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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-11 17:48:45 +08:00
Merge branch '4.1' into 4.2-beta
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commit
74819b6c59
@ -37,7 +37,7 @@
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}
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function create() {
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const mixAndMatch = this.add.spine(400, 500, 'mix-and-match-data', "mix-and-match-atlas");
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const mixAndMatch = this.add.spine(400, 500, 'mix-and-match-data', "mix-and-match-atlas", new spine.SkinsAndAnimationBoundsProvider(null, ["full-skins/girl"]));
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mixAndMatch.scale = 0.5;
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mixAndMatch.animationState.setAnimation(0, "walk", true);
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@ -51,7 +51,7 @@
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skin.addSkin(skeletonData.findSkin("clothes/hoodie-orange"));
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skin.addSkin(skeletonData.findSkin("legs/pants-jeans"));
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skin.addSkin(skeletonData.findSkin("accessories/bag"));
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skin.addSkin(skeletonData.findSkin("accessories/hat-red-yellow"));
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skin.addSkin(skeletonData.findSkin("accessories/hat-red-yellow"));
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mixAndMatch.skeleton.setSkin(skin);
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mixAndMatch.skeleton.setToSetupPose();
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}
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@ -25,7 +25,8 @@ export class SetupPoseBoundsProvider implements SpineGameObjectBoundsProvider {
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const skeleton = new Skeleton(gameObject.skeleton.data);
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skeleton.setToSetupPose();
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skeleton.updateWorldTransform();
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return skeleton.getBoundsRect();
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const bounds = skeleton.getBoundsRect();
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return bounds.width == Number.NEGATIVE_INFINITY ? { x: 0, y: 0, width: 0, height: 0 } : bounds;
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}
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}
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@ -36,7 +37,7 @@ export class SkinsAndAnimationBoundsProvider implements SpineGameObjectBoundsPro
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* @param skins The skins to use for calculating the bounds. If empty, the default skin is used.
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* @param timeStep The time step to use for calculating the bounds. A smaller time step means more precision, but slower calculation.
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*/
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constructor (private animation: string, private skins: string[] = [], private timeStep: number = 0.05) {
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constructor (private animation: string | null, private skins: string[] = [], private timeStep: number = 0.05) {
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}
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calculateBounds (gameObject: SpineGameObject): { x: number; y: number; width: number; height: number; } {
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@ -61,7 +62,8 @@ export class SkinsAndAnimationBoundsProvider implements SpineGameObjectBoundsPro
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const animation = this.animation != null ? data.findAnimation(this.animation!) : null;
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if (animation == null) {
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skeleton.updateWorldTransform();
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return skeleton.getBoundsRect();
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const bounds = skeleton.getBoundsRect();
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return bounds.width == Number.NEGATIVE_INFINITY ? { x: 0, y: 0, width: 0, height: 0 } : bounds;
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} else {
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let minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY;
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animationState.clearTracks();
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@ -78,30 +80,31 @@ export class SkinsAndAnimationBoundsProvider implements SpineGameObjectBoundsPro
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maxX = Math.max(maxX, minX + bounds.width);
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maxY = Math.max(maxY, minY + bounds.height);
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}
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return { x: minX, y: minY, width: maxX - minX, height: maxY - minY };
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const bounds = { x: minX, y: minY, width: maxX - minX, height: maxY - minY };
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return bounds.width == Number.NEGATIVE_INFINITY ? { x: 0, y: 0, width: 0, height: 0 } : bounds;
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}
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}
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}
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/**
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* A SpineGameObject is a Phaser {@link GameObject} that can be added to a Phaser Scene and render a Spine skeleton.
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*
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*
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* The Spine GameObject is a thin wrapper around a Spine {@link Skeleton}, {@link AnimationState} and {@link AnimationStateData}. It is responsible for:
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* - updating the animation state
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* - applying the animation state to the skeleton's bones, slots, attachments, and draw order.
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* - updating the skeleton's bone world transforms
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* - rendering the skeleton
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*
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*
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* See the {@link SpinePlugin} class for more information on how to create a `SpineGameObject`.
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*
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*
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* The skeleton, animation state, and animation state data can be accessed via the repsective fields. They can be manually updated via {@link updatePose}.
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*
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*
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* To modify the bone hierarchy before the world transforms are computed, a callback can be set via the {@link beforeUpdateWorldTransforms} field.
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*
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*
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* To modify the bone hierarchy after the world transforms are computed, a callback can be set via the {@link afterUpdateWorldTransforms} field.
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*
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* The class also features methods to convert between the skeleton coordinate system and the Phaser coordinate system.
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*
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*
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* The class also features methods to convert between the skeleton coordinate system and the Phaser coordinate system.
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*
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* See {@link skeletonToPhaserWorldCoordinates}, {@link phaserWorldCoordinatesToSkeleton}, and {@link phaserWorldCoordinatesToBoneLocal.}
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*/
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export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(ScrollFactorMixin(TransformMixin(VisibleMixin(AlphaMixin(BaseSpineGameObject))))))) {
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@ -27,6 +27,10 @@
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#if UNITY_2019_1_OR_NEWER
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#define SPEED_INCLUDED_IN_CLIP_TIME
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#endif
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#define SPINE_EDITMODEPOSE
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using System;
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@ -212,7 +216,11 @@ namespace Spine.Unity.Playables {
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float clipSpeed = (float)clipPlayable.GetSpeed();
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trackEntry.EventThreshold = clipData.eventThreshold;
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trackEntry.DrawOrderThreshold = clipData.drawOrderThreshold;
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trackEntry.TrackTime = (float)clipPlayable.GetTime() * clipSpeed * rootPlayableSpeed;
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#if SPEED_INCLUDED_IN_CLIP_TIME
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trackEntry.TrackTime = (float)clipPlayable.GetTime();
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#else
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trackEntry.TrackTime = (float)clipPlayable.GetTime() * rootPlayableSpeed * clipSpeed;
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#endif
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trackEntry.TimeScale = clipSpeed * rootPlayableSpeed;
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trackEntry.AttachmentThreshold = clipData.attachmentThreshold;
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trackEntry.HoldPrevious = clipData.holdPrevious;
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@ -283,12 +291,20 @@ namespace Spine.Unity.Playables {
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var fromClip = (ScriptPlayable<SpineAnimationStateBehaviour>)playable.GetInput(lastNonZeroWeightTrack - 1);
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SpineAnimationStateBehaviour fromClipData = fromClip.GetBehaviour();
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fromAnimation = fromClipData.animationReference != null ? fromClipData.animationReference.Animation : null;
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#if SPEED_INCLUDED_IN_CLIP_TIME
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fromClipTime = (float)fromClip.GetTime();
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#else
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fromClipTime = (float)fromClip.GetTime() * (float)fromClip.GetSpeed() * rootSpeed;
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#endif
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fromClipLoop = fromClipData.loop;
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}
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Animation toAnimation = clipData.animationReference != null ? clipData.animationReference.Animation : null;
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#if SPEED_INCLUDED_IN_CLIP_TIME
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float toClipTime = (float)inputPlayableClip.GetTime();
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#else
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float toClipTime = (float)inputPlayableClip.GetTime() * (float)inputPlayableClip.GetSpeed() * rootSpeed;
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#endif
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float mixDuration = clipData.mixDuration;
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if (!clipData.customDuration && fromAnimation != null && toAnimation != null) {
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@ -2,7 +2,7 @@
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"name": "com.esotericsoftware.spine.timeline",
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"displayName": "Spine Timeline Extensions",
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"description": "This plugin provides integration of spine-unity for the Unity Timeline.\n\nPrerequisites:\nIt requires a working installation of the spine-unity and spine-csharp runtimes as UPM packages (not as spine-unity unitypackage), version 4.2.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
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"version": "4.2.8",
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"version": "4.2.9",
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"unity": "2018.3",
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"author": {
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"name": "Esoteric Software",
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@ -1,8 +1,6 @@
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#ifndef SPRITE_NORMALS_PASS_URP_INCLUDED
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#define SPRITE_NORMALS_PASS_URP_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
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#include "../Include/SpineCoreShaders/ShaderShared.cginc"
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#include "../Include/SpineCoreShaders/SpriteLighting.cginc"
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@ -1,8 +1,6 @@
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#ifndef SPRITE_STANDARD_PASS_URP_INCLUDED
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#define SPRITE_STANDARD_PASS_URP_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
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#include "../Include/SpineCoreShaders/ShaderShared.cginc"
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#include "../Include/SpineCoreShaders/SpriteLighting.cginc"
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#if defined(_ALPHAPREMULTIPLY_ON)
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@ -2,16 +2,21 @@
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#define SPINE_COMMON_URP_INCLUDED
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#ifdef USE_FORWARD_PLUS
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#define IS_URP_14_OR_NEWER 1
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#define IS_URP_12_OR_NEWER 1
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#else
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#define IS_URP_14_OR_NEWER 0
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#ifdef UNIVERSAL_REALTIME_LIGHTS_INCLUDED
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#define IS_URP_14_OR_NEWER 1
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#define IS_URP_12_OR_NEWER 1
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#else
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#define IS_URP_14_OR_NEWER 0
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#ifdef UNIVERSAL_REALTIME_LIGHTS_INCLUDED
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#define IS_URP_12_OR_NEWER 1
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#else
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#define IS_URP_12_OR_NEWER 0
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#define IS_URP_12_OR_NEWER 0
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#endif
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#endif
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#if IS_URP_14_OR_NEWER && !defined(_USE_WEBGL1_LIGHTS)
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#define IS_URP_15_OR_NEWER 1
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#else
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#define IS_URP_15_OR_NEWER 0
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#endif
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#if defined(_WRITE_RENDERING_LAYERS) && IS_URP_14_OR_NEWER
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#define USE_WRITE_RENDERING_LAYERS
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@ -150,7 +150,11 @@ VertexOutput vert(appdata v) {
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// Note: ambient light is also handled via SH.
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half3 vertexSH;
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#if IS_URP_15_OR_NEWER
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OUTPUT_SH(positionWS, normalWS.xyz, GetWorldSpaceNormalizeViewDir(positionWS), vertexSH);
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#else
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OUTPUT_SH(normalWS.xyz, vertexSH);
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#endif
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color.rgb += SAMPLE_GI(v.lightmapUV, vertexSH, normalWS);
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o.color = color;
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@ -311,7 +311,11 @@ VertexOutputLWRP ForwardPassVertexSprite(VertexInput input)
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output.fogFactorAndVertexLight.x = fogFactor;
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#endif
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#if IS_URP_15_OR_NEWER
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OUTPUT_SH(positionWS, normalWS.xyz, GetWorldSpaceNormalizeViewDir(positionWS), output.vertexSH);
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#else
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OUTPUT_SH(normalWS.xyz, output.vertexSH);
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#endif
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return output;
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}
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@ -2,7 +2,7 @@
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"name": "com.esotericsoftware.spine.urp-shaders",
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"displayName": "Spine Universal RP Shaders",
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"description": "This plugin provides universal render pipeline (URP) shaders for the spine-unity runtime.\n\nPrerequisites:\nIt requires a working installation of the spine-unity runtime, version 4.2.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
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"version": "4.2.16",
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"version": "4.2.17",
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"unity": "2019.3",
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"author": {
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"name": "Esoteric Software",
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