diff --git a/spine-unity/Assets/spine-unity/SkeletonExtensions.cs b/spine-unity/Assets/spine-unity/SkeletonExtensions.cs
index 7773bf8ea..8f04b0a8b 100644
--- a/spine-unity/Assets/spine-unity/SkeletonExtensions.cs
+++ b/spine-unity/Assets/spine-unity/SkeletonExtensions.cs
@@ -114,10 +114,12 @@ namespace Spine.Unity {
return new Vector2(bone.x, bone.y);
}
+ /// Gets the position of the bone in Skeleton-space.
public static Vector2 GetSkeletonSpacePosition (this Bone bone) {
return new Vector2(bone.worldX, bone.worldY);
}
+ /// Gets a local offset from the bone and converts it into Skeleton-space.
public static Vector2 GetSkeletonSpacePosition (this Bone bone, Vector2 boneLocal) {
Vector2 o;
bone.LocalToWorld(boneLocal.x, boneLocal.y, out o.x, out o.y);
@@ -136,6 +138,7 @@ namespace Spine.Unity {
};
}
+ /// Outputs a 2x2 Transformation Matrix that can convert a skeleton-space position to a bone-local position.
public static void GetWorldToLocalMatrix (this Bone bone, out float ia, out float ib, out float ic, out float id) {
float a = bone.a, b = bone.b, c = bone.c, d = bone.d;
float invDet = 1 / (a * d - b * c);
@@ -144,6 +147,13 @@ namespace Spine.Unity {
ic = invDet * -c;
id = invDet * a;
}
+
+ /// UnityEngine.Vector2 override of Bone.WorldToLocal. This converts a skeleton-space position into a bone local position.
+ public static Vector2 WorldToLocal (this Bone bone, Vector2 worldPosition) {
+ Vector2 o;
+ bone.WorldToLocal(worldPosition.x, worldPosition.y, out o.x, out o.y);
+ return o;
+ }
#endregion
#region Attachments