mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
Minor clean up.
This commit is contained in:
parent
ba5e4073c3
commit
7823833bb4
@ -70,6 +70,7 @@
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<Compile Include="src\Attachments\AttachmentLoader.cs" />
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<Compile Include="src\Attachments\AttachmentType.cs" />
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<Compile Include="src\Attachments\BoundingBoxAttachment.cs" />
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<Compile Include="src\Attachments\IFfdAttachment.cs" />
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<Compile Include="src\Attachments\MeshAttachment.cs" />
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<Compile Include="src\Attachments\RegionAttachment.cs" />
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<Compile Include="src\Attachments\WeightedMeshAttachment.cs" />
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@ -548,7 +548,7 @@ namespace Spine {
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}
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}
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public class FFDTimeline : CurveTimeline {
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public class FfdTimeline : CurveTimeline {
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internal int slotIndex;
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internal float[] frames;
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private float[][] frameVertices;
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@ -559,7 +559,7 @@ namespace Spine {
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public float[][] Vertices { get { return frameVertices; } set { frameVertices = value; } }
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public Attachment Attachment { get { return attachment; } set { attachment = value; } }
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public FFDTimeline (int frameCount)
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public FfdTimeline (int frameCount)
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: base(frameCount) {
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frames = new float[frameCount];
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frameVertices = new float[frameCount][];
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@ -573,7 +573,7 @@ namespace Spine {
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override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha) {
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Slot slot = skeleton.slots.Items[slotIndex];
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IFfdAttachment ffdAttachment = slot.attachment as IFfdAttachment; // == null if not FfdAttachment.
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IFfdAttachment ffdAttachment = slot.attachment as IFfdAttachment;
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if (ffdAttachment == null || !ffdAttachment.ApplyFFD(attachment)) return;
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float[] frames = this.frames;
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@ -1,4 +1,35 @@
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namespace Spine {
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/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.3
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*
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* Copyright (c) 2013-2015, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to use, install, execute and perform the Spine
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* Runtimes Software (the "Software") and derivative works solely for personal
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* or internal use. Without the written permission of Esoteric Software (see
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* Section 2 of the Spine Software License Agreement), you may not (a) modify,
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* translate, adapt or otherwise create derivative works, improvements of the
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* Software or develop new applications using the Software or (b) remove,
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* delete, alter or obscure any trademarks or any copyright, trademark, patent
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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namespace Spine {
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public interface IFfdAttachment {
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bool ApplyFFD (Attachment sourceAttachment);
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}
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@ -99,18 +99,18 @@ namespace Spine {
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static public void Apply (Bone parent, Bone child, float targetX, float targetY, int bendDir, float alpha) {
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if (alpha == 0) return;
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float px = parent.x, py = parent.y, psx = parent.scaleX, psy = parent.scaleY;
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int offset1, offset2, sign2;
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int os1, os2, s2;
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if (psx < 0) {
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psx = -psx;
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offset1 = 180;
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sign2 = -1;
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os1 = 180;
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s2 = -1;
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} else {
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offset1 = 0;
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sign2 = 1;
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os1 = 0;
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s2 = 1;
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}
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if (psy < 0) {
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psy = -psy;
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sign2 = -sign2;
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s2 = -s2;
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}
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float cx = child.x, cy = child.y, csx = child.scaleX;
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bool u = Math.Abs(psx - psy) <= 0.0001f;
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@ -121,9 +121,9 @@ namespace Spine {
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}
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if (csx < 0) {
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csx = -csx;
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offset2 = 180;
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os2 = 180;
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} else
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offset2 = 0;
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os2 = 0;
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Bone pp = parent.parent;
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float tx, ty, dx, dy;
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if (pp == null) {
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@ -208,9 +208,9 @@ namespace Spine {
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}
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}
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outer:
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float oo = MathUtils.Atan2(cy, cx) * sign2;
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a1 = (a1 - oo) * MathUtils.radDeg + offset1;
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a2 = (a2 + oo) * MathUtils.radDeg * sign2 + offset2;
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float os = MathUtils.Atan2(cy, cx) * s2;
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a1 = (a1 - os) * MathUtils.radDeg + os1;
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a2 = (a2 + os) * MathUtils.radDeg * s2 + os2;
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if (a1 > 180) a1 -= 360;
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else if (a1 < -180) a1 += 360;
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if (a2 > 180) a2 -= 360;
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@ -50,11 +50,10 @@ namespace Spine {
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public const int CURVE_STEPPED = 1;
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public const int CURVE_BEZIER = 2;
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private AttachmentLoader attachmentLoader;
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public float Scale { get; set; }
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private byte[] bytes = new byte[32];
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private byte[] buffer = new byte[4];
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private AttachmentLoader attachmentLoader;
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private byte[] buffer = new byte[32];
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private List<SkeletonJson.LinkedMesh> linkedMeshes = new List<SkeletonJson.LinkedMesh>();
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public SkeletonBinary (params Atlas[] atlasArray)
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@ -358,7 +357,7 @@ namespace Spine {
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for (int i = 0; i < vertexCount; i++) {
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int boneCount = (int)ReadFloat(input);
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bones.Add(boneCount);
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for (int ii = 0; i < boneCount; ii++) {
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for (int ii = 0; ii < boneCount; ii++) {
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bones.Add((int)ReadFloat(input));
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weights.Add(ReadFloat(input) * scale);
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weights.Add(ReadFloat(input) * scale);
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@ -554,7 +553,7 @@ namespace Spine {
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for (int iii = 0, nnn = ReadVarint(input, true); iii < nnn; iii++) {
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Attachment attachment = skin.GetAttachment(slotIndex, ReadString(input));
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int frameCount = ReadVarint(input, true);
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FFDTimeline timeline = new FFDTimeline(frameCount);
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FfdTimeline timeline = new FfdTimeline(frameCount);
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timeline.slotIndex = slotIndex;
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timeline.attachment = attachment;
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for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
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@ -698,9 +697,7 @@ namespace Spine {
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if ((b & 0x80) != 0) {
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b = input.ReadByte();
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result |= (b & 0x7F) << 21;
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if ((b & 0x80) != 0) {
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result |= (input.ReadByte() & 0x7F) << 28;
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}
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if ((b & 0x80) != 0) result |= (input.ReadByte() & 0x7F) << 28;
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}
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}
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}
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@ -716,20 +713,18 @@ namespace Spine {
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return "";
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}
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byteCount--;
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byte[] bytes = this.bytes;
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if (bytes.Length < byteCount) bytes = new byte[byteCount];
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ReadFully(input, bytes, 0, byteCount);
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return System.Text.Encoding.UTF8.GetString(bytes, 0, byteCount);
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byte[] buffer = this.buffer;
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if (buffer.Length < byteCount) buffer = new byte[byteCount];
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ReadFully(input, buffer, 0, byteCount);
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return System.Text.Encoding.UTF8.GetString(buffer, 0, byteCount);
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}
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private static void ReadFully (Stream input, byte[] b, int off, int len) {
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while (len > 0) {
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int count = input.Read(b, off, len);
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if (count <= 0) {
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throw new EndOfStreamException();
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}
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off += count;
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len -= count;
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private static void ReadFully (Stream input, byte[] buffer, int offset, int length) {
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while (length > 0) {
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int count = input.Read(buffer, offset, length);
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if (count <= 0) throw new EndOfStreamException();
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offset += count;
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length -= count;
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}
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}
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}
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@ -44,8 +44,9 @@ using Windows.Storage;
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namespace Spine {
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public class SkeletonJson {
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private AttachmentLoader attachmentLoader;
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public float Scale { get; set; }
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private AttachmentLoader attachmentLoader;
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private List<LinkedMesh> linkedMeshes = new List<LinkedMesh>();
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public SkeletonJson (params Atlas[] atlasArray)
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@ -365,12 +366,11 @@ namespace Spine {
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for (int i = 0, n = vertices.Length; i < n;) {
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int boneCount = (int)vertices[i++];
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bones.Add(boneCount);
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for (int nn = i + boneCount * 4; i < nn;) {
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for (int nn = i + boneCount * 4; i < nn; i += 4) {
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bones.Add((int)vertices[i]);
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weights.Add(vertices[i + 1] * scale);
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weights.Add(vertices[i + 2] * scale);
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weights.Add(vertices[i + 3]);
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i += 4;
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}
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}
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mesh.bones = bones.ToArray();
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@ -576,7 +576,7 @@ namespace Spine {
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int slotIndex = skeletonData.FindSlotIndex(slotMap.Key);
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foreach (KeyValuePair<String, Object> meshMap in (Dictionary<String, Object>)slotMap.Value) {
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var values = (List<Object>)meshMap.Value;
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var timeline = new FFDTimeline(values.Count);
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var timeline = new FfdTimeline(values.Count);
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Attachment attachment = skin.GetAttachment(slotIndex, meshMap.Key);
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if (attachment == null) throw new Exception("FFD attachment not found: " + meshMap.Key);
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timeline.slotIndex = slotIndex;
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@ -138,18 +138,18 @@ public class IkConstraint implements Updatable {
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static public void apply (Bone parent, Bone child, float targetX, float targetY, int bendDir, float alpha) {
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if (alpha == 0) return;
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float px = parent.x, py = parent.y, psx = parent.scaleX, psy = parent.scaleY;
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int offset1, offset2, sign2;
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int os1, os2, s2;
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if (psx < 0) {
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psx = -psx;
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offset1 = 180;
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sign2 = -1;
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os1 = 180;
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s2 = -1;
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} else {
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offset1 = 0;
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sign2 = 1;
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os1 = 0;
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s2 = 1;
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}
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if (psy < 0) {
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psy = -psy;
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sign2 = -sign2;
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s2 = -s2;
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}
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float cx = child.x, cy = child.y, csx = child.appliedScaleX;
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boolean u = Math.abs(psx - psy) <= 0.0001f;
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@ -160,9 +160,9 @@ public class IkConstraint implements Updatable {
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}
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if (csx < 0) {
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csx = -csx;
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offset2 = 180;
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os2 = 180;
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} else
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offset2 = 0;
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os2 = 0;
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Bone pp = parent.parent;
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float tx, ty, dx, dy;
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if (pp == null) {
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@ -248,9 +248,9 @@ public class IkConstraint implements Updatable {
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a2 = maxAngle * bendDir;
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}
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}
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float o = atan2(cy, cx) * sign2;
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a1 = (a1 - o) * radDeg + offset1;
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a2 = (a2 + o) * radDeg * sign2 + offset2;
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float o = atan2(cy, cx) * s2;
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a1 = (a1 - o) * radDeg + os1;
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a2 = (a2 + o) * radDeg * s2 + os2;
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if (a1 > 180)
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a1 -= 360;
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else if (a1 < -180) a1 += 360;
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@ -376,7 +376,7 @@ public class SkeletonBinary {
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for (int i = 0; i < vertexCount; i++) {
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int boneCount = (int)input.readFloat();
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bones.add(boneCount);
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for (int ii = 0, nn = boneCount; ii < nn; ii++) {
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for (int ii = 0; ii < boneCount; ii++) {
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bones.add((int)input.readFloat());
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weights.add(input.readFloat() * scale);
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weights.add(input.readFloat() * scale);
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@ -328,12 +328,11 @@ public class SkeletonJson {
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for (int i = 0, n = vertices.length; i < n;) {
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int boneCount = (int)vertices[i++];
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bones.add(boneCount);
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for (int nn = i + boneCount * 4; i < nn;) {
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for (int nn = i + boneCount * 4; i < nn; i += 4) {
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bones.add((int)vertices[i]);
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weights.add(vertices[i + 1] * scale);
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weights.add(vertices[i + 2] * scale);
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weights.add(vertices[i + 3]);
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i += 4;
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}
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}
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mesh.setBones(bones.toArray());
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Binary file not shown.
@ -125,7 +125,7 @@ namespace Spine {
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}
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skeleton.X = 400;
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skeleton.Y = 690;
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skeleton.Y = 580;
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skeleton.UpdateWorldTransform();
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headSlot = skeleton.FindSlot("head");
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