[csharp] Porting of commits dbd90ca, da1b280, 10d5a91 and e14db0e (includes 4.0 format changes). Fixed errors in color parsing introduced by previous porting 4.0 commit.

* Added separate X and Y for transform constraint translate and scale mix.
* Renamed `xxxMix` to `mixXxx` to avoid names like `scaleXMix`.
* Added separate X and Y sliders for path constraint translate mix.
* Added a proportional spacing mode to path constraints.
* Fixed path constraint when a parent bone of the path is scaled.
This commit is contained in:
Harald Csaszar 2020-11-16 19:04:13 +01:00
parent e14db0ec2c
commit 7ef2fc96db
16 changed files with 520 additions and 319 deletions

View File

@ -199,7 +199,7 @@ namespace Spine {
}
internal enum Property {
Rotate=0, TranslateX, TranslateY, ScaleX, ScaleY, ShearX, ShearY, //
Rotate=0, X, Y, ScaleX, ScaleY, ShearX, ShearY, //
RGB, Alpha, RGB2, //
Attachment, Deform, //
Event, DrawOrder, //
@ -333,7 +333,7 @@ namespace Spine {
/// <param name="bezier">The ordinal of this Bezier curve for this timeline, between 0 and <code>bezierCount - 1</code> (specified
/// in the constructor), inclusive.</param>
/// <param name="frame">Between 0 and <code>frameCount - 1</code>, inclusive.</param>
/// <param name="value">The index of the value for this frame that this curve is used for.</param>
/// <param name="value">The index of the value for the frame this curve is used for.</param>
/// <param name="time1">The time for the first key.</param>
/// <param name="value1">The value for the first key.</param>
/// <param name="cx1">The time for the first Bezier handle.</param>
@ -518,8 +518,8 @@ namespace Spine {
public TranslateTimeline (int frameCount, int bezierCount, int boneIndex)
: base(frameCount, bezierCount, //
(int)Property.TranslateX + "|" + boneIndex, //
(int) Property.TranslateY + "|" + boneIndex) {
(int)Property.X + "|" + boneIndex, //
(int) Property.Y + "|" + boneIndex) {
this.boneIndex = boneIndex;
}
@ -593,7 +593,7 @@ namespace Spine {
readonly int boneIndex;
public TranslateXTimeline (int frameCount, int bezierCount, int boneIndex)
: base(frameCount, bezierCount, (int)Property.TranslateX + "|" + boneIndex) {
: base(frameCount, bezierCount, (int)Property.X + "|" + boneIndex) {
this.boneIndex = boneIndex;
}
@ -642,7 +642,7 @@ namespace Spine {
readonly int boneIndex;
public TranslateYTimeline (int frameCount, int bezierCount, int boneIndex)
: base(frameCount, bezierCount, (int)Property.TranslateY + "|" + boneIndex) {
: base(frameCount, bezierCount, (int)Property.Y + "|" + boneIndex) {
this.boneIndex = boneIndex;
}
@ -1705,12 +1705,11 @@ namespace Spine {
slot.ClampSecondColor();
}
else {
float br, bg, bb, ba, br2, bg2, bb2;
float br, bg, bb, br2, bg2, bb2;
if (blend == MixBlend.Setup) {
br = slot.data.r;
bg = slot.data.g;
bb = slot.data.b;
ba = slot.data.a;
br2 = slot.data.r2;
bg2 = slot.data.g2;
bb2 = slot.data.b2;
@ -1719,7 +1718,6 @@ namespace Spine {
br = slot.r;
bg = slot.g;
bb = slot.b;
ba = slot.a;
br2 = slot.r2;
bg2 = slot.g2;
bb2 = slot.b2;
@ -2308,8 +2306,8 @@ namespace Spine {
/// <summary>Changes a transform constraint's mixes.</summary>
public class TransformConstraintTimeline : CurveTimeline {
public const int ENTRIES = 5;
private const int ROTATE = 1, TRANSLATE = 2, SCALE = 3, SHEAR = 4;
public const int ENTRIES = 7;
private const int ROTATE = 1, X = 2, Y = 3, SCALEX = 4, SCALEY = 5, SHEARY = 6;
readonly int transformConstraintIndex;
@ -2335,13 +2333,16 @@ namespace Spine {
/// <summary>Sets the time, rotate mix, translate mix, scale mix, and shear mix for the specified frame.</summary>
/// <param name="frame">Between 0 and <code>frameCount</code>, inclusive.</param>
/// <param name="time">The frame time in seconds.</param>
public void SetFrame (int frame, float time, float rotateMix, float translateMix, float scaleMix, float shearMix) {
public void SetFrame (int frame, float time, float mixRotate, float mixX, float mixY, float mixScaleX, float mixScaleY,
float mixShearY) {
frame *= ENTRIES;
frames[frame] = time;
frames[frame + ROTATE] = rotateMix;
frames[frame + TRANSLATE] = translateMix;
frames[frame + SCALE] = scaleMix;
frames[frame + SHEAR] = shearMix;
frames[frame + ROTATE] = mixRotate;
frames[frame + X] = mixX;
frames[frame + Y] = mixY;
frames[frame + SCALEX] = mixScaleX;
frames[frame + SCALEY] = mixScaleY;
frames[frame + SHEARY] = mixShearY;
}
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, MixBlend blend,
@ -2354,61 +2355,77 @@ namespace Spine {
TransformConstraintData data = constraint.data;
switch (blend) {
case MixBlend.Setup:
constraint.rotateMix = data.rotateMix;
constraint.translateMix = data.translateMix;
constraint.scaleMix = data.scaleMix;
constraint.shearMix = data.shearMix;
constraint.mixRotate = data.mixRotate;
constraint.mixX = data.mixX;
constraint.mixY = data.mixY;
constraint.mixScaleX = data.mixScaleX;
constraint.mixScaleY = data.mixScaleY;
constraint.mixShearY = data.mixShearY;
return;
case MixBlend.First:
constraint.rotateMix += (data.rotateMix - constraint.rotateMix) * alpha;
constraint.translateMix += (data.translateMix - constraint.translateMix) * alpha;
constraint.scaleMix += (data.scaleMix - constraint.scaleMix) * alpha;
constraint.shearMix += (data.shearMix - constraint.shearMix) * alpha;
constraint.mixRotate += (data.mixRotate - constraint.mixRotate) * alpha;
constraint.mixX += (data.mixX - constraint.mixX) * alpha;
constraint.mixY += (data.mixY - constraint.mixY) * alpha;
constraint.mixScaleX += (data.mixScaleX - constraint.mixScaleX) * alpha;
constraint.mixScaleY += (data.mixScaleY - constraint.mixScaleY) * alpha;
constraint.mixShearY += (data.mixShearY - constraint.mixShearY) * alpha;
return;
}
return;
}
float rotate, translate, scale, shear;
float rotate, x, y, scaleX, scaleY, shearY;
int i = Animation.Search(frames, time, ENTRIES), curveType = (int)curves[i / ENTRIES];
switch (curveType) {
case LINEAR:
float before = frames[i];
rotate = frames[i + ROTATE];
translate = frames[i + TRANSLATE];
scale = frames[i + SCALE];
shear = frames[i + SHEAR];
x = frames[i + X];
y = frames[i + Y];
scaleX = frames[i + SCALEX];
scaleY = frames[i + SCALEY];
shearY = frames[i + SHEARY];
float t = (time - before) / (frames[i + ENTRIES] - before);
rotate += (frames[i + ENTRIES + ROTATE] - rotate) * t;
translate += (frames[i + ENTRIES + TRANSLATE] - translate) * t;
scale += (frames[i + ENTRIES + SCALE] - scale) * t;
shear += (frames[i + ENTRIES + SHEAR] - shear) * t;
x += (frames[i + ENTRIES + X] - x) * t;
y += (frames[i + ENTRIES + Y] - y) * t;
scaleX += (frames[i + ENTRIES + SCALEX] - scaleX) * t;
scaleY += (frames[i + ENTRIES + SCALEY] - scaleY) * t;
shearY += (frames[i + ENTRIES + SHEARY] - shearY) * t;
break;
case STEPPED:
rotate = frames[i + ROTATE];
translate = frames[i + TRANSLATE];
scale = frames[i + SCALE];
shear = frames[i + SHEAR];
x = frames[i + X];
y = frames[i + Y];
scaleX = frames[i + SCALEX];
scaleY = frames[i + SCALEY];
shearY = frames[i + SHEARY];
break;
default:
rotate = GetBezierValue(time, i, ROTATE, curveType - BEZIER);
translate = GetBezierValue(time, i, TRANSLATE, curveType + BEZIER_SIZE - BEZIER);
scale = GetBezierValue(time, i, TRANSLATE, curveType + BEZIER_SIZE * 2 - BEZIER);
shear = GetBezierValue(time, i, TRANSLATE, curveType + BEZIER_SIZE * 3 - BEZIER);
x = GetBezierValue(time, i, X, curveType + BEZIER_SIZE - BEZIER);
y = GetBezierValue(time, i, Y, curveType + BEZIER_SIZE * 2 - BEZIER);
scaleX = GetBezierValue(time, i, SCALEX, curveType + BEZIER_SIZE * 3 - BEZIER);
scaleY = GetBezierValue(time, i, SCALEY, curveType + BEZIER_SIZE * 4 - BEZIER);
shearY = GetBezierValue(time, i, SHEARY, curveType + BEZIER_SIZE * 5 - BEZIER);
break;
}
if (blend == MixBlend.Setup) {
TransformConstraintData data = constraint.data;
constraint.rotateMix = data.rotateMix + (rotate - data.rotateMix) * alpha;
constraint.translateMix = data.translateMix + (translate - data.translateMix) * alpha;
constraint.scaleMix = data.scaleMix + (scale - data.scaleMix) * alpha;
constraint.shearMix = data.shearMix + (shear - data.shearMix) * alpha;
constraint.mixRotate = data.mixRotate + (rotate - data.mixRotate) * alpha;
constraint.mixX = data.mixX + (x - data.mixX) * alpha;
constraint.mixY = data.mixY + (y - data.mixY) * alpha;
constraint.mixScaleX = data.mixScaleX + (scaleX - data.mixScaleX) * alpha;
constraint.mixScaleY = data.mixScaleY + (scaleY - data.mixScaleY) * alpha;
constraint.mixShearY = data.mixShearY + (shearY - data.mixShearY) * alpha;
} else {
constraint.rotateMix += (rotate - constraint.rotateMix) * alpha;
constraint.translateMix += (translate - constraint.translateMix) * alpha;
constraint.scaleMix += (scale - constraint.scaleMix) * alpha;
constraint.shearMix += (shear - constraint.shearMix) * alpha;
constraint.mixRotate += (rotate - constraint.mixRotate) * alpha;
constraint.mixX += (x - constraint.mixX) * alpha;
constraint.mixY += (y - constraint.mixY) * alpha;
constraint.mixScaleX += (scaleX - constraint.mixScaleX) * alpha;
constraint.mixScaleY += (scaleY - constraint.mixScaleY) * alpha;
constraint.mixShearY += (shearY - constraint.mixShearY) * alpha;
}
}
}
@ -2499,8 +2516,12 @@ namespace Spine {
}
}
/// <summary>Changes a path constraint's mixes.</summary>
public class PathConstraintMixTimeline : CurveTimeline2 {
/// <summary> Changes a transform constraint's <see cref="PathConstraint.MixRotate"/>, <see cref="PathConstraint.MixX"/>, and
/// <see cref="PathConstraint.MixY"/>.</summary>
public class PathConstraintMixTimeline : CurveTimeline {
public const int ENTRIES = 4;
private const int ROTATE = 1, X = 2, Y = 3;
readonly int pathConstraintIndex;
public PathConstraintMixTimeline (int frameCount, int bezierCount, int pathConstraintIndex)
@ -2508,6 +2529,10 @@ namespace Spine {
this.pathConstraintIndex = pathConstraintIndex;
}
public override int FrameEntries {
get { return ENTRIES; }
}
/// <summary>The index of the path constraint slot in <see cref="Skeleton.PathConstraints"/> that will be changed when this timeline
/// is applied.</summary>
public int PathConstraintIndex {
@ -2516,6 +2541,17 @@ namespace Spine {
}
}
/// <summary>Sets the time and color for the specified frame.</summary>
/// <param name="frame">Between 0 and <code>frameCount</code>, inclusive.</param>
/// <param name="time">The frame time in seconds.</param>
public void SetFrame (int frame, float time, float mixRotate, float mixX, float mixY) {
frame <<= 2;
frames[frame] = time;
frames[frame + ROTATE] = mixRotate;
frames[frame + X] = mixX;
frames[frame + Y] = mixY;
}
override public void Apply (Skeleton skeleton, float lastTime, float time, ExposedList<Event> firedEvents, float alpha, MixBlend blend,
MixDirection direction) {
PathConstraint constraint = skeleton.pathConstraints.Items[pathConstraintIndex];
@ -2525,44 +2561,53 @@ namespace Spine {
if (time < frames[0]) { // Time is before first frame.
switch (blend) {
case MixBlend.Setup:
constraint.rotateMix = constraint.data.rotateMix;
constraint.translateMix = constraint.data.translateMix;
constraint.mixRotate = constraint.data.mixRotate;
constraint.mixX = constraint.data.mixX;
constraint.mixY = constraint.data.mixY;
return;
case MixBlend.First:
constraint.rotateMix += (constraint.data.rotateMix - constraint.rotateMix) * alpha;
constraint.translateMix += (constraint.data.translateMix - constraint.translateMix) * alpha;
constraint.mixRotate += (constraint.data.mixRotate - constraint.mixRotate) * alpha;
constraint.mixX += (constraint.data.mixX - constraint.mixX) * alpha;
constraint.mixY += (constraint.data.mixY - constraint.mixY) * alpha;
return;
}
return;
}
float rotate, translate;
int i = Animation.Search(frames, time, ENTRIES), curveType = (int)curves[i / ENTRIES];
float rotate, x, y;
int i = Animation.Search(frames, time, ENTRIES), curveType = (int)curves[i >> 2];
switch (curveType) {
case LINEAR:
float before = frames[i];
rotate = frames[i + VALUE1];
translate = frames[i + VALUE2];
rotate = frames[i + ROTATE];
x = frames[i + X];
y = frames[i + Y];
float t = (time - before) / (frames[i + ENTRIES] - before);
rotate += (frames[i + ENTRIES + VALUE1] - rotate) * t;
translate += (frames[i + ENTRIES + VALUE2] - translate) * t;
rotate += (frames[i + ENTRIES + ROTATE] - rotate) * t;
x += (frames[i + ENTRIES + X] - x) * t;
y += (frames[i + ENTRIES + Y] - y) * t;
break;
case STEPPED:
rotate = frames[i + VALUE1];
translate = frames[i + VALUE2];
rotate = frames[i + ROTATE];
x = frames[i + X];
y = frames[i + Y];
break;
default:
rotate = GetBezierValue(time, i, VALUE1, curveType - BEZIER);
translate = GetBezierValue(time, i, VALUE2, curveType + BEZIER_SIZE - BEZIER);
rotate = GetBezierValue(time, i, ROTATE, curveType - BEZIER);
x = GetBezierValue(time, i, X, curveType + BEZIER_SIZE - BEZIER);
y = GetBezierValue(time, i, Y, curveType + BEZIER_SIZE * 2 - BEZIER);
break;
}
if (blend == MixBlend.Setup) {
constraint.rotateMix = constraint.data.rotateMix + (rotate - constraint.data.rotateMix) * alpha;
constraint.translateMix = constraint.data.translateMix + (translate - constraint.data.translateMix) * alpha;
PathConstraintData data = constraint.data;
constraint.mixRotate = data.mixRotate + (rotate - data.mixRotate) * alpha;
constraint.mixX = data.mixX + (x - data.mixX) * alpha;
constraint.mixY = data.mixY + (y - data.mixY) * alpha;
} else {
constraint.rotateMix += (rotate - constraint.rotateMix) * alpha;
constraint.translateMix += (translate - constraint.translateMix) * alpha;
constraint.mixRotate += (rotate - constraint.mixRotate) * alpha;
constraint.mixX += (x - constraint.mixX) * alpha;
constraint.mixY += (y - constraint.mixY) * alpha;
}
}
}

View File

@ -37,7 +37,10 @@ namespace Spine {
/// <summary>The length in the setup pose from the start of the path to the end of each curve.</summary>
public float[] Lengths { get { return lengths; } set { lengths = value; } }
/// <summary>If true, the start and end knots are connected.</summary>
public bool Closed { get { return closed; } set { closed = value; } }
/// <summary>If true, additional calculations are performed to make computing positions along the path more accurate and movement along
/// the path have a constant speed.</summary>
public bool ConstantSpeed { get { return constantSpeed; } set { constantSpeed = value; } }
public PathAttachment (String name)

View File

@ -104,7 +104,7 @@ namespace Spine {
set { target = value; }
}
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained rotations.</summary>
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained rotation.</summary>
public float Mix {
get { return mix; }
set { mix = value; }

View File

@ -54,7 +54,7 @@ namespace Spine {
}
/// <summary>
/// A percentage (0-1) that controls the mix between the constraint and unconstrained rotations.</summary>
/// A percentage (0-1) that controls the mix between the constraint and unconstrained rotation.</summary>
public float Mix {
get { return mix; }
set { mix = value; }

View File

@ -45,7 +45,7 @@ namespace Spine {
internal PathConstraintData data;
internal ExposedList<Bone> bones;
internal Slot target;
internal float position, spacing, rotateMix, translateMix;
internal float position, spacing, mixRotate, mixX, mixY;
internal bool active;
@ -63,8 +63,9 @@ namespace Spine {
target = skeleton.FindSlot(data.target.name);
position = data.position;
spacing = data.spacing;
rotateMix = data.rotateMix;
translateMix = data.translateMix;
mixRotate = data.mixRotate;
mixX = data.mixX;
mixY = data.mixY;
}
/// <summary>Copy constructor.</summary>
@ -78,60 +79,88 @@ namespace Spine {
target = skeleton.slots.Items[constraint.target.data.index];
position = constraint.position;
spacing = constraint.spacing;
rotateMix = constraint.rotateMix;
translateMix = constraint.translateMix;
mixRotate = constraint.mixRotate;
mixX = constraint.mixX;
mixY = constraint.mixY;
}
public void Update () {
PathAttachment attachment = target.Attachment as PathAttachment;
if (attachment == null) return;
float rotateMix = this.rotateMix, translateMix = this.translateMix;
bool translate = translateMix > 0, rotate = rotateMix > 0;
if (!translate && !rotate) return;
float mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY;
if (mixRotate == 0 && mixX == 0 && mixY == 0) return;
PathConstraintData data = this.data;
bool percentSpacing = data.spacingMode == SpacingMode.Percent;
RotateMode rotateMode = data.rotateMode;
bool tangents = rotateMode == RotateMode.Tangent, scale = rotateMode == RotateMode.ChainScale;
bool tangents = data.rotateMode == RotateMode.Tangent, scale = data.rotateMode == RotateMode.ChainScale;
int boneCount = this.bones.Count, spacesCount = tangents ? boneCount : boneCount + 1;
Bone[] bonesItems = this.bones.Items;
ExposedList<float> spaces = this.spaces.Resize(spacesCount), lengths = null;
float[] spaces = this.spaces.Resize(spacesCount).Items, lengths = scale ? this.lengths.Resize(boneCount).Items : null;
float spacing = this.spacing;
if (scale || !percentSpacing) {
if (scale) lengths = this.lengths.Resize(boneCount);
bool lengthSpacing = data.spacingMode == SpacingMode.Length;
for (int i = 0, n = spacesCount - 1; i < n;) {
Bone bone = bonesItems[i];
float setupLength = bone.data.length;
if (setupLength < PathConstraint.Epsilon) {
if (scale) lengths.Items[i] = 0;
spaces.Items[++i] = 0;
} else if (percentSpacing) {
if (scale) {
switch (data.spacingMode) {
case SpacingMode.Percent:
for (int i = 0, n = spacesCount - 1; i < n;) {
Bone bone = bonesItems[i];
float setupLength = bone.data.length;
if (setupLength < PathConstraint.Epsilon) {
if (scale) lengths[i] = 0;
spaces[++i] = 0;
} else {
if (scale) {
float x = setupLength * bone.a, y = setupLength * bone.c;
lengths[i] = (float)Math.Sqrt(x * x + y * y);
}
spaces[++i] = spacing;
}
}
break;
case SpacingMode.Proportional: {
float sum = 0;
for (int i = 0; i < boneCount;) {
Bone bone = bonesItems[i];
float setupLength = bone.data.length;
if (setupLength < PathConstraint.Epsilon) {
if (scale) lengths[i] = 0;
spaces[++i] = 0;
} else {
float x = setupLength * bone.a, y = setupLength * bone.c;
float length = (float)Math.Sqrt(x * x + y * y);
lengths.Items[i] = length;
if (scale) lengths[i] = length;
spaces[++i] = length;
sum += length;
}
spaces.Items[++i] = spacing;
} else {
float x = setupLength * bone.a, y = setupLength * bone.c;
float length = (float)Math.Sqrt(x * x + y * y);
if (scale) lengths.Items[i] = length;
spaces.Items[++i] = (lengthSpacing ? setupLength + spacing : spacing) * length / setupLength;
}
sum = spacesCount / sum * spacing;
for (int i = 1; i < spacesCount; i++)
spaces[i] *= sum;
break;
}
default: {
bool lengthSpacing = data.spacingMode == SpacingMode.Length;
for (int i = 0, n = spacesCount - 1; i < n;) {
Bone bone = bonesItems[i];
float setupLength = bone.data.length;
if (setupLength < PathConstraint.Epsilon) {
if (scale) lengths[i] = 0;
spaces[++i] = 0;
}
else {
float x = setupLength * bone.a, y = setupLength * bone.c;
float length = (float)Math.Sqrt(x * x + y * y);
if (scale) lengths[i] = length;
spaces[++i] = (lengthSpacing ? setupLength + spacing : spacing) * length / setupLength;
}
}
break;
}
} else {
for (int i = 1; i < spacesCount; i++)
spaces.Items[i] = spacing;
}
float[] positions = ComputeWorldPositions(attachment, spacesCount, tangents,
data.positionMode == PositionMode.Percent, percentSpacing);
float[] positions = ComputeWorldPositions(attachment, spacesCount, tangents);
float boneX = positions[0], boneY = positions[1], offsetRotation = data.offsetRotation;
bool tip;
if (offsetRotation == 0) {
tip = rotateMode == RotateMode.Chain;
tip = data.rotateMode == RotateMode.Chain;
} else {
tip = false;
Bone p = target.bone;
@ -139,24 +168,24 @@ namespace Spine {
}
for (int i = 0, p = 3; i < boneCount; i++, p += 3) {
Bone bone = bonesItems[i];
bone.worldX += (boneX - bone.worldX) * translateMix;
bone.worldY += (boneY - bone.worldY) * translateMix;
bone.worldX += (boneX - bone.worldX) * mixX;
bone.worldY += (boneY - bone.worldY) * mixY;
float x = positions[p], y = positions[p + 1], dx = x - boneX, dy = y - boneY;
if (scale) {
float length = lengths.Items[i];
float length = lengths[i];
if (length >= PathConstraint.Epsilon) {
float s = ((float)Math.Sqrt(dx * dx + dy * dy) / length - 1) * rotateMix + 1;
float s = ((float)Math.Sqrt(dx * dx + dy * dy) / length - 1) * mixRotate + 1;
bone.a *= s;
bone.c *= s;
}
}
boneX = x;
boneY = y;
if (rotate) {
if (mixRotate > 0) {
float a = bone.a, b = bone.b, c = bone.c, d = bone.d, r, cos, sin;
if (tangents)
r = positions[p - 1];
else if (spaces.Items[i + 1] < PathConstraint.Epsilon)
else if (spaces[i + 1] < PathConstraint.Epsilon)
r = positions[p + 2];
else
r = MathUtils.Atan2(dy, dx);
@ -165,15 +194,15 @@ namespace Spine {
cos = MathUtils.Cos(r);
sin = MathUtils.Sin(r);
float length = bone.data.length;
boneX += (length * (cos * a - sin * c) - dx) * rotateMix;
boneY += (length * (sin * a + cos * c) - dy) * rotateMix;
boneX += (length * (cos * a - sin * c) - dx) * mixRotate;
boneY += (length * (sin * a + cos * c) - dy) * mixRotate;
} else
r += offsetRotation;
if (r > MathUtils.PI)
r -= MathUtils.PI2;
else if (r < -MathUtils.PI) //
r += MathUtils.PI2;
r *= rotateMix;
r *= mixRotate;
cos = MathUtils.Cos(r);
sin = MathUtils.Sin(r);
bone.a = cos * a - sin * c;
@ -185,28 +214,38 @@ namespace Spine {
}
}
float[] ComputeWorldPositions (PathAttachment path, int spacesCount, bool tangents, bool percentPosition,
bool percentSpacing) {
float[] ComputeWorldPositions (PathAttachment path, int spacesCount, bool tangents) {
Slot target = this.target;
float position = this.position;
float[] spacesItems = this.spaces.Items, output = this.positions.Resize(spacesCount * 3 + 2).Items, world;
float[] spaces = this.spaces.Items, output = this.positions.Resize(spacesCount * 3 + 2).Items, world;
bool closed = path.Closed;
int verticesLength = path.WorldVerticesLength, curveCount = verticesLength / 6, prevCurve = NONE;
float pathLength = 0;
float pathLength;
float multiplier;
if (!path.ConstantSpeed) {
float[] lengths = path.Lengths;
curveCount -= closed ? 1 : 2;
pathLength = lengths[curveCount];
if (percentPosition) position *= pathLength;
if (percentSpacing) {
for (int i = 1; i < spacesCount; i++)
spacesItems[i] *= pathLength;
if (data.positionMode == PositionMode.Percent) position *= pathLength;
//float multiplier;
switch (data.spacingMode) {
case SpacingMode.Percent:
multiplier = pathLength;
break;
case SpacingMode.Proportional:
multiplier = pathLength / spacesCount;
break;
default:
multiplier = 1;
break;
}
world = this.world.Resize(8).Items;
for (int i = 0, o = 0, curve = 0; i < spacesCount; i++, o += 3) {
float space = spacesItems[i];
float space = spaces[i] * multiplier;
position += space;
float p = position;
@ -307,20 +346,26 @@ namespace Spine {
x1 = x2;
y1 = y2;
}
if (percentPosition)
position *= pathLength;
else
position *= pathLength / path.lengths[curveCount - 1];
if (percentSpacing) {
for (int i = 1; i < spacesCount; i++)
spacesItems[i] *= pathLength;
if (data.positionMode == PositionMode.Percent) position *= pathLength;
//float multiplier;
switch (data.spacingMode) {
case SpacingMode.Percent:
multiplier = pathLength;
break;
case SpacingMode.Proportional:
multiplier = pathLength / spacesCount;
break;
default:
multiplier = 1;
break;
}
float[] segments = this.segments;
float curveLength = 0;
for (int i = 0, o = 0, curve = 0, segment = 0; i < spacesCount; i++, o += 3) {
float space = spacesItems[i];
float space = spaces[i] * multiplier;
position += space;
float p = position;
@ -448,9 +493,11 @@ namespace Spine {
/// <summary>The spacing between bones.</summary>
public float Spacing { get { return spacing; } set { spacing = value; } }
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained rotations.</summary>
public float RotateMix { get { return rotateMix; } set { rotateMix = value; } }
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained translations.</summary>
public float TranslateMix { get { return translateMix; } set { translateMix = value; } }
public float MixRotate { get { return mixRotate; } set { mixRotate = value; } }
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained translation X.</summary>
public float MixX { get { return mixX; } set { mixX = value; } }
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained translation Y.</summary>
public float MixY { get { return mixY; } set { mixY = value; } }
/// <summary>The bones that will be modified by this path constraint.</summary>
public ExposedList<Bone> Bones { get { return bones; } }
/// <summary>The slot whose path attachment will be used to constrained the bones.</summary>

View File

@ -37,7 +37,7 @@ namespace Spine {
internal SpacingMode spacingMode;
internal RotateMode rotateMode;
internal float offsetRotation;
internal float position, spacing, rotateMix, translateMix;
internal float position, spacing, mixRotate, mixX, mixY;
public PathConstraintData (string name) : base(name) {
}
@ -50,8 +50,12 @@ namespace Spine {
public float OffsetRotation { get { return offsetRotation; } set { offsetRotation = value; } }
public float Position { get { return position; } set { position = value; } }
public float Spacing { get { return spacing; } set { spacing = value; } }
public float RotateMix { get { return rotateMix; } set { rotateMix = value; } }
public float TranslateMix { get { return translateMix; } set { translateMix = value; } }
/// <summary> A percentage (0-1) that controls the mix between the constrained and unconstrained rotation.</summary>
public float RotateMix { get { return mixRotate; } set { mixRotate = value; } }
/// <summary> A percentage (0-1) that controls the mix between the constrained and unconstrained translation X.</summary>
public float MixX { get { return mixX; } set { mixX = value; } }
/// <summary> A percentage (0-1) that controls the mix between the constrained and unconstrained translation Y.</summary>
public float MixY { get { return mixY; } set { mixY = value; } }
}
public enum PositionMode {
@ -59,7 +63,7 @@ namespace Spine {
}
public enum SpacingMode {
Length, Fixed, Percent
Length, Fixed, Percent, Proportional
}
public enum RotateMode {

View File

@ -379,10 +379,12 @@ namespace Spine {
for (int i = 0, n = this.transformConstraints.Count; i < n; i++) {
TransformConstraint constraint = transformConstraints[i];
TransformConstraintData constraintData = constraint.data;
constraint.rotateMix = constraintData.rotateMix;
constraint.translateMix = constraintData.translateMix;
constraint.scaleMix = constraintData.scaleMix;
constraint.shearMix = constraintData.shearMix;
constraint.mixRotate = constraintData.mixRotate;
constraint.mixX = constraintData.mixX;
constraint.mixY = constraintData.mixY;
constraint.mixScaleX = constraintData.mixScaleX;
constraint.mixScaleY = constraintData.mixScaleY;
constraint.mixShearY = constraintData.mixShearY;
}
var pathConstraints = this.pathConstraints.Items;
@ -391,8 +393,9 @@ namespace Spine {
PathConstraintData constraintData = constraint.data;
constraint.position = constraintData.position;
constraint.spacing = constraintData.spacing;
constraint.rotateMix = constraintData.rotateMix;
constraint.translateMix = constraintData.translateMix;
constraint.mixRotate = constraintData.mixRotate;
constraint.mixX = constraintData.mixX;
constraint.mixY = constraintData.mixY;
}
}

View File

@ -57,9 +57,9 @@ namespace Spine {
public const int SLOT_ATTACHMENT = 0;
public const int SLOT_RGBA = 1;
public const int SLOT_RGB = 2;
public const int SLOT_ALPHA = 3;
public const int SLOT_RGBA2 = 4;
public const int SLOT_RGB2 = 5;
public const int SLOT_RGBA2 = 3;
public const int SLOT_RGB2 = 4;
public const int SLOT_ALPHA = 5;
public const int PATH_POSITION = 0;
public const int PATH_SPACING = 1;
@ -240,10 +240,12 @@ namespace Spine {
data.offsetScaleX = input.ReadFloat();
data.offsetScaleY = input.ReadFloat();
data.offsetShearY = input.ReadFloat();
data.rotateMix = input.ReadFloat();
data.translateMix = input.ReadFloat();
data.scaleMix = input.ReadFloat();
data.shearMix = input.ReadFloat();
data.mixRotate = input.ReadFloat();
data.mixX = input.ReadFloat();
data.mixY = input.ReadFloat();
data.mixScaleX = input.ReadFloat();
data.mixScaleY = input.ReadFloat();
data.mixShearY = input.ReadFloat();
o[i] = data;
}
@ -265,8 +267,9 @@ namespace Spine {
if (data.positionMode == PositionMode.Fixed) data.position *= scale;
data.spacing = input.ReadFloat();
if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed) data.spacing *= scale;
data.rotateMix = input.ReadFloat();
data.translateMix = input.ReadFloat();
data.mixRotate = input.ReadFloat();
data.mixX = input.ReadFloat();
data.mixY = input.ReadFloat();
o[i] = data;
}
@ -637,8 +640,7 @@ namespace Spine {
timeline.SetFrame(frame, time, r, g, b);
if (frame == frameLast) break;
float time2 = input.ReadFloat();
float r2 = input.Read() / 255f, g2 = input.Read() / 255f;
float b2 = input.Read() / 255f, a2 = input.Read() / 255f;
float r2 = input.Read() / 255f, g2 = input.Read() / 255f, b2 = input.Read() / 255f;
switch (input.ReadByte()) {
case CURVE_STEPPED:
timeline.SetStepped(frame);
@ -826,29 +828,33 @@ namespace Spine {
for (int i = 0, n = input.ReadInt(true); i < n; i++) {
int index = input.ReadInt(true), frameCount = input.ReadInt(true), frameLast = frameCount - 1;
TransformConstraintTimeline timeline = new TransformConstraintTimeline(frameCount, input.ReadInt(true), index);
float time = input.ReadFloat(), rotateMix = input.ReadFloat(), translateMix = input.ReadFloat(),
scaleMix = input.ReadFloat(), shearMix = input.ReadFloat();
float time = input.ReadFloat(), mixRotate = input.ReadFloat(), mixX = input.ReadFloat(), mixY = input.ReadFloat(),
mixScaleX = input.ReadFloat(), mixScaleY = input.ReadFloat(), mixShearY = input.ReadFloat();
for (int frame = 0, bezier = 0; ; frame++) {
timeline.SetFrame(frame, time, rotateMix, translateMix, scaleMix, shearMix);
timeline.SetFrame(frame, time, mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY);
if (frame == frameLast) break;
float time2 = input.ReadFloat(), rotateMix2 = input.ReadFloat(), translateMix2 = input.ReadFloat(),
scaleMix2 = input.ReadFloat(), shearMix2 = input.ReadFloat();
float time2 = input.ReadFloat(), mixRotate2 = input.ReadFloat(), mixX2 = input.ReadFloat(), mixY2 = input.ReadFloat(),
mixScaleX2 = input.ReadFloat(), mixScaleY2 = input.ReadFloat(), mixShearY2 = input.ReadFloat();
switch (input.ReadByte()) {
case CURVE_STEPPED:
timeline.SetStepped(frame);
break;
case CURVE_BEZIER:
SetBezier(input, timeline, bezier++, frame, 0, time, time2, rotateMix, rotateMix2, 1);
SetBezier(input, timeline, bezier++, frame, 1, time, time2, translateMix, translateMix2, 1);
SetBezier(input, timeline, bezier++, frame, 2, time, time2, scaleMix, scaleMix2, 1);
SetBezier(input, timeline, bezier++, frame, 3, time, time2, shearMix, shearMix2, 1);
SetBezier(input, timeline, bezier++, frame, 0, time, time2, mixRotate, mixRotate2, 1);
SetBezier(input, timeline, bezier++, frame, 1, time, time2, mixX, mixX2, 1);
SetBezier(input, timeline, bezier++, frame, 2, time, time2, mixY, mixY2, 1);
SetBezier(input, timeline, bezier++, frame, 3, time, time2, mixScaleX, mixScaleX2, 1);
SetBezier(input, timeline, bezier++, frame, 4, time, time2, mixScaleY, mixScaleY2, 1);
SetBezier(input, timeline, bezier++, frame, 5, time, time2, mixShearY, mixShearY2, 1);
break;
}
time = time2;
rotateMix = rotateMix2;
translateMix = translateMix2;
scaleMix = scaleMix2;
shearMix = shearMix2;
mixRotate = mixRotate2;
mixX = mixX2;
mixY = mixY2;
mixScaleX = mixScaleX2;
mixScaleY = mixScaleY2;
mixShearY = mixShearY2;
}
timelines.Add(timeline);
}
@ -870,8 +876,30 @@ namespace Spine {
data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed ? scale : 1));
break;
case PATH_MIX:
timelines
.Add(ReadTimeline(input, new PathConstraintMixTimeline(input.ReadInt(true), input.ReadInt(true), index), 1));
PathConstraintMixTimeline timeline = new PathConstraintMixTimeline(input.ReadInt(true), input.ReadInt(true),
index);
float time = input.ReadFloat(), mixRotate = input.ReadFloat(), mixX = input.ReadFloat(), mixY = input.ReadFloat();
for (int frame = 0, bezier = 0, frameLast = nn - 1; ; frame++) {
timeline.SetFrame(frame, time, mixRotate, mixX, mixY);
if (frame == frameLast) break;
float time2 = input.ReadFloat(), mixRotate2 = input.ReadFloat(), mixX2 = input.ReadFloat(),
mixY2 = input.ReadFloat();
switch (input.ReadByte()) {
case CURVE_STEPPED:
timeline.SetStepped(frame);
break;
case CURVE_BEZIER:
SetBezier(input, timeline, bezier++, frame, 0, time, time2, mixRotate, mixRotate2, 1);
SetBezier(input, timeline, bezier++, frame, 1, time, time2, mixX, mixX2, 1);
SetBezier(input, timeline, bezier++, frame, 2, time, time2, mixY, mixY2, 1);
break;
}
time = time2;
mixRotate = mixRotate2;
mixX = mixX2;
mixY = mixY2;
}
timelines.Add(timeline);
break;
}
}

View File

@ -231,10 +231,12 @@ namespace Spine {
data.offsetScaleY = GetFloat(constraintMap, "scaleY", 0);
data.offsetShearY = GetFloat(constraintMap, "shearY", 0);
data.rotateMix = GetFloat(constraintMap, "rotateMix", 1);
data.translateMix = GetFloat(constraintMap, "translateMix", 1);
data.scaleMix = GetFloat(constraintMap, "scaleMix", 1);
data.shearMix = GetFloat(constraintMap, "shearMix", 1);
data.mixRotate = GetFloat(constraintMap, "mixRotate", 1);
data.mixX = GetFloat(constraintMap, "mixX", 1);
data.mixY = GetFloat(constraintMap, "mixY", data.mixX);
data.mixScaleX = GetFloat(constraintMap, "mixScaleX", 1);
data.mixScaleY = GetFloat(constraintMap, "mixScaleY", data.mixScaleX);
data.mixShearY = GetFloat(constraintMap, "mixShearY", 1);
skeletonData.transformConstraints.Add(data);
}
@ -267,8 +269,10 @@ namespace Spine {
if (data.positionMode == PositionMode.Fixed) data.position *= scale;
data.spacing = GetFloat(constraintMap, "spacing", 0);
if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed) data.spacing *= scale;
data.rotateMix = GetFloat(constraintMap, "rotateMix", 1);
data.translateMix = GetFloat(constraintMap, "translateMix", 1);
data.mixRotate = GetFloat(constraintMap, "mixRotate", 1);
data.mixX = GetFloat(constraintMap, "mixX", 1);
data.mixY = GetFloat(constraintMap, "mixY", 1);
skeletonData.pathConstraints.Add(data);
}
@ -595,9 +599,9 @@ namespace Spine {
var keyMap = (Dictionary<string, Object>)keyMapEnumerator.Current;
float time = GetFloat(keyMap, "time", 0);
string color = (string)keyMap["color"];
float r = ToColor(color, 0);
float g = ToColor(color, 1);
float b = ToColor(color, 2);
float r = ToColor(color, 0, 6);
float g = ToColor(color, 1, 6);
float b = ToColor(color, 2, 6);
for (int frame = 0, bezier = 0; ; frame++) {
timeline.SetFrame(frame, time, r, g, b);
bool hasNext = keyMapEnumerator.MoveNext();
@ -609,9 +613,9 @@ namespace Spine {
float time2 = GetFloat(nextMap, "time", 0);
color = (string)nextMap["color"];
float nr = ToColor(color, 0);
float ng = ToColor(color, 1);
float nb = ToColor(color, 2);
float nr = ToColor(color, 0, 6);
float ng = ToColor(color, 1, 6);
float nb = ToColor(color, 2, 6);
if (keyMap.ContainsKey("curve")) {
object curve = keyMap["curve"];
@ -645,9 +649,9 @@ namespace Spine {
float b = ToColor(color, 2);
float a = ToColor(color, 3);
color = (string)keyMap["dark"];
float r2 = ToColor(color, 0);
float g2 = ToColor(color, 1);
float b2 = ToColor(color, 2);
float r2 = ToColor(color, 0, 6);
float g2 = ToColor(color, 1, 6);
float b2 = ToColor(color, 2, 6);
for (int frame = 0, bezier = 0; ; frame++) {
timeline.SetFrame(frame, time, r, g, b, a, r2, g2, b2);
bool hasNext = keyMapEnumerator.MoveNext();
@ -664,9 +668,9 @@ namespace Spine {
float nb = ToColor(color, 2);
float na = ToColor(color, 3);
color = (string)nextMap["dark"];
float nr2 = ToColor(color, 0);
float ng2 = ToColor(color, 1);
float nb2 = ToColor(color, 2);
float nr2 = ToColor(color, 0, 6);
float ng2 = ToColor(color, 1, 6);
float nb2 = ToColor(color, 2, 6);
if (keyMap.ContainsKey("curve")) {
object curve = keyMap["curve"];
@ -698,13 +702,13 @@ namespace Spine {
var keyMap = (Dictionary<string, Object>)keyMapEnumerator.Current;
float time = GetFloat(keyMap, "time", 0);
string color = (string)keyMap["light"];
float r = ToColor(color, 0);
float g = ToColor(color, 1);
float b = ToColor(color, 2);
float r = ToColor(color, 0, 6);
float g = ToColor(color, 1, 6);
float b = ToColor(color, 2, 6);
color = (string)keyMap["dark"];
float r2 = ToColor(color, 0);
float g2 = ToColor(color, 1);
float b2 = ToColor(color, 2);
float r2 = ToColor(color, 0, 6);
float g2 = ToColor(color, 1, 6);
float b2 = ToColor(color, 2, 6);
for (int frame = 0, bezier = 0; ; frame++) {
timeline.SetFrame(frame, time, r, g, b, r2, g2, b2);
bool hasNext = keyMapEnumerator.MoveNext();
@ -716,13 +720,13 @@ namespace Spine {
float time2 = GetFloat(nextMap, "time", 0);
color = (string)nextMap["light"];
float nr = ToColor(color, 0);
float ng = ToColor(color, 1);
float nb = ToColor(color, 2);
float nr = ToColor(color, 0, 6);
float ng = ToColor(color, 1, 6);
float nb = ToColor(color, 2, 6);
color = (string)nextMap["dark"];
float nr2 = ToColor(color, 0);
float ng2 = ToColor(color, 1);
float nb2 = ToColor(color, 2);
float nr2 = ToColor(color, 0, 6);
float ng2 = ToColor(color, 1, 6);
float nb2 = ToColor(color, 2, 6);
if (keyMap.ContainsKey("curve")) {
object curve = keyMap["curve"];
@ -849,10 +853,11 @@ namespace Spine {
TransformConstraintTimeline timeline = new TransformConstraintTimeline(timelineMapValues.Count, timelineMapValues.Count << 2,
skeletonData.TransformConstraints.IndexOf(constraint));
float time = GetFloat(keyMap, "time", 0);
float rotateMix = GetFloat(keyMap, "rotateMix", 1), translateMix = GetFloat(keyMap, "translateMix", 1);
float scaleMix = GetFloat(keyMap, "scaleMix", 1), shearMix = GetFloat(keyMap, "shearMix", 1);
float mixRotate = GetFloat(keyMap, "mixRotate", 1), mixShearY = GetFloat(keyMap, "mixShearY", 1);
float mixX = GetFloat(keyMap, "mixX", 1), mixY = GetFloat(keyMap, "mixY", mixX);
float mixScaleX = GetFloat(keyMap, "mixScaleX", 1), mixScaleY = GetFloat(keyMap, "mixScaleY", mixScaleX);
for (int frame = 0, bezier = 0; ; frame++) {
timeline.SetFrame(frame, time, rotateMix, translateMix, scaleMix, shearMix);
timeline.SetFrame(frame, time, mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY);
hasNext = keyMapEnumerator.MoveNext();
if (!hasNext) {
timeline.Shrink(bezier);
@ -860,20 +865,25 @@ namespace Spine {
}
var nextMap = (Dictionary<string, Object>)keyMapEnumerator.Current;
float time2 = GetFloat(nextMap, "time", 0);
float rotateMix2 = GetFloat(nextMap, "rotateMix", 1), translateMix2 = GetFloat(nextMap, "translateMix", 1);
float scaleMix2 = GetFloat(nextMap, "scaleMix", 1), shearMix2 = GetFloat(nextMap, "shearMix", 1);
float mixRotate2 = GetFloat(nextMap, "mixRotate", 1), mixShearY2 = GetFloat(nextMap, "mixShearY", 1);
float mixX2 = GetFloat(nextMap, "mixX", 1), mixY2 = GetFloat(nextMap, "mixY", mixX2);
float mixScaleX2 = GetFloat(nextMap, "mixScaleX", 1), mixScaleY2 = GetFloat(nextMap, "mixScaleY", mixScaleX2);
if (keyMap.ContainsKey("curve")) {
object curve = keyMap["curve"];
bezier = ReadCurve(curve, timeline, bezier, frame, 0, time, time2, rotateMix, rotateMix2, 1);
bezier = ReadCurve(curve, timeline, bezier, frame, 1, time, time2, translateMix, translateMix2, 1);
bezier = ReadCurve(curve, timeline, bezier, frame, 2, time, time2, scaleMix, scaleMix2, 1);
bezier = ReadCurve(curve, timeline, bezier, frame, 3, time, time2, shearMix, shearMix2, 1);
bezier = ReadCurve(curve, timeline, bezier, frame, 0, time, time2, mixRotate, mixRotate2, 1);
bezier = ReadCurve(curve, timeline, bezier, frame, 1, time, time2, mixX, mixX2, 1);
bezier = ReadCurve(curve, timeline, bezier, frame, 2, time, time2, mixY, mixY2, 1);
bezier = ReadCurve(curve, timeline, bezier, frame, 3, time, time2, mixScaleX, mixScaleX2, 1);
bezier = ReadCurve(curve, timeline, bezier, frame, 4, time, time2, mixScaleY, mixScaleY2, 1);
bezier = ReadCurve(curve, timeline, bezier, frame, 5, time, time2, mixShearY, mixShearY2, 1);
}
time = time2;
rotateMix = rotateMix2;
translateMix = translateMix2;
scaleMix = scaleMix2;
shearMix = shearMix2;
mixRotate = mixRotate2;
mixX = mixX2;
mixY = mixY2;
mixScaleX = mixScaleX2;
mixScaleY = mixScaleY2;
mixScaleX = mixScaleX2;
keyMap = nextMap;
}
timelines.Add(timeline);
@ -903,8 +913,35 @@ namespace Spine {
data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed ? scale : 1));
}
else if (timelineName == "mix") {
CurveTimeline2 timeline = new PathConstraintMixTimeline(values.Count, values.Count << 1, index);
timelines.Add(ReadTimeline(ref keyMapEnumerator, timeline, "rotateMix", "translateMix", 1, 1));
PathConstraintMixTimeline timeline = new PathConstraintMixTimeline(values.Count, values.Count * 3, index);
var keyMap = (Dictionary<string, Object>)keyMapEnumerator.Current;
float time = GetFloat(keyMap, "time", 0);
float mixRotate = GetFloat(keyMap, "mixRotate", 1);
float mixX = GetFloat(keyMap, "mixX", 1), mixY = GetFloat(keyMap, "mixY", mixX);
for (int frame = 0, bezier = 0; ; frame++) {
timeline.SetFrame(frame, time, mixRotate, mixX, mixY);
hasNext = keyMapEnumerator.MoveNext();
if (!hasNext) {
timeline.Shrink(bezier);
break;
}
var nextMap = (Dictionary<string, Object>)keyMapEnumerator.Current;
float time2 = GetFloat(nextMap, "time", 0);
float mixRotate2 = GetFloat(nextMap, "mixRotate", 1);
float mixX2 = GetFloat(nextMap, "mixX", 1), mixY2 = GetFloat(nextMap, "mixY", mixX2);
if (keyMap.ContainsKey("curve")) {
object curve = keyMap["curve"];
bezier = ReadCurve(curve, timeline, bezier, frame, 0, time, time2, mixRotate, mixRotate2, 1);
bezier = ReadCurve(curve, timeline, bezier, frame, 1, time, time2, mixX, mixX2, 1);
bezier = ReadCurve(curve, timeline, bezier, frame, 2, time, time2, mixY, mixY2, 1);
}
time = time2;
mixRotate = mixRotate2;
mixX = mixX2;
mixY = mixY2;
keyMap = nextMap;
}
timelines.Add(timeline);
}
}
}

View File

@ -41,7 +41,7 @@ namespace Spine {
internal TransformConstraintData data;
internal ExposedList<Bone> bones;
internal Bone target;
internal float rotateMix, translateMix, scaleMix, shearMix;
internal float mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY;
internal bool active;
@ -49,11 +49,12 @@ namespace Spine {
if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
this.data = data;
rotateMix = data.rotateMix;
translateMix = data.translateMix;
scaleMix = data.scaleMix;
shearMix = data.shearMix;
mixRotate = data.mixRotate;
mixX = data.mixX;
mixY = data.mixY;
mixScaleX = data.mixScaleX;
mixScaleY = data.mixScaleY;
mixShearY = data.mixShearY;
bones = new ExposedList<Bone>();
foreach (BoneData boneData in data.bones)
bones.Add (skeleton.FindBone(boneData.name));
@ -70,14 +71,16 @@ namespace Spine {
foreach (Bone bone in constraint.Bones)
bones.Add(skeleton.Bones.Items[bone.data.index]);
target = skeleton.Bones.Items[constraint.target.data.index];
rotateMix = constraint.rotateMix;
translateMix = constraint.translateMix;
scaleMix = constraint.scaleMix;
shearMix = constraint.shearMix;
mixRotate = constraint.mixRotate;
mixX = constraint.mixX;
mixY = constraint.mixY;
mixScaleX = constraint.mixScaleX;
mixScaleY = constraint.mixScaleY;
mixShearY = constraint.mixShearY;
}
public void Update () {
if (rotateMix == 0 && translateMix == 0 && scaleMix == 0 && shearMix == 0) return;
if (mixRotate == 0 && mixX == 0 && mixY == 0 && mixScaleX == 0 && mixScaleX == 0 && mixShearY == 0) return;
if (data.local) {
if (data.relative)
ApplyRelativeLocal();
@ -92,22 +95,27 @@ namespace Spine {
}
void ApplyAbsoluteWorld () {
float rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
float mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX,
mixScaleY = this.mixScaleY, mixShearY = this.mixShearY;
bool translate = mixX != 0 || mixY != 0;
Bone target = this.target;
float ta = target.a, tb = target.b, tc = target.c, td = target.d;
float degRadReflect = ta * td - tb * tc > 0 ? MathUtils.DegRad : -MathUtils.DegRad;
float offsetRotation = data.offsetRotation * degRadReflect, offsetShearY = data.offsetShearY * degRadReflect;
var bones = this.bones.Items;
for (int i = 0, n = this.bones.Count; i < n; i++) {
Bone bone = bones[i];
if (rotateMix != 0) {
if (mixRotate != 0) {
float a = bone.a, b = bone.b, c = bone.c, d = bone.d;
float r = MathUtils.Atan2(tc, ta) - MathUtils.Atan2(c, a) + offsetRotation;
if (r > MathUtils.PI)
r -= MathUtils.PI2;
else if (r < -MathUtils.PI) r += MathUtils.PI2;
r *= rotateMix;
else if (r < -MathUtils.PI) //
r += MathUtils.PI2;
r *= mixRotate;
float cos = MathUtils.Cos(r), sin = MathUtils.Sin(r);
bone.a = cos * a - sin * c;
bone.b = cos * b - sin * d;
@ -115,32 +123,35 @@ namespace Spine {
bone.d = sin * b + cos * d;
}
if (translateMix != 0) {
if (translate) {
float tx, ty; //Vector2 temp = this.temp;
target.LocalToWorld(data.offsetX, data.offsetY, out tx, out ty); //target.localToWorld(temp.set(data.offsetX, data.offsetY));
bone.worldX += (tx - bone.worldX) * translateMix;
bone.worldY += (ty - bone.worldY) * translateMix;
bone.worldX += (tx - bone.worldX) * mixX;
bone.worldY += (ty - bone.worldY) * mixY;
}
if (scaleMix > 0) {
if (mixScaleX != 0) {
float s = (float)Math.Sqrt(bone.a * bone.a + bone.c * bone.c);
if (s != 0) s = (s + ((float)Math.Sqrt(ta * ta + tc * tc) - s + data.offsetScaleX) * scaleMix) / s;
if (s != 0) s = (s + ((float)Math.Sqrt(ta * ta + tc * tc) - s + data.offsetScaleX) * mixScaleX) / s;
bone.a *= s;
bone.c *= s;
s = (float)Math.Sqrt(bone.b * bone.b + bone.d * bone.d);
if (s != 0) s = (s + ((float)Math.Sqrt(tb * tb + td * td) - s + data.offsetScaleY) * scaleMix) / s;
}
if (mixScaleY != 0) {
float s = (float)Math.Sqrt(bone.b * bone.b + bone.d * bone.d);
if (s != 0) s = (s + ((float)Math.Sqrt(tb * tb + td * td) - s + data.offsetScaleY) * mixScaleY) / s;
bone.b *= s;
bone.d *= s;
}
if (shearMix > 0) {
if (mixShearY > 0) {
float b = bone.b, d = bone.d;
float by = MathUtils.Atan2(d, b);
float r = MathUtils.Atan2(td, tb) - MathUtils.Atan2(tc, ta) - (by - MathUtils.Atan2(bone.c, bone.a));
if (r > MathUtils.PI)
r -= MathUtils.PI2;
else if (r < -MathUtils.PI) r += MathUtils.PI2;
r = by + (r + offsetShearY) * shearMix;
else if (r < -MathUtils.PI) //
r += MathUtils.PI2;
r = by + (r + offsetShearY) * mixShearY;
float s = (float)Math.Sqrt(b * b + d * d);
bone.b = MathUtils.Cos(r) * s;
bone.d = MathUtils.Sin(r) * s;
@ -151,22 +162,27 @@ namespace Spine {
}
void ApplyRelativeWorld () {
float rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
float mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX,
mixScaleY = this.mixScaleY, mixShearY = this.mixShearY;
bool translate = mixX != 0 || mixY != 0;
Bone target = this.target;
float ta = target.a, tb = target.b, tc = target.c, td = target.d;
float degRadReflect = ta * td - tb * tc > 0 ? MathUtils.DegRad : -MathUtils.DegRad;
float offsetRotation = data.offsetRotation * degRadReflect, offsetShearY = data.offsetShearY * degRadReflect;
var bones = this.bones.Items;
for (int i = 0, n = this.bones.Count; i < n; i++) {
Bone bone = bones[i];
if (rotateMix != 0) {
if (mixRotate != 0) {
float a = bone.a, b = bone.b, c = bone.c, d = bone.d;
float r = MathUtils.Atan2(tc, ta) + offsetRotation;
if (r > MathUtils.PI)
r -= MathUtils.PI2;
else if (r < -MathUtils.PI) r += MathUtils.PI2;
r *= rotateMix;
else if (r < -MathUtils.PI) //
r += MathUtils.PI2;
r *= mixRotate;
float cos = MathUtils.Cos(r), sin = MathUtils.Sin(r);
bone.a = cos * a - sin * c;
bone.b = cos * b - sin * d;
@ -174,29 +190,32 @@ namespace Spine {
bone.d = sin * b + cos * d;
}
if (translateMix != 0) {
if (translate) {
float tx, ty; //Vector2 temp = this.temp;
target.LocalToWorld(data.offsetX, data.offsetY, out tx, out ty); //target.localToWorld(temp.set(data.offsetX, data.offsetY));
bone.worldX += tx * translateMix;
bone.worldY += ty * translateMix;
bone.worldX += tx * mixX;
bone.worldY += ty * mixY;
}
if (scaleMix > 0) {
float s = ((float)Math.Sqrt(ta * ta + tc * tc) - 1 + data.offsetScaleX) * scaleMix + 1;
if (mixScaleX != 0) {
float s = ((float)Math.Sqrt(ta * ta + tc * tc) - 1 + data.offsetScaleX) * mixScaleX + 1;
bone.a *= s;
bone.c *= s;
s = ((float)Math.Sqrt(tb * tb + td * td) - 1 + data.offsetScaleY) * scaleMix + 1;
}
if (mixScaleY != 0) {
float s = ((float)Math.Sqrt(tb * tb + td * td) - 1 + data.offsetScaleY) * mixScaleY + 1;
bone.b *= s;
bone.d *= s;
}
if (shearMix > 0) {
if (mixShearY > 0) {
float r = MathUtils.Atan2(td, tb) - MathUtils.Atan2(tc, ta);
if (r > MathUtils.PI)
r -= MathUtils.PI2;
else if (r < -MathUtils.PI) r += MathUtils.PI2;
else if (r < -MathUtils.PI) //
r += MathUtils.PI2;
float b = bone.b, d = bone.d;
r = MathUtils.Atan2(d, b) + (r - MathUtils.PI / 2 + offsetShearY) * shearMix;
r = MathUtils.Atan2(d, b) + (r - MathUtils.PI / 2 + offsetShearY) * mixShearY;
float s = (float)Math.Sqrt(b * b + d * d);
bone.b = MathUtils.Cos(r) * s;
bone.d = MathUtils.Sin(r) * s;
@ -207,38 +226,39 @@ namespace Spine {
}
void ApplyAbsoluteLocal () {
float rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
float mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX,
mixScaleY = this.mixScaleY, mixShearY = this.mixShearY;
Bone target = this.target;
if (!target.appliedValid) target.UpdateAppliedTransform();
var bones = this.bones.Items;
for (int i = 0, n = this.bones.Count; i < n; i++) {
Bone bone = bones[i];
if (!bone.appliedValid) bone.UpdateAppliedTransform();
float rotation = bone.arotation;
if (rotateMix != 0) {
if (mixRotate != 0) {
float r = target.arotation - rotation + data.offsetRotation;
r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360;
rotation += r * rotateMix;
rotation += r * mixRotate;
}
float x = bone.ax, y = bone.ay;
if (translateMix != 0) {
x += (target.ax - x + data.offsetX) * translateMix;
y += (target.ay - y + data.offsetY) * translateMix;
}
x += (target.ax - x + data.offsetX) * mixX;
y += (target.ay - y + data.offsetY) * mixY;
float scaleX = bone.ascaleX, scaleY = bone.ascaleY;
if (scaleMix != 0) {
if (scaleX != 0) scaleX = (scaleX + (target.ascaleX - scaleX + data.offsetScaleX) * scaleMix) / scaleX;
if (scaleY != 0) scaleY = (scaleY + (target.ascaleY - scaleY + data.offsetScaleY) * scaleMix) / scaleY;
}
if (mixScaleX != 0 && scaleX != 0)
scaleX = (scaleX + (target.ascaleX - scaleX + data.offsetScaleX) * mixScaleX) / scaleX;
if (mixScaleY != 0 && scaleY != 0)
scaleY = (scaleY + (target.ascaleY - scaleY + data.offsetScaleY) * mixScaleY) / scaleY;
float shearY = bone.ashearY;
if (shearMix != 0) {
if (mixShearY != 0) {
float r = target.ashearY - shearY + data.offsetShearY;
r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360;
shearY += r * shearMix;
shearY += r * mixShearY;
}
bone.UpdateWorldTransform(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
@ -246,31 +266,23 @@ namespace Spine {
}
void ApplyRelativeLocal () {
float rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
float mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX,
mixScaleY = this.mixScaleY, mixShearY = this.mixShearY;
Bone target = this.target;
if (!target.appliedValid) target.UpdateAppliedTransform();
var bones = this.bones.Items;
for (int i = 0, n = this.bones.Count; i < n; i++) {
Bone bone = bones[i];
if (!bone.appliedValid) bone.UpdateAppliedTransform();
float rotation = bone.arotation;
if (rotateMix != 0) rotation += (target.arotation + data.offsetRotation) * rotateMix;
float x = bone.ax, y = bone.ay;
if (translateMix != 0) {
x += (target.ax + data.offsetX) * translateMix;
y += (target.ay + data.offsetY) * translateMix;
}
float scaleX = bone.ascaleX, scaleY = bone.ascaleY;
if (scaleMix != 0) {
scaleX *= ((target.ascaleX - 1 + data.offsetScaleX) * scaleMix) + 1;
scaleY *= ((target.ascaleY - 1 + data.offsetScaleY) * scaleMix) + 1;
}
float shearY = bone.ashearY;
if (shearMix != 0) shearY += (target.ashearY + data.offsetShearY) * shearMix;
float rotation = bone.arotation + (target.arotation + data.offsetRotation) * mixRotate;
float x = bone.ax + (target.ax + data.offsetX) * mixX;
float y = bone.ay + (target.ay + data.offsetY) * mixY;
float scaleX = (bone.ascaleX * ((target.ascaleX - 1 + data.offsetScaleX) * mixScaleX) + 1);
float scaleY = (bone.ascaleY * ((target.ascaleY - 1 + data.offsetScaleY) * mixScaleY) + 1);
float shearY = bone.ashearY + (target.ashearY + data.offsetShearY) * mixShearY;
bone.UpdateWorldTransform(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
}
@ -280,14 +292,18 @@ namespace Spine {
public ExposedList<Bone> Bones { get { return bones; } }
/// <summary>The target bone whose world transform will be copied to the constrained bones.</summary>
public Bone Target { get { return target; } set { target = value; } }
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained rotations.</summary>
public float RotateMix { get { return rotateMix; } set { rotateMix = value; } }
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained translations.</summary>
public float TranslateMix { get { return translateMix; } set { translateMix = value; } }
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained scales.</summary>
public float ScaleMix { get { return scaleMix; } set { scaleMix = value; } }
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained scales.</summary>
public float ShearMix { get { return shearMix; } set { shearMix = value; } }
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained rotation.</summary>
public float MixRotate { get { return mixRotate; } set { mixRotate = value; } }
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained translation X.</summary>
public float MixX { get { return mixX; } set { mixX = value; } }
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained translation Y.</summary>
public float MixY { get { return mixY; } set { mixY = value; } }
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained scale X.</summary>
public float MixScaleX { get { return mixScaleX; } set { mixScaleX = value; } }
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained scale Y.</summary>
public float MixScaleY { get { return mixScaleY; } set { mixScaleY = value; } }
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained shear Y.</summary>
public float MixShearY { get { return mixShearY; } set { mixShearY = value; } }
public bool Active { get { return active; } }
/// <summary>The transform constraint's setup pose data.</summary>
public TransformConstraintData Data { get { return data; } }

View File

@ -33,16 +33,24 @@ namespace Spine {
public class TransformConstraintData : ConstraintData {
internal ExposedList<BoneData> bones = new ExposedList<BoneData>();
internal BoneData target;
internal float rotateMix, translateMix, scaleMix, shearMix;
internal float mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY;
internal float offsetRotation, offsetX, offsetY, offsetScaleX, offsetScaleY, offsetShearY;
internal bool relative, local;
public ExposedList<BoneData> Bones { get { return bones; } }
public BoneData Target { get { return target; } set { target = value; } }
public float RotateMix { get { return rotateMix; } set { rotateMix = value; } }
public float TranslateMix { get { return translateMix; } set { translateMix = value; } }
public float ScaleMix { get { return scaleMix; } set { scaleMix = value; } }
public float ShearMix { get { return shearMix; } set { shearMix = value; } }
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained rotation.</summary>
public float MixRotate { get { return mixRotate; } set { mixRotate = value; } }
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained translation X.</summary>
public float MixX { get { return mixX; } set { mixX = value; } }
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained translation Y.</summary>
public float MixY { get { return mixY; } set { mixY = value; } }
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained scale X.</summary>
public float MixScaleX { get { return mixScaleX; } set { mixScaleX = value; } }
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained scale Y.</summary>
public float MixScaleY { get { return mixScaleY; } set { mixScaleY = value; } }
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained shear Y.</summary>
public float MixShearY { get { return mixShearY; } set { mixShearY = value; } }
public float OffsetRotation { get { return offsetRotation; } set { offsetRotation = value; } }
public float OffsetX { get { return offsetX; } set { offsetX = value; } }

View File

@ -206,7 +206,7 @@ namespace Spine.Unity.Examples {
static TransformConstraintTimeline GetFillerTimeline (TransformConstraintTimeline timeline, SkeletonData skeletonData) {
var t = new TransformConstraintTimeline(1, 0, timeline.TransformConstraintIndex);
var data = skeletonData.TransformConstraints.Items[timeline.TransformConstraintIndex];
t.SetFrame(0, 0, data.RotateMix, data.TranslateMix, data.ScaleMix, data.ShearMix);
t.SetFrame(0, 0, data.MixRotate, data.MixX, data.MixY, data.MixScaleX, data.MixScaleY, data.MixShearY);
return t;
}
@ -227,7 +227,7 @@ namespace Spine.Unity.Examples {
static PathConstraintMixTimeline GetFillerTimeline (PathConstraintMixTimeline timeline, SkeletonData skeletonData) {
var t = new PathConstraintMixTimeline(1, 0, timeline.PathConstraintIndex);
var data = skeletonData.PathConstraints.Items[timeline.PathConstraintIndex];
t.SetFrame(0, 0, data.RotateMix, data.TranslateMix);
t.SetFrame(0, 0, data.RotateMix, data.MixX, data.MixY);
return t;
}
#endregion

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@ -212,16 +212,19 @@ namespace Spine.Unity.Examples {
if (disableOtherConstraints) {
var transformConstraints = skeleton.TransformConstraints;
for (int i = 0, n = transformConstraints.Count; i < n; i++) {
transformConstraints.Items[i].RotateMix = 0;
transformConstraints.Items[i].ScaleMix = 0;
transformConstraints.Items[i].ShearMix = 0;
transformConstraints.Items[i].TranslateMix = 0;
transformConstraints.Items[i].MixRotate = 0;
transformConstraints.Items[i].MixScaleX = 0;
transformConstraints.Items[i].MixScaleY = 0;
transformConstraints.Items[i].MixShearY = 0;
transformConstraints.Items[i].MixX = 0;
transformConstraints.Items[i].MixY = 0;
}
var pathConstraints = skeleton.PathConstraints;
for (int i = 0, n = pathConstraints.Count; i < n; i++) {
pathConstraints.Items[i].RotateMix = 0;
pathConstraints.Items[i].TranslateMix = 0;
pathConstraints.Items[i].MixRotate = 0;
pathConstraints.Items[i].MixX = 0;
pathConstraints.Items[i].MixY = 0;
}
}

View File

@ -224,16 +224,19 @@ namespace Spine.Unity.Examples {
if (disableOtherConstraints) {
var transformConstraints = skeleton.TransformConstraints;
for (int i = 0, n = transformConstraints.Count; i < n; i++) {
transformConstraints.Items[i].RotateMix = 0;
transformConstraints.Items[i].ScaleMix = 0;
transformConstraints.Items[i].ShearMix = 0;
transformConstraints.Items[i].TranslateMix = 0;
transformConstraints.Items[i].MixRotate = 0;
transformConstraints.Items[i].MixScaleX = 0;
transformConstraints.Items[i].MixScaleY = 0;
transformConstraints.Items[i].MixShearY = 0;
transformConstraints.Items[i].MixX = 0;
transformConstraints.Items[i].MixY = 0;
}
var pathConstraints = skeleton.PathConstraints;
for (int i = 0, n = pathConstraints.Count; i < n; i++) {
pathConstraints.Items[i].RotateMix = 0;
pathConstraints.Items[i].TranslateMix = 0;
pathConstraints.Items[i].MixRotate = 0;
pathConstraints.Items[i].MixX = 0;
pathConstraints.Items[i].MixY = 0;
}
}

View File

@ -359,8 +359,9 @@ namespace Spine.Unity.Editor {
var targetBone = tc.Target;
targetPos = targetBone.GetWorldPosition(transform, skeletonRenderScale);
if (tc.TranslateMix > 0) {
if (tc.TranslateMix != 1f) {
if (tc.MixX > 0 || tc.MixY > 0) {
if ((tc.MixX > 0 && tc.MixX != 1f) ||
(tc.MixY > 0 && tc.MixY != 1f)) {
Handles.color = handleColor;
foreach (var b in tc.Bones) {
pos = b.GetWorldPosition(transform, skeletonRenderScale);
@ -416,7 +417,7 @@ namespace Spine.Unity.Editor {
// Path Constraints
handleColor = SpineHandles.PathColor;
foreach (var pc in skeleton.PathConstraints) {
active = pc.TranslateMix > 0;
active = pc.MixX > 0 || pc.MixY > 0 || pc.MixRotate > 0;
if (active)
foreach (var b in pc.Bones)
SpineHandles.DrawBoneCircle(b.GetWorldPosition(transform, skeletonRenderScale), handleColor, normal, 1f * skeletonRenderScale);

View File

@ -419,10 +419,12 @@ namespace Spine.Unity.Editor {
EditorGUI.EndDisabledGroup();
EditorGUI.BeginChangeCheck();
c.TranslateMix = EditorGUILayout.Slider("TranslateMix", c.TranslateMix, MixMin, MixMax);
c.RotateMix = EditorGUILayout.Slider("RotateMix", c.RotateMix, MixMin, MixMax);
c.ScaleMix = EditorGUILayout.Slider("ScaleMix", c.ScaleMix, MixMin, MixMax);
c.ShearMix = EditorGUILayout.Slider("ShearMix", c.ShearMix, MixMin, MixMax);
c.MixX = EditorGUILayout.Slider("Mix Translate X", c.MixX, MixMin, MixMax);
c.MixY = EditorGUILayout.Slider("Mix Translate Y", c.MixY, MixMin, MixMax);
c.MixRotate = EditorGUILayout.Slider("Mix Rotate", c.MixRotate, MixMin, MixMax);
c.MixScaleX = EditorGUILayout.Slider("Mix Scale X", c.MixScaleX, MixMin, MixMax);
c.MixScaleY = EditorGUILayout.Slider("Mix Scale Y", c.MixScaleY, MixMin, MixMax);
c.MixShearY = EditorGUILayout.Slider("Mix Shear Y", c.MixShearY, MixMin, MixMax);
if (EditorGUI.EndChangeCheck()) requireRepaint = true;
EditorGUILayout.Space();
@ -452,8 +454,9 @@ namespace Spine.Unity.Editor {
EditorGUI.EndDisabledGroup();
EditorGUI.BeginChangeCheck();
c.RotateMix = EditorGUILayout.Slider("RotateMix", c.RotateMix, MixMin, MixMax);
c.TranslateMix = EditorGUILayout.Slider("TranslateMix", c.TranslateMix, MixMin, MixMax);
c.MixRotate = EditorGUILayout.Slider("Mix Rotate", c.MixRotate, MixMin, MixMax);
c.MixX = EditorGUILayout.Slider("Mix Translate X", c.MixX, MixMin, MixMax);
c.MixY = EditorGUILayout.Slider("Mix Translate Y", c.MixY, MixMin, MixMax);
c.Position = EditorGUILayout.FloatField("Position", c.Position);
c.Spacing = EditorGUILayout.FloatField("Spacing", c.Spacing);
if (EditorGUI.EndChangeCheck()) requireRepaint = true;