Minor clean up.

This commit is contained in:
NathanSweet 2016-04-13 21:14:59 +02:00
parent ba5e4073c3
commit 7823833bb4
11 changed files with 80 additions and 54 deletions

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@ -70,6 +70,7 @@
<Compile Include="src\Attachments\AttachmentLoader.cs" /> <Compile Include="src\Attachments\AttachmentLoader.cs" />
<Compile Include="src\Attachments\AttachmentType.cs" /> <Compile Include="src\Attachments\AttachmentType.cs" />
<Compile Include="src\Attachments\BoundingBoxAttachment.cs" /> <Compile Include="src\Attachments\BoundingBoxAttachment.cs" />
<Compile Include="src\Attachments\IFfdAttachment.cs" />
<Compile Include="src\Attachments\MeshAttachment.cs" /> <Compile Include="src\Attachments\MeshAttachment.cs" />
<Compile Include="src\Attachments\RegionAttachment.cs" /> <Compile Include="src\Attachments\RegionAttachment.cs" />
<Compile Include="src\Attachments\WeightedMeshAttachment.cs" /> <Compile Include="src\Attachments\WeightedMeshAttachment.cs" />

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@ -548,7 +548,7 @@ namespace Spine {
} }
} }
public class FFDTimeline : CurveTimeline { public class FfdTimeline : CurveTimeline {
internal int slotIndex; internal int slotIndex;
internal float[] frames; internal float[] frames;
private float[][] frameVertices; private float[][] frameVertices;
@ -559,7 +559,7 @@ namespace Spine {
public float[][] Vertices { get { return frameVertices; } set { frameVertices = value; } } public float[][] Vertices { get { return frameVertices; } set { frameVertices = value; } }
public Attachment Attachment { get { return attachment; } set { attachment = value; } } public Attachment Attachment { get { return attachment; } set { attachment = value; } }
public FFDTimeline (int frameCount) public FfdTimeline (int frameCount)
: base(frameCount) { : base(frameCount) {
frames = new float[frameCount]; frames = new float[frameCount];
frameVertices = new float[frameCount][]; frameVertices = new float[frameCount][];
@ -573,7 +573,7 @@ namespace Spine {
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha) { override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha) {
Slot slot = skeleton.slots.Items[slotIndex]; Slot slot = skeleton.slots.Items[slotIndex];
IFfdAttachment ffdAttachment = slot.attachment as IFfdAttachment; // == null if not FfdAttachment. IFfdAttachment ffdAttachment = slot.attachment as IFfdAttachment;
if (ffdAttachment == null || !ffdAttachment.ApplyFFD(attachment)) return; if (ffdAttachment == null || !ffdAttachment.ApplyFFD(attachment)) return;
float[] frames = this.frames; float[] frames = this.frames;

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@ -1,4 +1,35 @@
namespace Spine { /******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, 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 (the "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 otherwise create derivative works, improvements of the
* Software or develop new applications using the Software 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; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) 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.
*****************************************************************************/
namespace Spine {
public interface IFfdAttachment { public interface IFfdAttachment {
bool ApplyFFD (Attachment sourceAttachment); bool ApplyFFD (Attachment sourceAttachment);
} }

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@ -99,18 +99,18 @@ namespace Spine {
static public void Apply (Bone parent, Bone child, float targetX, float targetY, int bendDir, float alpha) { static public void Apply (Bone parent, Bone child, float targetX, float targetY, int bendDir, float alpha) {
if (alpha == 0) return; if (alpha == 0) return;
float px = parent.x, py = parent.y, psx = parent.scaleX, psy = parent.scaleY; float px = parent.x, py = parent.y, psx = parent.scaleX, psy = parent.scaleY;
int offset1, offset2, sign2; int os1, os2, s2;
if (psx < 0) { if (psx < 0) {
psx = -psx; psx = -psx;
offset1 = 180; os1 = 180;
sign2 = -1; s2 = -1;
} else { } else {
offset1 = 0; os1 = 0;
sign2 = 1; s2 = 1;
} }
if (psy < 0) { if (psy < 0) {
psy = -psy; psy = -psy;
sign2 = -sign2; s2 = -s2;
} }
float cx = child.x, cy = child.y, csx = child.scaleX; float cx = child.x, cy = child.y, csx = child.scaleX;
bool u = Math.Abs(psx - psy) <= 0.0001f; bool u = Math.Abs(psx - psy) <= 0.0001f;
@ -121,9 +121,9 @@ namespace Spine {
} }
if (csx < 0) { if (csx < 0) {
csx = -csx; csx = -csx;
offset2 = 180; os2 = 180;
} else } else
offset2 = 0; os2 = 0;
Bone pp = parent.parent; Bone pp = parent.parent;
float tx, ty, dx, dy; float tx, ty, dx, dy;
if (pp == null) { if (pp == null) {
@ -208,9 +208,9 @@ namespace Spine {
} }
} }
outer: outer:
float oo = MathUtils.Atan2(cy, cx) * sign2; float os = MathUtils.Atan2(cy, cx) * s2;
a1 = (a1 - oo) * MathUtils.radDeg + offset1; a1 = (a1 - os) * MathUtils.radDeg + os1;
a2 = (a2 + oo) * MathUtils.radDeg * sign2 + offset2; a2 = (a2 + os) * MathUtils.radDeg * s2 + os2;
if (a1 > 180) a1 -= 360; if (a1 > 180) a1 -= 360;
else if (a1 < -180) a1 += 360; else if (a1 < -180) a1 += 360;
if (a2 > 180) a2 -= 360; if (a2 > 180) a2 -= 360;

View File

@ -50,11 +50,10 @@ namespace Spine {
public const int CURVE_STEPPED = 1; public const int CURVE_STEPPED = 1;
public const int CURVE_BEZIER = 2; public const int CURVE_BEZIER = 2;
private AttachmentLoader attachmentLoader;
public float Scale { get; set; } public float Scale { get; set; }
private byte[] bytes = new byte[32];
private byte[] buffer = new byte[4];
private AttachmentLoader attachmentLoader;
private byte[] buffer = new byte[32];
private List<SkeletonJson.LinkedMesh> linkedMeshes = new List<SkeletonJson.LinkedMesh>(); private List<SkeletonJson.LinkedMesh> linkedMeshes = new List<SkeletonJson.LinkedMesh>();
public SkeletonBinary (params Atlas[] atlasArray) public SkeletonBinary (params Atlas[] atlasArray)
@ -358,7 +357,7 @@ namespace Spine {
for (int i = 0; i < vertexCount; i++) { for (int i = 0; i < vertexCount; i++) {
int boneCount = (int)ReadFloat(input); int boneCount = (int)ReadFloat(input);
bones.Add(boneCount); bones.Add(boneCount);
for (int ii = 0; i < boneCount; ii++) { for (int ii = 0; ii < boneCount; ii++) {
bones.Add((int)ReadFloat(input)); bones.Add((int)ReadFloat(input));
weights.Add(ReadFloat(input) * scale); weights.Add(ReadFloat(input) * scale);
weights.Add(ReadFloat(input) * scale); weights.Add(ReadFloat(input) * scale);
@ -554,7 +553,7 @@ namespace Spine {
for (int iii = 0, nnn = ReadVarint(input, true); iii < nnn; iii++) { for (int iii = 0, nnn = ReadVarint(input, true); iii < nnn; iii++) {
Attachment attachment = skin.GetAttachment(slotIndex, ReadString(input)); Attachment attachment = skin.GetAttachment(slotIndex, ReadString(input));
int frameCount = ReadVarint(input, true); int frameCount = ReadVarint(input, true);
FFDTimeline timeline = new FFDTimeline(frameCount); FfdTimeline timeline = new FfdTimeline(frameCount);
timeline.slotIndex = slotIndex; timeline.slotIndex = slotIndex;
timeline.attachment = attachment; timeline.attachment = attachment;
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) { for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
@ -698,9 +697,7 @@ namespace Spine {
if ((b & 0x80) != 0) { if ((b & 0x80) != 0) {
b = input.ReadByte(); b = input.ReadByte();
result |= (b & 0x7F) << 21; result |= (b & 0x7F) << 21;
if ((b & 0x80) != 0) { if ((b & 0x80) != 0) result |= (input.ReadByte() & 0x7F) << 28;
result |= (input.ReadByte() & 0x7F) << 28;
}
} }
} }
} }
@ -716,20 +713,18 @@ namespace Spine {
return ""; return "";
} }
byteCount--; byteCount--;
byte[] bytes = this.bytes; byte[] buffer = this.buffer;
if (bytes.Length < byteCount) bytes = new byte[byteCount]; if (buffer.Length < byteCount) buffer = new byte[byteCount];
ReadFully(input, bytes, 0, byteCount); ReadFully(input, buffer, 0, byteCount);
return System.Text.Encoding.UTF8.GetString(bytes, 0, byteCount); return System.Text.Encoding.UTF8.GetString(buffer, 0, byteCount);
} }
private static void ReadFully (Stream input, byte[] b, int off, int len) { private static void ReadFully (Stream input, byte[] buffer, int offset, int length) {
while (len > 0) { while (length > 0) {
int count = input.Read(b, off, len); int count = input.Read(buffer, offset, length);
if (count <= 0) { if (count <= 0) throw new EndOfStreamException();
throw new EndOfStreamException(); offset += count;
} length -= count;
off += count;
len -= count;
} }
} }
} }

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@ -44,8 +44,9 @@ using Windows.Storage;
namespace Spine { namespace Spine {
public class SkeletonJson { public class SkeletonJson {
private AttachmentLoader attachmentLoader;
public float Scale { get; set; } public float Scale { get; set; }
private AttachmentLoader attachmentLoader;
private List<LinkedMesh> linkedMeshes = new List<LinkedMesh>(); private List<LinkedMesh> linkedMeshes = new List<LinkedMesh>();
public SkeletonJson (params Atlas[] atlasArray) public SkeletonJson (params Atlas[] atlasArray)
@ -365,12 +366,11 @@ namespace Spine {
for (int i = 0, n = vertices.Length; i < n;) { for (int i = 0, n = vertices.Length; i < n;) {
int boneCount = (int)vertices[i++]; int boneCount = (int)vertices[i++];
bones.Add(boneCount); bones.Add(boneCount);
for (int nn = i + boneCount * 4; i < nn;) { for (int nn = i + boneCount * 4; i < nn; i += 4) {
bones.Add((int)vertices[i]); bones.Add((int)vertices[i]);
weights.Add(vertices[i + 1] * scale); weights.Add(vertices[i + 1] * scale);
weights.Add(vertices[i + 2] * scale); weights.Add(vertices[i + 2] * scale);
weights.Add(vertices[i + 3]); weights.Add(vertices[i + 3]);
i += 4;
} }
} }
mesh.bones = bones.ToArray(); mesh.bones = bones.ToArray();
@ -576,7 +576,7 @@ namespace Spine {
int slotIndex = skeletonData.FindSlotIndex(slotMap.Key); int slotIndex = skeletonData.FindSlotIndex(slotMap.Key);
foreach (KeyValuePair<String, Object> meshMap in (Dictionary<String, Object>)slotMap.Value) { foreach (KeyValuePair<String, Object> meshMap in (Dictionary<String, Object>)slotMap.Value) {
var values = (List<Object>)meshMap.Value; var values = (List<Object>)meshMap.Value;
var timeline = new FFDTimeline(values.Count); var timeline = new FfdTimeline(values.Count);
Attachment attachment = skin.GetAttachment(slotIndex, meshMap.Key); Attachment attachment = skin.GetAttachment(slotIndex, meshMap.Key);
if (attachment == null) throw new Exception("FFD attachment not found: " + meshMap.Key); if (attachment == null) throw new Exception("FFD attachment not found: " + meshMap.Key);
timeline.slotIndex = slotIndex; timeline.slotIndex = slotIndex;

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@ -138,18 +138,18 @@ public class IkConstraint implements Updatable {
static public void apply (Bone parent, Bone child, float targetX, float targetY, int bendDir, float alpha) { static public void apply (Bone parent, Bone child, float targetX, float targetY, int bendDir, float alpha) {
if (alpha == 0) return; if (alpha == 0) return;
float px = parent.x, py = parent.y, psx = parent.scaleX, psy = parent.scaleY; float px = parent.x, py = parent.y, psx = parent.scaleX, psy = parent.scaleY;
int offset1, offset2, sign2; int os1, os2, s2;
if (psx < 0) { if (psx < 0) {
psx = -psx; psx = -psx;
offset1 = 180; os1 = 180;
sign2 = -1; s2 = -1;
} else { } else {
offset1 = 0; os1 = 0;
sign2 = 1; s2 = 1;
} }
if (psy < 0) { if (psy < 0) {
psy = -psy; psy = -psy;
sign2 = -sign2; s2 = -s2;
} }
float cx = child.x, cy = child.y, csx = child.appliedScaleX; float cx = child.x, cy = child.y, csx = child.appliedScaleX;
boolean u = Math.abs(psx - psy) <= 0.0001f; boolean u = Math.abs(psx - psy) <= 0.0001f;
@ -160,9 +160,9 @@ public class IkConstraint implements Updatable {
} }
if (csx < 0) { if (csx < 0) {
csx = -csx; csx = -csx;
offset2 = 180; os2 = 180;
} else } else
offset2 = 0; os2 = 0;
Bone pp = parent.parent; Bone pp = parent.parent;
float tx, ty, dx, dy; float tx, ty, dx, dy;
if (pp == null) { if (pp == null) {
@ -248,9 +248,9 @@ public class IkConstraint implements Updatable {
a2 = maxAngle * bendDir; a2 = maxAngle * bendDir;
} }
} }
float o = atan2(cy, cx) * sign2; float o = atan2(cy, cx) * s2;
a1 = (a1 - o) * radDeg + offset1; a1 = (a1 - o) * radDeg + os1;
a2 = (a2 + o) * radDeg * sign2 + offset2; a2 = (a2 + o) * radDeg * s2 + os2;
if (a1 > 180) if (a1 > 180)
a1 -= 360; a1 -= 360;
else if (a1 < -180) a1 += 360; else if (a1 < -180) a1 += 360;

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@ -376,7 +376,7 @@ public class SkeletonBinary {
for (int i = 0; i < vertexCount; i++) { for (int i = 0; i < vertexCount; i++) {
int boneCount = (int)input.readFloat(); int boneCount = (int)input.readFloat();
bones.add(boneCount); bones.add(boneCount);
for (int ii = 0, nn = boneCount; ii < nn; ii++) { for (int ii = 0; ii < boneCount; ii++) {
bones.add((int)input.readFloat()); bones.add((int)input.readFloat());
weights.add(input.readFloat() * scale); weights.add(input.readFloat() * scale);
weights.add(input.readFloat() * scale); weights.add(input.readFloat() * scale);

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@ -328,12 +328,11 @@ public class SkeletonJson {
for (int i = 0, n = vertices.length; i < n;) { for (int i = 0, n = vertices.length; i < n;) {
int boneCount = (int)vertices[i++]; int boneCount = (int)vertices[i++];
bones.add(boneCount); bones.add(boneCount);
for (int nn = i + boneCount * 4; i < nn;) { for (int nn = i + boneCount * 4; i < nn; i += 4) {
bones.add((int)vertices[i]); bones.add((int)vertices[i]);
weights.add(vertices[i + 1] * scale); weights.add(vertices[i + 1] * scale);
weights.add(vertices[i + 2] * scale); weights.add(vertices[i + 2] * scale);
weights.add(vertices[i + 3]); weights.add(vertices[i + 3]);
i += 4;
} }
} }
mesh.setBones(bones.toArray()); mesh.setBones(bones.toArray());

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@ -125,7 +125,7 @@ namespace Spine {
} }
skeleton.X = 400; skeleton.X = 400;
skeleton.Y = 690; skeleton.Y = 580;
skeleton.UpdateWorldTransform(); skeleton.UpdateWorldTransform();
headSlot = skeleton.FindSlot("head"); headSlot = skeleton.FindSlot("head");