already populated.
+ if (!overwrite
+ &&
+ colliderTable.Count > 0 && slot != null // Slot is set and colliders already populated.
&&
skeletonRenderer.skeleton == slot.Skeleton // Skeleton object did not change.
&&
@@ -110,27 +112,10 @@ namespace Spine.Unity {
}
if (this.gameObject.activeInHierarchy) {
- foreach (var skin in skeleton.Data.Skins) {
- var attachmentNames = new List();
- skin.FindNamesForSlot(slotIndex, attachmentNames);
+ foreach (var skin in skeleton.Data.Skins)
+ AddSkin(skin, skeleton, slotIndex);
- foreach (var skinKey in attachmentNames) {
- var attachment = skin.GetAttachment(slotIndex, skinKey);
- var boundingBoxAttachment = attachment as BoundingBoxAttachment;
-
- if (BoundingBoxFollower.DebugMessages && attachment != null && boundingBoxAttachment == null)
- Debug.Log("BoundingBoxFollower tried to follow a slot that contains non-boundingbox attachments: " + slotName);
-
- if (boundingBoxAttachment != null) {
- var bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(boundingBoxAttachment, slot, gameObject, isTrigger);
- bbCollider.enabled = false;
- bbCollider.hideFlags = HideFlags.NotEditable;
- bbCollider.isTrigger = IsTrigger;
- colliderTable.Add(boundingBoxAttachment, bbCollider);
- nameTable.Add(boundingBoxAttachment, skinKey);
- }
- }
- }
+ AddSkin(skeleton.skin, skeleton, slotIndex);
}
if (BoundingBoxFollower.DebugMessages) {
@@ -144,6 +129,28 @@ namespace Spine.Unity {
}
}
+ void AddSkin (Skin skin, Skeleton skeleton, int slotIndex) {
+ var attachmentNames = new List();
+ skin.FindNamesForSlot(slotIndex, attachmentNames);
+
+ foreach (var skinKey in attachmentNames) {
+ var attachment = skin.GetAttachment(slotIndex, skinKey);
+ var boundingBoxAttachment = attachment as BoundingBoxAttachment;
+
+ if (BoundingBoxFollower.DebugMessages && attachment != null && boundingBoxAttachment == null)
+ Debug.Log("BoundingBoxFollower tried to follow a slot that contains non-boundingbox attachments: " + slotName);
+
+ if (boundingBoxAttachment != null) {
+ var bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(boundingBoxAttachment, slot, gameObject, isTrigger);
+ bbCollider.enabled = false;
+ bbCollider.hideFlags = HideFlags.NotEditable;
+ bbCollider.isTrigger = IsTrigger;
+ colliderTable.Add(boundingBoxAttachment, bbCollider);
+ nameTable.Add(boundingBoxAttachment, skinKey);
+ }
+ }
+ }
+
void OnDisable () {
if (clearStateOnDisable)
ClearState();
@@ -206,13 +213,23 @@ namespace Spine.Unity {
if (bbAttachment == null) {
currentCollider = null;
+ currentAttachment = null;
+ currentAttachmentName = null;
} else {
- currentCollider = colliderTable[bbAttachment];
- currentCollider.enabled = true;
+ PolygonCollider2D foundCollider;
+ colliderTable.TryGetValue(bbAttachment, out foundCollider);
+ if (foundCollider != null) {
+ currentCollider = foundCollider;
+ currentCollider.enabled = true;
+ currentAttachment = bbAttachment;
+ currentAttachmentName = nameTable[bbAttachment];
+ } else {
+ currentCollider = null;
+ currentAttachment = bbAttachment;
+ currentAttachmentName = null;
+ if (BoundingBoxFollower.DebugMessages) Debug.LogFormat("Collider for BoundingBoxAttachment named '{0}' was not initialized. It is possibly from a new skin. currentAttachmentName will be null. You may need to call BoundingBoxFollower.Initialize(overwrite: true);", bbAttachment.Name);
+ }
}
-
- currentAttachment = bbAttachment;
- currentAttachmentName = currentAttachment == null ? null : nameTable[bbAttachment];
}
}
diff --git a/spine-unity/Assets/spine-unity/Modules/Ragdoll/SkeletonRagdoll2D.cs b/spine-unity/Assets/spine-unity/Modules/Ragdoll/SkeletonRagdoll2D.cs
index 3558ee1d7..0e9c0aba2 100644
--- a/spine-unity/Assets/spine-unity/Modules/Ragdoll/SkeletonRagdoll2D.cs
+++ b/spine-unity/Assets/spine-unity/Modules/Ragdoll/SkeletonRagdoll2D.cs
@@ -1,410 +1,410 @@
-/******************************************************************************
- * Spine Runtimes Software License v2.5
- *
- * Copyright (c) 2013-2016, 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 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 develop new applications using the Spine Runtimes or otherwise
- * create derivative works or improvements of the Spine Runtimes 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, BUSINESS INTERRUPTION, OR LOSS OF
- * USE, DATA, OR PROFITS) 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.
- *****************************************************************************/
-
-// Contributed by: Mitch Thompson
-
-using UnityEngine;
-using System.Collections;
-using System.Collections.Generic;
-
-namespace Spine.Unity.Modules {
- [RequireComponent(typeof(SkeletonRenderer))]
- public class SkeletonRagdoll2D : MonoBehaviour {
- static Transform parentSpaceHelper;
-
- #region Inspector
- [Header("Hierarchy")]
- [SpineBone]
- public string startingBoneName = "";
- [SpineBone]
- public List stopBoneNames = new List();
-
- [Header("Parameters")]
- public bool applyOnStart;
- [Tooltip("Warning! You will have to re-enable and tune mix values manually if attempting to remove the ragdoll system.")]
- public bool disableIK = true;
- public bool disableOtherConstraints = false;
- [Space]
- [Tooltip("Set RootRigidbody IsKinematic to true when Apply is called.")]
- public bool pinStartBone;
- public float gravityScale = 1;
- [Tooltip("If no BoundingBox Attachment is attached to a bone, this becomes the default Width or Radius of a Bone's ragdoll Rigidbody")]
- public float thickness = 0.125f;
- [Tooltip("Default rotational limit value. Min is negative this value, Max is this value.")]
- public float rotationLimit = 20;
- public float rootMass = 20;
- [Tooltip("If your ragdoll seems unstable or uneffected by limits, try lowering this value.")]
- [Range(0.01f, 1f)]
- public float massFalloffFactor = 0.4f;
- [Tooltip("The layer assigned to all of the rigidbody parts.")]
- [SkeletonRagdoll.LayerField]
- public int colliderLayer = 0;
- [Range(0, 1)]
- public float mix = 1;
- #endregion
-
- ISkeletonAnimation targetSkeletonComponent;
- Skeleton skeleton;
- Dictionary boneTable = new Dictionary();
- Transform ragdollRoot;
- public Rigidbody2D RootRigidbody { get; private set; }
- public Bone StartingBone { get; private set; }
- Vector2 rootOffset;
- public Vector3 RootOffset { get { return this.rootOffset; } }
- bool isActive;
- public bool IsActive { get { return this.isActive; } }
-
- IEnumerator Start () {
- if (parentSpaceHelper == null) {
- parentSpaceHelper = (new GameObject("Parent Space Helper")).transform;
- }
-
- targetSkeletonComponent = GetComponent() as ISkeletonAnimation;
- if (targetSkeletonComponent == null) Debug.LogError("Attached Spine component does not implement ISkeletonAnimation. This script is not compatible.");
- skeleton = targetSkeletonComponent.Skeleton;
-
- if (applyOnStart) {
- yield return null;
- Apply();
- }
- }
-
- #region API
- public Rigidbody2D[] RigidbodyArray {
- get {
- if (!isActive)
- return new Rigidbody2D[0];
-
- var rigidBodies = new Rigidbody2D[boneTable.Count];
- int i = 0;
- foreach (Transform t in boneTable.Values) {
- rigidBodies[i] = t.GetComponent();
- i++;
- }
-
- return rigidBodies;
- }
- }
-
- public Vector3 EstimatedSkeletonPosition {
- get { return this.RootRigidbody.position - rootOffset; }
- }
-
- /// Instantiates the ragdoll simulation and applies its transforms to the skeleton.
- public void Apply () {
- isActive = true;
- mix = 1;
-
- Bone startingBone = this.StartingBone = skeleton.FindBone(startingBoneName);
- RecursivelyCreateBoneProxies(startingBone);
-
- RootRigidbody = boneTable[startingBone].GetComponent();
- RootRigidbody.isKinematic = pinStartBone;
- RootRigidbody.mass = rootMass;
- var boneColliders = new List();
- foreach (var pair in boneTable) {
- var b = pair.Key;
- var t = pair.Value;
- Transform parentTransform;
- boneColliders.Add(t.GetComponent());
- if (b == startingBone) {
- ragdollRoot = new GameObject("RagdollRoot").transform;
- ragdollRoot.SetParent(transform, false);
- if (b == skeleton.RootBone) { // RagdollRoot is skeleton root.
- ragdollRoot.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
- ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b));
- } else {
- ragdollRoot.localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
- ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b.Parent));
- }
- parentTransform = ragdollRoot;
- rootOffset = t.position - transform.position;
- } else {
- parentTransform = boneTable[b.Parent];
- }
-
- // Add joint and attach to parent.
- var rbParent = parentTransform.GetComponent();
- if (rbParent != null) {
- var joint = t.gameObject.AddComponent();
- joint.connectedBody = rbParent;
- Vector3 localPos = parentTransform.InverseTransformPoint(t.position);
- joint.connectedAnchor = localPos;
-
- joint.GetComponent().mass = joint.connectedBody.mass * massFalloffFactor;
- joint.limits = new JointAngleLimits2D {
- min = -rotationLimit,
- max = rotationLimit
- };
- joint.useLimits = true;
- }
- }
-
- // Ignore collisions among bones.
- for (int x = 0; x < boneColliders.Count; x++) {
- for (int y = 0; y < boneColliders.Count; y++) {
- if (x == y) continue;
- Physics2D.IgnoreCollision(boneColliders[x], boneColliders[y]);
- }
- }
-
- // Destroy existing override-mode SkeletonUtility bones.
- var utilityBones = GetComponentsInChildren();
- if (utilityBones.Length > 0) {
- var destroyedUtilityBoneNames = new List();
- foreach (var ub in utilityBones) {
- if (ub.mode == SkeletonUtilityBone.Mode.Override) {
- destroyedUtilityBoneNames.Add(ub.gameObject.name);
- Destroy(ub.gameObject);
- }
- }
- if (destroyedUtilityBoneNames.Count > 0) {
- string msg = "Destroyed Utility Bones: ";
- for (int i = 0; i < destroyedUtilityBoneNames.Count; i++) {
- msg += destroyedUtilityBoneNames[i];
- if (i != destroyedUtilityBoneNames.Count - 1) {
- msg += ",";
- }
- }
- Debug.LogWarning(msg);
- }
- }
-
- // Disable skeleton constraints.
- if (disableIK) {
- var ikConstraints = skeleton.IkConstraints;
- for (int i = 0, n = ikConstraints.Count; i < n; i++)
- ikConstraints.Items[i].mix = 0;
- }
-
- if (disableOtherConstraints) {
- var transformConstraints = skeleton.transformConstraints;
- for (int i = 0, n = transformConstraints.Count; i < n; i++) {
- transformConstraints.Items[i].rotateMix = 0;
- transformConstraints.Items[i].scaleMix = 0;
- transformConstraints.Items[i].shearMix = 0;
- transformConstraints.Items[i].translateMix = 0;
- }
-
- var pathConstraints = skeleton.pathConstraints;
- for (int i = 0, n = pathConstraints.Count; i < n; i++) {
- pathConstraints.Items[i].rotateMix = 0;
- pathConstraints.Items[i].translateMix = 0;
- }
- }
-
- targetSkeletonComponent.UpdateWorld += UpdateSpineSkeleton;
- }
-
- /// Transitions the mix value from the current value to a target value.
- public Coroutine SmoothMix (float target, float duration) {
- return StartCoroutine(SmoothMixCoroutine(target, duration));
- }
-
- IEnumerator SmoothMixCoroutine (float target, float duration) {
- float startTime = Time.time;
- float startMix = mix;
- while (mix > 0) {
- skeleton.SetBonesToSetupPose();
- mix = Mathf.SmoothStep(startMix, target, (Time.time - startTime) / duration);
- yield return null;
- }
- }
-
- /// Set the transform world position while preserving the ragdoll parts world position.
- public void SetSkeletonPosition (Vector3 worldPosition) {
- if (!isActive) {
- Debug.LogWarning("Can't call SetSkeletonPosition while Ragdoll is not active!");
- return;
- }
-
- Vector3 offset = worldPosition - transform.position;
- transform.position = worldPosition;
- foreach (Transform t in boneTable.Values)
- t.position -= offset;
-
- UpdateSpineSkeleton(null);
- skeleton.UpdateWorldTransform();
- }
-
- /// Removes the ragdoll instance and effect from the animated skeleton.
- public void Remove () {
- isActive = false;
- foreach (var t in boneTable.Values)
- Destroy(t.gameObject);
-
- Destroy(ragdollRoot.gameObject);
- boneTable.Clear();
- targetSkeletonComponent.UpdateWorld -= UpdateSpineSkeleton;
- }
-
- public Rigidbody2D GetRigidbody (string boneName) {
- var bone = skeleton.FindBone(boneName);
- return (bone != null && boneTable.ContainsKey(bone)) ? boneTable[bone].GetComponent() : null;
- }
- #endregion
-
- /// Generates the ragdoll simulation's Transform and joint setup.
- void RecursivelyCreateBoneProxies (Bone b) {
- string boneName = b.data.name;
- if (stopBoneNames.Contains(boneName))
- return;
-
- var boneGameObject = new GameObject(boneName);
- boneGameObject.layer = this.colliderLayer;
- Transform t = boneGameObject.transform;
- boneTable.Add(b, t);
-
- t.parent = transform;
- t.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
- t.localRotation = Quaternion.Euler(0, 0, b.WorldRotationX - b.shearX);
- t.localScale = new Vector3(b.WorldScaleX, b.WorldScaleY, 0);
-
- // MITCH: You left "todo: proper ragdoll branching"
- var colliders = AttachBoundingBoxRagdollColliders(b, boneGameObject, skeleton, this.gravityScale);
- if (colliders.Count == 0) {
- float length = b.data.length;
- if (length == 0) {
- var circle = boneGameObject.AddComponent();
- circle.radius = thickness * 0.5f;
- } else {
- var box = boneGameObject.AddComponent();
- box.size = new Vector2(length, thickness);
- box.offset = new Vector2(length * 0.5f, 0); // box.center in UNITY_4
- }
- }
-
- var rb = boneGameObject.GetComponent();
- if (rb == null) rb = boneGameObject.AddComponent();
- rb.gravityScale = this.gravityScale;
-
- foreach (Bone child in b.Children)
- RecursivelyCreateBoneProxies(child);
- }
-
- /// Performed every skeleton animation update to translate Unity Transforms positions into Spine bone transforms.
- void UpdateSpineSkeleton (ISkeletonAnimation animatedSkeleton) {
- bool flipX = skeleton.flipX;
- bool flipY = skeleton.flipY;
- bool flipXOR = flipX ^ flipY;
- bool flipOR = flipX || flipY;
- var startingBone = this.StartingBone;
-
- foreach (var pair in boneTable) {
- var b = pair.Key;
- var t = pair.Value;
- bool isStartingBone = (b == startingBone);
- Transform parentTransform = isStartingBone ? ragdollRoot : boneTable[b.Parent];
- Vector3 parentTransformWorldPosition = parentTransform.position;
- Quaternion parentTransformWorldRotation = parentTransform.rotation;
-
- parentSpaceHelper.position = parentTransformWorldPosition;
- parentSpaceHelper.rotation = parentTransformWorldRotation;
- parentSpaceHelper.localScale = parentTransform.localScale;
-
- Vector3 boneWorldPosition = t.position;
- Vector3 right = parentSpaceHelper.InverseTransformDirection(t.right);
-
- Vector3 boneLocalPosition = parentSpaceHelper.InverseTransformPoint(boneWorldPosition);
- float boneLocalRotation = Mathf.Atan2(right.y, right.x) * Mathf.Rad2Deg;
- if (flipOR) {
- if (isStartingBone) {
- if (flipX) boneLocalPosition.x *= -1f;
- if (flipY) boneLocalPosition.y *= -1f;
-
- boneLocalRotation = boneLocalRotation * (flipXOR ? -1f : 1f);
- if (flipX) boneLocalRotation += 180;
- } else {
- if (flipXOR) {
- boneLocalRotation *= -1f;
- boneLocalPosition.y *= -1f; // wtf??
- }
- }
- }
-
- b.x = Mathf.Lerp(b.x, boneLocalPosition.x, mix);
- b.y = Mathf.Lerp(b.y, boneLocalPosition.y, mix);
- b.rotation = Mathf.Lerp(b.rotation, boneLocalRotation, mix);
- //b.AppliedRotation = Mathf.Lerp(b.AppliedRotation, boneLocalRotation, mix);
- }
- }
-
- static List AttachBoundingBoxRagdollColliders (Bone b, GameObject go, Skeleton skeleton, float gravityScale) {
- const string AttachmentNameMarker = "ragdoll";
- var colliders = new List();
- var skin = skeleton.Skin ?? skeleton.Data.DefaultSkin;
-
- var attachments = new List();
- foreach (Slot s in skeleton.Slots) {
- if (s.bone == b) {
- skin.FindAttachmentsForSlot(skeleton.Slots.IndexOf(s), attachments);
- foreach (var a in attachments) {
- var bbAttachment = a as BoundingBoxAttachment;
- if (bbAttachment != null) {
- if (!a.Name.ToLower().Contains(AttachmentNameMarker))
- continue;
-
- var bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(bbAttachment, s, go, isTrigger: false, isKinematic: false, gravityScale: gravityScale);
- colliders.Add(bbCollider);
- }
- }
- }
- }
-
- return colliders;
- }
-
- static float GetPropagatedRotation (Bone b) {
- Bone parent = b.Parent;
- float a = b.AppliedRotation;
- while (parent != null) {
- a += parent.AppliedRotation;
- parent = parent.parent;
- }
- return a;
- }
-
- static Vector3 FlipScale (bool flipX, bool flipY) {
- return new Vector3(flipX ? -1f : 1f, flipY ? -1f : 1f, 1f);
- }
-
- #if UNITY_EDITOR
- void OnDrawGizmosSelected () {
- if (isActive) {
- Gizmos.DrawWireSphere(transform.position, thickness * 1.2f);
- Vector3 newTransformPos = RootRigidbody.position - rootOffset;
- Gizmos.DrawLine(transform.position, newTransformPos);
- Gizmos.DrawWireSphere(newTransformPos, thickness * 1.2f);
- }
- }
- #endif
- }
-
-}
+/******************************************************************************
+ * Spine Runtimes Software License v2.5
+ *
+ * Copyright (c) 2013-2016, 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 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 develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes 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, BUSINESS INTERRUPTION, OR LOSS OF
+ * USE, DATA, OR PROFITS) 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.
+ *****************************************************************************/
+
+// Contributed by: Mitch Thompson
+
+using UnityEngine;
+using System.Collections;
+using System.Collections.Generic;
+
+namespace Spine.Unity.Modules {
+ [RequireComponent(typeof(SkeletonRenderer))]
+ public class SkeletonRagdoll2D : MonoBehaviour {
+ static Transform parentSpaceHelper;
+
+ #region Inspector
+ [Header("Hierarchy")]
+ [SpineBone]
+ public string startingBoneName = "";
+ [SpineBone]
+ public List stopBoneNames = new List();
+
+ [Header("Parameters")]
+ public bool applyOnStart;
+ [Tooltip("Warning! You will have to re-enable and tune mix values manually if attempting to remove the ragdoll system.")]
+ public bool disableIK = true;
+ public bool disableOtherConstraints = false;
+ [Space]
+ [Tooltip("Set RootRigidbody IsKinematic to true when Apply is called.")]
+ public bool pinStartBone;
+ public float gravityScale = 1;
+ [Tooltip("If no BoundingBox Attachment is attached to a bone, this becomes the default Width or Radius of a Bone's ragdoll Rigidbody")]
+ public float thickness = 0.125f;
+ [Tooltip("Default rotational limit value. Min is negative this value, Max is this value.")]
+ public float rotationLimit = 20;
+ public float rootMass = 20;
+ [Tooltip("If your ragdoll seems unstable or uneffected by limits, try lowering this value.")]
+ [Range(0.01f, 1f)]
+ public float massFalloffFactor = 0.4f;
+ [Tooltip("The layer assigned to all of the rigidbody parts.")]
+ [SkeletonRagdoll.LayerField]
+ public int colliderLayer = 0;
+ [Range(0, 1)]
+ public float mix = 1;
+ #endregion
+
+ ISkeletonAnimation targetSkeletonComponent;
+ Skeleton skeleton;
+ Dictionary boneTable = new Dictionary();
+ Transform ragdollRoot;
+ public Rigidbody2D RootRigidbody { get; private set; }
+ public Bone StartingBone { get; private set; }
+ Vector2 rootOffset;
+ public Vector3 RootOffset { get { return this.rootOffset; } }
+ bool isActive;
+ public bool IsActive { get { return this.isActive; } }
+
+ IEnumerator Start () {
+ if (parentSpaceHelper == null) {
+ parentSpaceHelper = (new GameObject("Parent Space Helper")).transform;
+ }
+
+ targetSkeletonComponent = GetComponent() as ISkeletonAnimation;
+ if (targetSkeletonComponent == null) Debug.LogError("Attached Spine component does not implement ISkeletonAnimation. This script is not compatible.");
+ skeleton = targetSkeletonComponent.Skeleton;
+
+ if (applyOnStart) {
+ yield return null;
+ Apply();
+ }
+ }
+
+ #region API
+ public Rigidbody2D[] RigidbodyArray {
+ get {
+ if (!isActive)
+ return new Rigidbody2D[0];
+
+ var rigidBodies = new Rigidbody2D[boneTable.Count];
+ int i = 0;
+ foreach (Transform t in boneTable.Values) {
+ rigidBodies[i] = t.GetComponent();
+ i++;
+ }
+
+ return rigidBodies;
+ }
+ }
+
+ public Vector3 EstimatedSkeletonPosition {
+ get { return this.RootRigidbody.position - rootOffset; }
+ }
+
+ /// Instantiates the ragdoll simulation and applies its transforms to the skeleton.
+ public void Apply () {
+ isActive = true;
+ mix = 1;
+
+ Bone startingBone = this.StartingBone = skeleton.FindBone(startingBoneName);
+ RecursivelyCreateBoneProxies(startingBone);
+
+ RootRigidbody = boneTable[startingBone].GetComponent();
+ RootRigidbody.isKinematic = pinStartBone;
+ RootRigidbody.mass = rootMass;
+ var boneColliders = new List();
+ foreach (var pair in boneTable) {
+ var b = pair.Key;
+ var t = pair.Value;
+ Transform parentTransform;
+ boneColliders.Add(t.GetComponent());
+ if (b == startingBone) {
+ ragdollRoot = new GameObject("RagdollRoot").transform;
+ ragdollRoot.SetParent(transform, false);
+ if (b == skeleton.RootBone) { // RagdollRoot is skeleton root.
+ ragdollRoot.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
+ ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b));
+ } else {
+ ragdollRoot.localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
+ ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b.Parent));
+ }
+ parentTransform = ragdollRoot;
+ rootOffset = t.position - transform.position;
+ } else {
+ parentTransform = boneTable[b.Parent];
+ }
+
+ // Add joint and attach to parent.
+ var rbParent = parentTransform.GetComponent();
+ if (rbParent != null) {
+ var joint = t.gameObject.AddComponent();
+ joint.connectedBody = rbParent;
+ Vector3 localPos = parentTransform.InverseTransformPoint(t.position);
+ joint.connectedAnchor = localPos;
+
+ joint.GetComponent().mass = joint.connectedBody.mass * massFalloffFactor;
+ joint.limits = new JointAngleLimits2D {
+ min = -rotationLimit,
+ max = rotationLimit
+ };
+ joint.useLimits = true;
+ }
+ }
+
+ // Ignore collisions among bones.
+ for (int x = 0; x < boneColliders.Count; x++) {
+ for (int y = 0; y < boneColliders.Count; y++) {
+ if (x == y) continue;
+ Physics2D.IgnoreCollision(boneColliders[x], boneColliders[y]);
+ }
+ }
+
+ // Destroy existing override-mode SkeletonUtility bones.
+ var utilityBones = GetComponentsInChildren();
+ if (utilityBones.Length > 0) {
+ var destroyedUtilityBoneNames = new List();
+ foreach (var ub in utilityBones) {
+ if (ub.mode == SkeletonUtilityBone.Mode.Override) {
+ destroyedUtilityBoneNames.Add(ub.gameObject.name);
+ Destroy(ub.gameObject);
+ }
+ }
+ if (destroyedUtilityBoneNames.Count > 0) {
+ string msg = "Destroyed Utility Bones: ";
+ for (int i = 0; i < destroyedUtilityBoneNames.Count; i++) {
+ msg += destroyedUtilityBoneNames[i];
+ if (i != destroyedUtilityBoneNames.Count - 1) {
+ msg += ",";
+ }
+ }
+ Debug.LogWarning(msg);
+ }
+ }
+
+ // Disable skeleton constraints.
+ if (disableIK) {
+ var ikConstraints = skeleton.IkConstraints;
+ for (int i = 0, n = ikConstraints.Count; i < n; i++)
+ ikConstraints.Items[i].mix = 0;
+ }
+
+ if (disableOtherConstraints) {
+ var transformConstraints = skeleton.transformConstraints;
+ for (int i = 0, n = transformConstraints.Count; i < n; i++) {
+ transformConstraints.Items[i].rotateMix = 0;
+ transformConstraints.Items[i].scaleMix = 0;
+ transformConstraints.Items[i].shearMix = 0;
+ transformConstraints.Items[i].translateMix = 0;
+ }
+
+ var pathConstraints = skeleton.pathConstraints;
+ for (int i = 0, n = pathConstraints.Count; i < n; i++) {
+ pathConstraints.Items[i].rotateMix = 0;
+ pathConstraints.Items[i].translateMix = 0;
+ }
+ }
+
+ targetSkeletonComponent.UpdateWorld += UpdateSpineSkeleton;
+ }
+
+ /// Transitions the mix value from the current value to a target value.
+ public Coroutine SmoothMix (float target, float duration) {
+ return StartCoroutine(SmoothMixCoroutine(target, duration));
+ }
+
+ IEnumerator SmoothMixCoroutine (float target, float duration) {
+ float startTime = Time.time;
+ float startMix = mix;
+ while (mix > 0) {
+ skeleton.SetBonesToSetupPose();
+ mix = Mathf.SmoothStep(startMix, target, (Time.time - startTime) / duration);
+ yield return null;
+ }
+ }
+
+ /// Set the transform world position while preserving the ragdoll parts world position.
+ public void SetSkeletonPosition (Vector3 worldPosition) {
+ if (!isActive) {
+ Debug.LogWarning("Can't call SetSkeletonPosition while Ragdoll is not active!");
+ return;
+ }
+
+ Vector3 offset = worldPosition - transform.position;
+ transform.position = worldPosition;
+ foreach (Transform t in boneTable.Values)
+ t.position -= offset;
+
+ UpdateSpineSkeleton(null);
+ skeleton.UpdateWorldTransform();
+ }
+
+ /// Removes the ragdoll instance and effect from the animated skeleton.
+ public void Remove () {
+ isActive = false;
+ foreach (var t in boneTable.Values)
+ Destroy(t.gameObject);
+
+ Destroy(ragdollRoot.gameObject);
+ boneTable.Clear();
+ targetSkeletonComponent.UpdateWorld -= UpdateSpineSkeleton;
+ }
+
+ public Rigidbody2D GetRigidbody (string boneName) {
+ var bone = skeleton.FindBone(boneName);
+ return (bone != null && boneTable.ContainsKey(bone)) ? boneTable[bone].GetComponent() : null;
+ }
+ #endregion
+
+ /// Generates the ragdoll simulation's Transform and joint setup.
+ void RecursivelyCreateBoneProxies (Bone b) {
+ string boneName = b.data.name;
+ if (stopBoneNames.Contains(boneName))
+ return;
+
+ var boneGameObject = new GameObject(boneName);
+ boneGameObject.layer = this.colliderLayer;
+ Transform t = boneGameObject.transform;
+ boneTable.Add(b, t);
+
+ t.parent = transform;
+ t.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
+ t.localRotation = Quaternion.Euler(0, 0, b.WorldRotationX - b.shearX);
+ t.localScale = new Vector3(b.WorldScaleX, b.WorldScaleY, 0);
+
+ // MITCH: You left "todo: proper ragdoll branching"
+ var colliders = AttachBoundingBoxRagdollColliders(b, boneGameObject, skeleton, this.gravityScale);
+ if (colliders.Count == 0) {
+ float length = b.data.length;
+ if (length == 0) {
+ var circle = boneGameObject.AddComponent();
+ circle.radius = thickness * 0.5f;
+ } else {
+ var box = boneGameObject.AddComponent();
+ box.size = new Vector2(length, thickness);
+ box.offset = new Vector2(length * 0.5f, 0); // box.center in UNITY_4
+ }
+ }
+
+ var rb = boneGameObject.GetComponent();
+ if (rb == null) rb = boneGameObject.AddComponent();
+ rb.gravityScale = this.gravityScale;
+
+ foreach (Bone child in b.Children)
+ RecursivelyCreateBoneProxies(child);
+ }
+
+ /// Performed every skeleton animation update to translate Unity Transforms positions into Spine bone transforms.
+ void UpdateSpineSkeleton (ISkeletonAnimation animatedSkeleton) {
+ bool flipX = skeleton.flipX;
+ bool flipY = skeleton.flipY;
+ bool flipXOR = flipX ^ flipY;
+ bool flipOR = flipX || flipY;
+ var startingBone = this.StartingBone;
+
+ foreach (var pair in boneTable) {
+ var b = pair.Key;
+ var t = pair.Value;
+ bool isStartingBone = (b == startingBone);
+ Transform parentTransform = isStartingBone ? ragdollRoot : boneTable[b.Parent];
+ Vector3 parentTransformWorldPosition = parentTransform.position;
+ Quaternion parentTransformWorldRotation = parentTransform.rotation;
+
+ parentSpaceHelper.position = parentTransformWorldPosition;
+ parentSpaceHelper.rotation = parentTransformWorldRotation;
+ parentSpaceHelper.localScale = parentTransform.localScale;
+
+ Vector3 boneWorldPosition = t.position;
+ Vector3 right = parentSpaceHelper.InverseTransformDirection(t.right);
+
+ Vector3 boneLocalPosition = parentSpaceHelper.InverseTransformPoint(boneWorldPosition);
+ float boneLocalRotation = Mathf.Atan2(right.y, right.x) * Mathf.Rad2Deg;
+ if (flipOR) {
+ if (isStartingBone) {
+ if (flipX) boneLocalPosition.x *= -1f;
+ if (flipY) boneLocalPosition.y *= -1f;
+
+ boneLocalRotation = boneLocalRotation * (flipXOR ? -1f : 1f);
+ if (flipX) boneLocalRotation += 180;
+ } else {
+ if (flipXOR) {
+ boneLocalRotation *= -1f;
+ boneLocalPosition.y *= -1f; // wtf??
+ }
+ }
+ }
+
+ b.x = Mathf.Lerp(b.x, boneLocalPosition.x, mix);
+ b.y = Mathf.Lerp(b.y, boneLocalPosition.y, mix);
+ b.rotation = Mathf.Lerp(b.rotation, boneLocalRotation, mix);
+ //b.AppliedRotation = Mathf.Lerp(b.AppliedRotation, boneLocalRotation, mix);
+ }
+ }
+
+ static List AttachBoundingBoxRagdollColliders (Bone b, GameObject go, Skeleton skeleton, float gravityScale) {
+ const string AttachmentNameMarker = "ragdoll";
+ var colliders = new List();
+ var skin = skeleton.Skin ?? skeleton.Data.DefaultSkin;
+
+ var attachments = new List();
+ foreach (Slot s in skeleton.Slots) {
+ if (s.bone == b) {
+ skin.FindAttachmentsForSlot(skeleton.Slots.IndexOf(s), attachments);
+ foreach (var a in attachments) {
+ var bbAttachment = a as BoundingBoxAttachment;
+ if (bbAttachment != null) {
+ if (!a.Name.ToLower().Contains(AttachmentNameMarker))
+ continue;
+
+ var bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(bbAttachment, s, go, isTrigger: false, isKinematic: false, gravityScale: gravityScale);
+ colliders.Add(bbCollider);
+ }
+ }
+ }
+ }
+
+ return colliders;
+ }
+
+ static float GetPropagatedRotation (Bone b) {
+ Bone parent = b.Parent;
+ float a = b.AppliedRotation;
+ while (parent != null) {
+ a += parent.AppliedRotation;
+ parent = parent.parent;
+ }
+ return a;
+ }
+
+ static Vector3 FlipScale (bool flipX, bool flipY) {
+ return new Vector3(flipX ? -1f : 1f, flipY ? -1f : 1f, 1f);
+ }
+
+ #if UNITY_EDITOR
+ void OnDrawGizmosSelected () {
+ if (isActive) {
+ Gizmos.DrawWireSphere(transform.position, thickness * 1.2f);
+ Vector3 newTransformPos = RootRigidbody.position - rootOffset;
+ Gizmos.DrawLine(transform.position, newTransformPos);
+ Gizmos.DrawWireSphere(newTransformPos, thickness * 1.2f);
+ }
+ }
+ #endif
+ }
+
+}
diff --git a/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/CGIncludes/SpriteLighting.cginc b/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/CGIncludes/SpriteLighting.cginc
index f2e5f1366..018ca93cd 100644
--- a/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/CGIncludes/SpriteLighting.cginc
+++ b/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/CGIncludes/SpriteLighting.cginc
@@ -26,7 +26,7 @@ struct VertexInput
#if defined(_NORMALMAP)
float4 tangent : TANGENT;
#endif // _NORMALMAP
- UNITY_INSTANCE_ID
+ UNITY_VERTEX_INPUT_INSTANCE_ID
};
////////////////////////////////////////
diff --git a/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/CGIncludes/SpriteUnlit.cginc b/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/CGIncludes/SpriteUnlit.cginc
index 0a40e5b64..4385ffcc5 100644
--- a/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/CGIncludes/SpriteUnlit.cginc
+++ b/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/CGIncludes/SpriteUnlit.cginc
@@ -12,7 +12,7 @@ struct VertexInput
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
fixed4 color : COLOR;
- UNITY_INSTANCE_ID
+ UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
diff --git a/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/CameraDepthNormalsTexture.shader b/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/CameraDepthNormalsTexture.shader
index 5de9bae59..0c80ebc3e 100644
--- a/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/CameraDepthNormalsTexture.shader
+++ b/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/CameraDepthNormalsTexture.shader
@@ -286,7 +286,7 @@ struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
- UNITY_INSTANCE_ID
+ UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
@@ -327,7 +327,7 @@ struct appdata {
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
- UNITY_INSTANCE_ID
+ UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
@@ -370,7 +370,7 @@ struct appdata {
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
- UNITY_INSTANCE_ID
+ UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
diff --git a/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/CameraDepthTexture.shader b/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/CameraDepthTexture.shader
index ecf76e1d8..3a7f60d55 100644
--- a/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/CameraDepthTexture.shader
+++ b/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/CameraDepthTexture.shader
@@ -283,7 +283,7 @@ struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
- UNITY_INSTANCE_ID
+ UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
@@ -324,7 +324,7 @@ struct appdata {
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
- UNITY_INSTANCE_ID
+ UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
@@ -367,7 +367,7 @@ struct appdata {
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
- UNITY_INSTANCE_ID
+ UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
diff --git a/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/CameraNormalsTexture.shader b/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/CameraNormalsTexture.shader
index 2f26ff033..1cf6a7778 100644
--- a/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/CameraNormalsTexture.shader
+++ b/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/CameraNormalsTexture.shader
@@ -286,7 +286,7 @@ struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
- UNITY_INSTANCE_ID
+ UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
@@ -327,7 +327,7 @@ struct appdata {
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
- UNITY_INSTANCE_ID
+ UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
@@ -370,7 +370,7 @@ struct appdata {
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
- UNITY_INSTANCE_ID
+ UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
diff --git a/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/ShaderShared.cginc b/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/ShaderShared.cginc
index 8fbd5934c..65d6f274d 100644
--- a/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/ShaderShared.cginc
+++ b/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/ShaderShared.cginc
@@ -1,5 +1,3 @@
-// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
-
#ifndef SHADER_SHARED_INCLUDED
#define SHADER_SHARED_INCLUDED
diff --git a/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/SpriteDepthNormalsTexture.shader b/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/SpriteDepthNormalsTexture.shader
index 5c164e8f6..4d834a267 100644
--- a/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/SpriteDepthNormalsTexture.shader
+++ b/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/SpriteDepthNormalsTexture.shader
@@ -1,5 +1,3 @@
-// Upgrade NOTE: replaced 'UNITY_INSTANCE_ID' with 'UNITY_VERTEX_INPUT_INSTANCE_ID'
-
Shader "Hidden/Internal-SpriteDepthNormalsTexture" {
// Use this shader to render a DepthNormals texture for a camera with correct sprite normals (using camera.RenderWithShader)
diff --git a/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/SpriteVertexLighting.cginc b/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/SpriteVertexLighting.cginc
index e985daf2a..aae3b2771 100644
--- a/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/SpriteVertexLighting.cginc
+++ b/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/SpriteVertexLighting.cginc
@@ -323,8 +323,8 @@ VertexOutput vert(VertexInput input)
output.pos = calculateLocalPos(input.vertex);
output.color = calculateVertexColor(input.color);
output.texcoord = float3(calculateTextureCoord(input.texcoord), 0);
-
- float3 viewPos = mul(UNITY_MATRIX_MV, input.vertex);
+
+ float3 viewPos = UnityObjectToViewPos(input.vertex);
#if defined(PER_PIXEL_LIGHTING)
diff --git a/spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/Shaders/Spine-SkeletonGraphic-TintBlack.shader b/spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/Shaders/Spine-SkeletonGraphic-TintBlack.shader
index 0976edd75..b45e14749 100644
--- a/spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/Shaders/Spine-SkeletonGraphic-TintBlack.shader
+++ b/spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/Shaders/Spine-SkeletonGraphic-TintBlack.shader
@@ -15,6 +15,8 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
+
+ [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
@@ -50,9 +52,11 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
+
#include "UnityCG.cginc"
- fixed4 _Color;
- fixed4 _Black;
+ #include "UnityUI.cginc"
+
+ #pragma multi_compile __ UNITY_UI_ALPHACLIP
struct VertexInput {
float4 vertex : POSITION;
@@ -60,6 +64,7 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
float2 texcoord : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
@@ -68,17 +73,24 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
half2 texcoord : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
+ float4 worldPosition : TEXCOORD3;
+ UNITY_VERTEX_OUTPUT_STEREO
};
-
+
+ fixed4 _Color;
+ fixed4 _Black;
+ fixed4 _TextureSampleAdd;
+ float4 _ClipRect;
VertexOutput vert (VertexInput IN) {
VertexOutput OUT;
- OUT.vertex = UnityObjectToClipPos(IN.vertex);
- OUT.texcoord = IN.texcoord;
- #ifdef UNITY_HALF_TEXEL_OFFSET
- OUT.vertex.xy += (_ScreenParams.zw-1.0) * float2(-1,1);
- #endif
+ UNITY_SETUP_INSTANCE_ID(IN);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
+
+ OUT.worldPosition = IN.vertex;
+ OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
+ OUT.texcoord = IN.texcoord;
OUT.color = IN.color * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
OUT.uv1 = IN.uv1;
@@ -90,8 +102,14 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
fixed4 frag (VertexOutput IN) : SV_Target
{
- float4 texColor = tex2D(_MainTex, IN.texcoord);
- //clip(color.a - 0.01);
+ half4 texColor = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
+
+ texColor.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
+
+ #ifdef UNITY_UI_ALPHACLIP
+ clip (texColor.a - 0.001);
+ #endif
+
return (texColor * IN.color) + float4(((1-texColor.rgb) * texColor.a * (_Black.rgb + float3(IN.uv1.r, IN.uv1.g, IN.uv2.r))), 0);
}
ENDCG
diff --git a/spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/Shaders/Spine-SkeletonGraphic.shader b/spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/Shaders/Spine-SkeletonGraphic.shader
index f09740549..66dd907a2 100644
--- a/spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/Shaders/Spine-SkeletonGraphic.shader
+++ b/spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/Shaders/Spine-SkeletonGraphic.shader
@@ -1,4 +1,4 @@
-// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" to allow Unity UI stencil masking.
+// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" in Unity 5.6.2 to allow Unity UI stencil masking.
Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
{
@@ -14,6 +14,8 @@ Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
+
+ [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
@@ -49,25 +51,40 @@ Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
+ #pragma target 2.0
+
#include "UnityCG.cginc"
- fixed4 _Color;
+ #include "UnityUI.cginc"
+
+ #pragma multi_compile __ UNITY_UI_ALPHACLIP
struct VertexInput {
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
+ float4 worldPosition : TEXCOORD1;
+ UNITY_VERTEX_OUTPUT_STEREO
};
-
+
+ fixed4 _Color;
+ fixed4 _TextureSampleAdd;
+ float4 _ClipRect;
VertexOutput vert (VertexInput IN) {
VertexOutput OUT;
- OUT.vertex = UnityObjectToClipPos(IN.vertex);
+
+ UNITY_SETUP_INSTANCE_ID(IN);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
+
+ OUT.worldPosition = IN.vertex;
+ OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
@@ -82,8 +99,14 @@ Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
fixed4 frag (VertexOutput IN) : SV_Target
{
- half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
- //clip(color.a - 0.01);
+ half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
+
+ color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
+
+ #ifdef UNITY_UI_ALPHACLIP
+ clip (color.a - 0.001);
+ #endif
+
return color;
}
ENDCG
diff --git a/spine-unity/Assets/spine-unity/Shaders/Utility/Hidden-Spine-Bones.shader b/spine-unity/Assets/spine-unity/Shaders/Utility/Hidden-Spine-Bones.shader
index 76887ac41..ee2045d4c 100644
--- a/spine-unity/Assets/spine-unity/Shaders/Utility/Hidden-Spine-Bones.shader
+++ b/spine-unity/Assets/spine-unity/Shaders/Utility/Hidden-Spine-Bones.shader
@@ -1,5 +1,3 @@
-// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
-
Shader "Hidden/Spine/Bones" {
Properties {
_Color ("Color", Color) = (0.5,0.5,0.5,0.5)
diff --git a/spine-unity/Assets/spine-unity/SkeletonAnimation.cs b/spine-unity/Assets/spine-unity/SkeletonAnimation.cs
index 7296c4616..f69546429 100644
--- a/spine-unity/Assets/spine-unity/SkeletonAnimation.cs
+++ b/spine-unity/Assets/spine-unity/SkeletonAnimation.cs
@@ -126,7 +126,7 @@ namespace Spine.Unity {
}
#endregion
- protected override void ClearState () {
+ public override void ClearState () {
base.ClearState();
if (state != null) state.ClearTracks();
}
diff --git a/spine-unity/Assets/spine-unity/SkeletonRenderer.cs b/spine-unity/Assets/spine-unity/SkeletonRenderer.cs
index a643a5c28..78b114194 100644
--- a/spine-unity/Assets/spine-unity/SkeletonRenderer.cs
+++ b/spine-unity/Assets/spine-unity/SkeletonRenderer.cs
@@ -149,7 +149,7 @@ namespace Spine.Unity {
rendererBuffers.Dispose();
}
- protected virtual void ClearState () {
+ public virtual void ClearState () {
meshFilter.sharedMesh = null;
currentInstructions.Clear();
if (skeleton != null) skeleton.SetToSetupPose();
diff --git a/spine-unity/Assets/spine-unity/SkeletonUtility/SkeletonUtility.cs b/spine-unity/Assets/spine-unity/SkeletonUtility/SkeletonUtility.cs
index b44cb5306..9765e4b66 100644
--- a/spine-unity/Assets/spine-unity/SkeletonUtility/SkeletonUtility.cs
+++ b/spine-unity/Assets/spine-unity/SkeletonUtility/SkeletonUtility.cs
@@ -38,7 +38,7 @@ namespace Spine.Unity {
[RequireComponent(typeof(ISkeletonAnimation))]
[ExecuteInEditMode]
public class SkeletonUtility : MonoBehaviour {
-
+
#region BoundingBoxAttachment
public static PolygonCollider2D AddBoundingBoxGameObject (Skeleton skeleton, string skinName, string slotName, string attachmentName, Transform parent, bool isTrigger = true) {
Skin skin = string.IsNullOrEmpty(skinName) ? skeleton.data.defaultSkin : skeleton.data.FindSkin(skinName);
@@ -225,7 +225,7 @@ namespace Spine.Unity {
var ikConstraints = skeleton.IkConstraints;
for (int i = 0, n = ikConstraints.Count; i < n; i++)
constraintTargets.Add(ikConstraints.Items[i].target);
-
+
var transformConstraints = skeleton.TransformConstraints;
for (int i = 0, n = transformConstraints.Count; i < n; i++)
constraintTargets.Add(transformConstraints.Items[i].target);
@@ -246,7 +246,7 @@ namespace Spine.Unity {
if (hasTransformBones || hasUtilityConstraints)
skeletonAnimation.UpdateWorld += UpdateWorld;
-
+
if (hasUtilityConstraints)
skeletonAnimation.UpdateComplete += UpdateComplete;
}
@@ -283,7 +283,7 @@ namespace Spine.Unity {
void UpdateAllBones () {
if (boneRoot == null)
CollectBones();
-
+
var utilityBones = this.utilityBones;
if (utilityBones == null) return;
for (int i = 0, n = utilityBones.Count; i < n; i++)