Merge branch '3.7-beta' into 3.7-beta-cpp

This commit is contained in:
badlogic 2018-12-05 16:00:00 +01:00
commit 66cf5cce1d
2 changed files with 128 additions and 88 deletions

View File

@ -248,14 +248,26 @@ public class SkeletonClipping {
}
// v1 inside, v2 outside
float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
output.add(edgeX + (edgeX2 - edgeX) * ua);
output.add(edgeY + (edgeY2 - edgeY) * ua);
float s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY);
if (Math.abs(s) > 0.000001f) {
float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s;
output.add(edgeX + (edgeX2 - edgeX) * ua);
output.add(edgeY + (edgeY2 - edgeY) * ua);
} else {
output.add(edgeX);
output.add(edgeY);
}
} else if (side2) { // v1 outside, v2 inside
float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
output.add(edgeX + (edgeX2 - edgeX) * ua);
output.add(edgeY + (edgeY2 - edgeY) * ua);
float s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY);
if (Math.abs(s) > 0.000001f) {
float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s;
output.add(edgeX + (edgeX2 - edgeX) * ua);
output.add(edgeY + (edgeY2 - edgeY) * ua);
} else {
output.add(edgeX);
output.add(edgeY);
}
output.add(inputX2);
output.add(inputY2);
}

View File

@ -33,6 +33,15 @@
// Original contribution by: Mitch Thompson
#define SPINE_SKELETONMECANIM
#if UNITY_2017_2_OR_NEWER
#define NEWPLAYMODECALLBACKS
#endif
#if UNITY_2018 || UNITY_2019
#define NEWHIERARCHYWINDOWCALLBACKS
#endif
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
@ -169,7 +178,7 @@ namespace Spine.Unity.Editor {
AssetUtility.HandleOnPostprocessAllAssets(imported);
}
#region Initialization
#region Initialization
static SpineEditorUtilities () {
Initialize();
}
@ -192,7 +201,7 @@ namespace Spine.Unity.Editor {
EditorApplication.hierarchyWindowItemOnGUI += HierarchyHandler.HandleDragAndDrop;
// Hierarchy Icons
#if UNITY_2017_2_OR_NEWER
#if NEWPLAYMODECALLBACKS
EditorApplication.playModeStateChanged -= HierarchyHandler.IconsOnPlaymodeStateChanged;
EditorApplication.playModeStateChanged += HierarchyHandler.IconsOnPlaymodeStateChanged;
HierarchyHandler.IconsOnPlaymodeStateChanged(PlayModeStateChange.EnteredEditMode);
@ -204,15 +213,15 @@ namespace Spine.Unity.Editor {
// Data Refresh Edit Mode.
// This prevents deserialized SkeletonData from persisting from play mode to edit mode.
#if UNITY_2017_2_OR_NEWER
#if NEWPLAYMODECALLBACKS
EditorApplication.playModeStateChanged -= DataReloadHandler.OnPlaymodeStateChanged;
EditorApplication.playModeStateChanged += DataReloadHandler.OnPlaymodeStateChanged;
DataReloadHandler.OnPlaymodeStateChanged(PlayModeStateChange.EnteredEditMode);
#else
#else
EditorApplication.playmodeStateChanged -= DataReloadHandler.OnPlaymodeStateChanged;
EditorApplication.playmodeStateChanged += DataReloadHandler.OnPlaymodeStateChanged;
DataReloadHandler.OnPlaymodeStateChanged();
#endif
#endif
initialized = true;
}
@ -221,14 +230,14 @@ namespace Spine.Unity.Editor {
if (!initialized || Icons.skeleton == null)
Initialize();
}
#endregion
#endregion
public static class Preferences {
#if SPINE_TK2D
#if SPINE_TK2D
const float DEFAULT_DEFAULT_SCALE = 1f;
#else
#else
const float DEFAULT_DEFAULT_SCALE = 0.01f;
#endif
#endif
const string DEFAULT_SCALE_KEY = "SPINE_DEFAULT_SCALE";
public static float defaultScale = DEFAULT_DEFAULT_SCALE;
@ -256,6 +265,10 @@ namespace Spine.Unity.Editor {
const string SET_TEXTUREIMPORTER_SETTINGS_KEY = "SPINE_SET_TEXTUREIMPORTER_SETTINGS";
public static bool setTextureImporterSettings = DEFAULT_SET_TEXTUREIMPORTER_SETTINGS;
const bool DEFAULT_ATLASTXT_WARNING = true;
const string ATLASTXT_WARNING_KEY = "SPINE_ATLASTXT_WARNING";
public static bool atlasTxtImportWarning = DEFAULT_SET_TEXTUREIMPORTER_SETTINGS;
internal const float DEFAULT_MIPMAPBIAS = -0.5f;
public const float DEFAULT_SCENE_ICONS_SCALE = 1f;
@ -275,6 +288,7 @@ namespace Spine.Unity.Editor {
showHierarchyIcons = EditorPrefs.GetBool(SHOW_HIERARCHY_ICONS_KEY, DEFAULT_SHOW_HIERARCHY_ICONS);
setTextureImporterSettings = EditorPrefs.GetBool(SET_TEXTUREIMPORTER_SETTINGS_KEY, DEFAULT_SET_TEXTUREIMPORTER_SETTINGS);
autoReloadSceneSkeletons = EditorPrefs.GetBool(AUTO_RELOAD_SCENESKELETONS_KEY, DEFAULT_AUTO_RELOAD_SCENESKELETONS);
atlasTxtImportWarning = EditorPrefs.GetBool(ATLASTXT_WARNING_KEY, DEFAULT_ATLASTXT_WARNING);
SpineHandles.handleScale = EditorPrefs.GetFloat(SCENE_ICONS_SCALE_KEY, DEFAULT_SCENE_ICONS_SCALE);
preferencesLoaded = true;
@ -288,63 +302,54 @@ namespace Spine.Unity.Editor {
showHierarchyIcons = EditorGUILayout.Toggle(new GUIContent("Show Hierarchy Icons", "Show relevant icons on GameObjects with Spine Components on them. Disable this if you have large, complex scenes."), showHierarchyIcons);
if (EditorGUI.EndChangeCheck()) {
EditorPrefs.SetBool(SHOW_HIERARCHY_ICONS_KEY, showHierarchyIcons);
#if UNITY_2017_2_OR_NEWER
#if NEWPLAYMODECALLBACKS
HierarchyHandler.IconsOnPlaymodeStateChanged(PlayModeStateChange.EnteredEditMode);
#else
#else
HierarchyHandler.IconsOnPlaymodeStateChanged();
#endif
#endif
}
autoReloadSceneSkeletons = EditorGUILayout.Toggle(new GUIContent("Auto-reload scene components", "Reloads Skeleton components in the scene whenever their SkeletonDataAsset is modified. This makes it so changes in the SkeletonDataAsset inspector are immediately reflected. This may be slow when your scenes have large numbers of SkeletonRenderers or SkeletonGraphic."), autoReloadSceneSkeletons);
BoolPrefsField(ref autoReloadSceneSkeletons, AUTO_RELOAD_SCENESKELETONS_KEY, new GUIContent("Auto-reload scene components", "Reloads Skeleton components in the scene whenever their SkeletonDataAsset is modified. This makes it so changes in the SkeletonDataAsset inspector are immediately reflected. This may be slow when your scenes have large numbers of SkeletonRenderers or SkeletonGraphic."));
EditorGUILayout.Separator();
EditorGUILayout.LabelField("Auto-Import Settings", EditorStyles.boldLabel);
{
SpineEditorUtilities.FloatPrefsField(ref defaultMix, DEFAULT_MIX_KEY, new GUIContent("Default Mix", "The Default Mix Duration for newly imported SkeletonDataAssets."), min: 0);
SpineEditorUtilities.FloatPrefsField(ref defaultScale, DEFAULT_SCALE_KEY, new GUIContent("Default SkeletonData Scale", "The Default skeleton import scale for newly imported SkeletonDataAssets."), min: 0.0000001f);
EditorGUI.BeginChangeCheck();
defaultMix = EditorGUILayout.FloatField("Default Mix", defaultMix);
if (EditorGUI.EndChangeCheck())
EditorPrefs.SetFloat(DEFAULT_MIX_KEY, defaultMix);
EditorGUI.BeginChangeCheck();
var shader = (EditorGUILayout.ObjectField("Default Shader", Shader.Find(defaultShader), typeof(Shader), false) as Shader);
defaultShader = shader != null ? shader.name : DEFAULT_DEFAULT_SHADER;
if (EditorGUI.EndChangeCheck())
EditorPrefs.SetString(DEFAULT_SHADER_KEY, defaultShader);
EditorGUI.BeginChangeCheck();
defaultScale = EditorGUILayout.FloatField("Default SkeletonData Scale", defaultScale);
if (EditorGUI.EndChangeCheck())
EditorPrefs.SetFloat(DEFAULT_SCALE_KEY, defaultScale);
EditorGUI.BeginChangeCheck();
var shader = (EditorGUILayout.ObjectField("Default Shader", Shader.Find(defaultShader), typeof(Shader), false) as Shader);
defaultShader = shader != null ? shader.name : DEFAULT_DEFAULT_SHADER;
if (EditorGUI.EndChangeCheck())
EditorPrefs.SetString(DEFAULT_SHADER_KEY, defaultShader);
EditorGUI.BeginChangeCheck();
setTextureImporterSettings = EditorGUILayout.Toggle(new GUIContent("Apply Atlas Texture Settings", "Apply the recommended settings for Texture Importers."), showHierarchyIcons);
if (EditorGUI.EndChangeCheck()) {
EditorPrefs.SetBool(SET_TEXTUREIMPORTER_SETTINGS_KEY, showHierarchyIcons);
SpineEditorUtilities.BoolPrefsField(ref setTextureImporterSettings, SET_TEXTUREIMPORTER_SETTINGS_KEY, new GUIContent("Apply Atlas Texture Settings", "Apply the recommended settings for Texture Importers."));
SpineEditorUtilities.BoolPrefsField(ref atlasTxtImportWarning, ATLASTXT_WARNING_KEY, new GUIContent("Atlas Extension Warning", "Log a warning and recommendation whenever a `.atlas` file is found."));
}
EditorGUILayout.Space();
EditorGUILayout.LabelField("Editor Instantiation", EditorStyles.boldLabel);
EditorGUI.BeginChangeCheck();
defaultZSpacing = EditorGUILayout.Slider("Default Slot Z-Spacing", defaultZSpacing, -0.1f, 0f);
if (EditorGUI.EndChangeCheck())
EditorPrefs.SetFloat(DEFAULT_ZSPACING_KEY, defaultZSpacing);
{
EditorGUI.BeginChangeCheck();
defaultZSpacing = EditorGUILayout.Slider("Default Slot Z-Spacing", defaultZSpacing, -0.1f, 0f);
if (EditorGUI.EndChangeCheck())
EditorPrefs.SetFloat(DEFAULT_ZSPACING_KEY, defaultZSpacing);
EditorGUI.BeginChangeCheck();
defaultInstantiateLoop = EditorGUILayout.Toggle(new GUIContent("Default Loop", "Spawn Spine GameObjects with loop enabled."), defaultInstantiateLoop);
if (EditorGUI.EndChangeCheck())
EditorPrefs.SetBool(DEFAULT_INSTANTIATE_LOOP_KEY, defaultInstantiateLoop);
SpineEditorUtilities.BoolPrefsField(ref defaultInstantiateLoop, DEFAULT_INSTANTIATE_LOOP_KEY, new GUIContent("Default Loop", "Spawn Spine GameObjects with loop enabled."));
}
EditorGUILayout.Space();
EditorGUILayout.LabelField("Handles and Gizmos", EditorStyles.boldLabel);
EditorGUI.BeginChangeCheck();
SpineHandles.handleScale = EditorGUILayout.Slider("Editor Bone Scale", SpineHandles.handleScale, 0.01f, 2f);
SpineHandles.handleScale = Mathf.Max(0.01f, SpineHandles.handleScale);
if (EditorGUI.EndChangeCheck()) {
EditorPrefs.SetFloat(SCENE_ICONS_SCALE_KEY, SpineHandles.handleScale);
SceneView.RepaintAll();
{
EditorGUI.BeginChangeCheck();
SpineHandles.handleScale = EditorGUILayout.Slider("Editor Bone Scale", SpineHandles.handleScale, 0.01f, 2f);
SpineHandles.handleScale = Mathf.Max(0.01f, SpineHandles.handleScale);
if (EditorGUI.EndChangeCheck()) {
EditorPrefs.SetFloat(SCENE_ICONS_SCALE_KEY, SpineHandles.handleScale);
SceneView.RepaintAll();
}
}
GUILayout.Space(20);
@ -359,8 +364,26 @@ namespace Spine.Unity.Editor {
}
}
static void BoolPrefsField (ref bool currentValue, string editorPrefsKey, GUIContent label) {
EditorGUI.BeginChangeCheck();
currentValue = EditorGUILayout.Toggle(label, currentValue);
if (EditorGUI.EndChangeCheck())
EditorPrefs.SetBool(editorPrefsKey, currentValue);
}
static void FloatPrefsField (ref float currentValue, string editorPrefsKey, GUIContent label, float min = float.NegativeInfinity, float max = float.PositiveInfinity) {
EditorGUI.BeginChangeCheck();
currentValue = EditorGUILayout.DelayedFloatField(label, currentValue);
if (EditorGUI.EndChangeCheck()) {
currentValue = Mathf.Clamp(currentValue, min, max);
EditorPrefs.SetFloat(editorPrefsKey, currentValue);
}
}
public static class DataReloadHandler {
#if UNITY_2017_2_OR_NEWER
#if NEWPLAYMODECALLBACKS
internal static void OnPlaymodeStateChanged (PlayModeStateChange stateChange) {
#else
internal static void OnPlaymodeStateChanged () {
@ -470,7 +493,7 @@ namespace Spine.Unity.Editor {
}
}
#region Match SkeletonData with Atlases
#region Match SkeletonData with Atlases
static readonly AttachmentType[] AtlasTypes = { AttachmentType.Region, AttachmentType.Linkedmesh, AttachmentType.Mesh };
public static List<string> GetRequiredAtlasRegions (string skeletonDataPath) {
@ -587,7 +610,7 @@ namespace Spine.Unity.Editor {
return new ClippingAttachment(name);
}
}
#endregion
#endregion
public static void ImportSpineContent (string[] imported, bool reimport = false) {
var atlasPaths = new List<string>();
@ -597,6 +620,11 @@ namespace Spine.Unity.Editor {
foreach (string str in imported) {
string extension = Path.GetExtension(str).ToLower();
switch (extension) {
case ".atlas":
if (SpineEditorUtilities.Preferences.atlasTxtImportWarning) {
Debug.LogWarningFormat("`{0}` : If this file is a Spine atlas, please change its extension to `.atlas.txt`. This is to allow Unity to recognize it and avoid filename collisions. You can also set this file extension when exporting from the Spine editor.", str);
}
break;
case ".txt":
if (str.EndsWith(".atlas.txt", System.StringComparison.Ordinal))
atlasPaths.Add(str);
@ -637,9 +665,9 @@ namespace Spine.Unity.Editor {
string dir = Path.GetDirectoryName(skeletonPath);
#if SPINE_TK2D
#if SPINE_TK2D
IngestSpineProject(AssetDatabase.LoadAssetAtPath(sp, typeof(TextAsset)) as TextAsset, null);
#else
#else
var localAtlases = FindAtlasesAtPath(dir);
var requiredPaths = GetRequiredAtlasRegions(skeletonPath);
var atlasMatch = GetMatchingAtlas(requiredPaths, localAtlases);
@ -651,7 +679,7 @@ namespace Spine.Unity.Editor {
if (abortSkeletonImport)
break;
#endif
#endif
}
// Any post processing of images
}
@ -696,10 +724,10 @@ namespace Spine.Unity.Editor {
SkeletonData skeletonData = skeletonDataAsset.GetSkeletonData(true);
string currentHash = skeletonData != null ? skeletonData.Hash : null;
#if SPINE_SKELETONMECANIM
#if SPINE_SKELETONMECANIM
if (currentHash == null || lastHash != currentHash)
SkeletonBaker.UpdateMecanimClips(skeletonDataAsset);
#endif
#endif
// if (currentHash == null || lastHash != currentHash)
// Do any upkeep on synchronized assets
@ -711,7 +739,7 @@ namespace Spine.Unity.Editor {
}
}
#region Import Atlases
#region Import Atlases
static List<AtlasAssetBase> FindAtlasesAtPath (string path) {
List<AtlasAssetBase> arr = new List<AtlasAssetBase>();
DirectoryInfo dir = new DirectoryInfo(path);
@ -857,15 +885,15 @@ namespace Spine.Unity.Editor {
protectFromStackGarbageCollection.Remove(atlasAsset);
return (AtlasAssetBase)AssetDatabase.LoadAssetAtPath(atlasPath, typeof(AtlasAssetBase));
}
#endregion
#endregion
#region Import SkeletonData (json or binary)
#region Import SkeletonData (json or binary)
internal static SkeletonDataAsset IngestSpineProject (TextAsset spineJson, params AtlasAssetBase[] atlasAssets) {
string primaryName = Path.GetFileNameWithoutExtension(spineJson.name);
string assetPath = Path.GetDirectoryName(AssetDatabase.GetAssetPath(spineJson));
string filePath = assetPath + "/" + primaryName + SkeletonDataSuffix + ".asset";
#if SPINE_TK2D
#if SPINE_TK2D
if (spineJson != null) {
SkeletonDataAsset skeletonDataAsset = (SkeletonDataAsset)AssetDatabase.LoadAssetAtPath(filePath, typeof(SkeletonDataAsset));
if (skeletonDataAsset == null) {
@ -890,7 +918,7 @@ namespace Spine.Unity.Editor {
return null;
}
#else
#else
if (spineJson != null && atlasAssets != null) {
SkeletonDataAsset skeletonDataAsset = (SkeletonDataAsset)AssetDatabase.LoadAssetAtPath(filePath, typeof(SkeletonDataAsset));
if (skeletonDataAsset == null) {
@ -915,11 +943,11 @@ namespace Spine.Unity.Editor {
EditorUtility.DisplayDialog("Error!", "Must specify both Spine JSON and AtlasAsset array", "OK");
return null;
}
#endif
#endif
}
#endregion
#endregion
#region Spine Skeleton Data File Validation
#region Spine Skeleton Data File Validation
public static bool CheckForValidSkeletonData (string skeletonJSONPath) {
string dir = Path.GetDirectoryName(skeletonJSONPath);
TextAsset textAsset = (TextAsset)AssetDatabase.LoadAssetAtPath(skeletonJSONPath, typeof(TextAsset));
@ -1006,9 +1034,9 @@ namespace Spine.Unity.Editor {
return isSpineData;
}
#endregion
#endregion
#region Dialogs
#region Dialogs
public static void SkeletonImportDialog (string skeletonPath, List<AtlasAssetBase> localAtlases, List<string> requiredPaths, ref bool abortSkeletonImport) {
bool resolved = false;
while (!resolved) {
@ -1153,7 +1181,7 @@ namespace Spine.Unity.Editor {
return (AtlasAssetBase)obj;
}
#endregion
#endregion
public static string GetPathSafeName (string name) {
foreach (char c in System.IO.Path.GetInvalidFileNameChars()) { // Doesn't handle more obscure file name limitations.
@ -1275,8 +1303,8 @@ namespace Spine.Unity.Editor {
EditorGUIUtility.PingObject(Selection.activeObject);
}
#region SkeletonMecanim
#if SPINE_SKELETONMECANIM
#region SkeletonMecanim
#if SPINE_SKELETONMECANIM
public static SkeletonMecanim InstantiateSkeletonMecanim (SkeletonDataAsset skeletonDataAsset, string skinName) {
return InstantiateSkeletonMecanim(skeletonDataAsset, skeletonDataAsset.GetSkeletonData(true).FindSkin(skinName));
}
@ -1328,8 +1356,8 @@ namespace Spine.Unity.Editor {
return newSkeletonMecanim;
}
#endif
#endregion
#endif
#endregion
}
public static class DragAndDropInstantiation {
@ -1402,7 +1430,7 @@ namespace Spine.Unity.Editor {
});
}
#if SPINE_SKELETONMECANIM
#if SPINE_SKELETONMECANIM
menu.AddSeparator("");
// SkeletonMecanim
menu.AddItem(new GUIContent("SkeletonMecanim"), false, HandleSkeletonComponentDrop, new SpawnMenuData {
@ -1410,7 +1438,7 @@ namespace Spine.Unity.Editor {
spawnPoint = spawnPoint,
instantiateDelegate = (data) => EditorInstantiation.InstantiateSkeletonMecanim(data)
});
#endif
#endif
menu.ShowAsContext();
}
@ -1473,28 +1501,28 @@ namespace Spine.Unity.Editor {
static Dictionary<int, SkeletonUtilityBone> skeletonUtilityBoneTable = new Dictionary<int, SkeletonUtilityBone>();
static Dictionary<int, BoundingBoxFollower> boundingBoxFollowerTable = new Dictionary<int, BoundingBoxFollower>();
#if UNITY_2017_2_OR_NEWER
#if NEWPLAYMODECALLBACKS
internal static void IconsOnPlaymodeStateChanged (PlayModeStateChange stateChange) {
#else
#else
internal static void IconsOnPlaymodeStateChanged () {
#endif
#endif
skeletonRendererTable.Clear();
skeletonUtilityBoneTable.Clear();
boundingBoxFollowerTable.Clear();
#if UNITY_2018
#if NEWHIERARCHYWINDOWCALLBACKS
EditorApplication.hierarchyChanged -= IconsOnChanged;
#else
#else
EditorApplication.hierarchyWindowChanged -= IconsOnChanged;
#endif
#endif
EditorApplication.hierarchyWindowItemOnGUI -= IconsOnGUI;
if (!Application.isPlaying && Preferences.showHierarchyIcons) {
#if UNITY_2018
#if NEWHIERARCHYWINDOWCALLBACKS
EditorApplication.hierarchyChanged += IconsOnChanged;
#else
#else
EditorApplication.hierarchyWindowChanged += IconsOnChanged;
#endif
#endif
EditorApplication.hierarchyWindowItemOnGUI += IconsOnGUI;
IconsOnChanged();
}