[csharp] Port of commits 254a484 and f762a94: Added physics limit, smaller binary size.

This commit is contained in:
Harald Csaszar 2024-03-06 18:18:41 +01:00
parent f762a94638
commit 8dd7016a72
6 changed files with 51 additions and 37 deletions

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@ -35,9 +35,9 @@ namespace Spine {
public class IkConstraintData : ConstraintData { public class IkConstraintData : ConstraintData {
internal ExposedList<BoneData> bones = new ExposedList<BoneData>(); internal ExposedList<BoneData> bones = new ExposedList<BoneData>();
internal BoneData target; internal BoneData target;
internal int bendDirection = 1; internal int bendDirection;
internal bool compress, stretch, uniform; internal bool compress, stretch, uniform;
internal float mix = 1, softness; internal float mix, softness;
public IkConstraintData (string name) : base(name) { public IkConstraintData (string name) : base(name) {
} }

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@ -156,14 +156,16 @@ namespace Spine {
ux = bx; ux = bx;
uy = by; uy = by;
} else { } else {
float a = this.remaining, i = inertia, t = data.step, f = skeleton.data.referenceScale; float a = this.remaining, i = inertia, q = data.limit, t = data.step, f = skeleton.data.referenceScale;
if (x || y) { if (x || y) {
if (x) { if (x) {
xOffset += (ux - bx) * i; float u = (ux - bx) * i;
xOffset += u > q ? q : u < -q ? -q : u;
ux = bx; ux = bx;
} }
if (y) { if (y) {
yOffset += (uy - by) * i; float u = (uy - by) * i;
yOffset += u > q ? q : u < -q ? -q : u;
uy = by; uy = by;
} }
if (a >= t) { if (a >= t) {
@ -190,7 +192,10 @@ namespace Spine {
float ca = (float)Math.Atan2(bone.c, bone.a), c, s, mr = 0; float ca = (float)Math.Atan2(bone.c, bone.a), c, s, mr = 0;
if (rotateOrShearX) { if (rotateOrShearX) {
mr = (data.rotate + data.shearX) * mix; mr = (data.rotate + data.shearX) * mix;
float dx = cx - bone.worldX, dy = cy - bone.worldY, r = (float)Math.Atan2(dy + ty, dx + tx) - ca - rotateOffset * mr; float dx = cx - bone.worldX, dy = cy - bone.worldY;
float r = (float)Math.Atan2((dy > q ? q : dy < -q ? -q : dy) + ty, (dx > q ? q : dx < -q ? -q : dx) + tx) - ca
- rotateOffset * mr;
rotateOffset += (r - (float)Math.Ceiling(r * MathUtils.InvPI2 - 0.5f) * MathUtils.PI2) * i; rotateOffset += (r - (float)Math.Ceiling(r * MathUtils.InvPI2 - 0.5f) * MathUtils.PI2) * i;
r = rotateOffset * mr + ca; r = rotateOffset * mr + ca;
c = (float)Math.Cos(r); c = (float)Math.Cos(r);

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@ -35,7 +35,7 @@ namespace Spine {
/// </summary> /// </summary>
public class PhysicsConstraintData : ConstraintData { public class PhysicsConstraintData : ConstraintData {
internal BoneData bone; internal BoneData bone;
internal float x, y, rotate, scaleX, shearX; internal float x, y, rotate, scaleX, shearX, limit;
internal float step, inertia, strength, damping, massInverse, wind, gravity, mix; internal float step, inertia, strength, damping, massInverse, wind, gravity, mix;
internal bool inertiaGlobal, strengthGlobal, dampingGlobal, massGlobal, windGlobal, gravityGlobal, mixGlobal; internal bool inertiaGlobal, strengthGlobal, dampingGlobal, massGlobal, windGlobal, gravityGlobal, mixGlobal;
@ -51,6 +51,7 @@ namespace Spine {
public float Rotate { get { return rotate; } set { rotate = value; } } public float Rotate { get { return rotate; } set { rotate = value; } }
public float ScaleX { get { return scaleX; } set { scaleX = value; } } public float ScaleX { get { return scaleX; } set { scaleX = value; } }
public float ShearX { get { return shearX; } set { shearX = value; } } public float ShearX { get { return shearX; } set { shearX = value; } }
public float Limit { get { return limit; } set { limit = value; } }
public float Inertia { get { return inertia; } set { inertia = value; } } public float Inertia { get { return inertia; } set { inertia = value; } }
public float Strength { get { return strength; } set { strength = value; } } public float Strength { get { return strength; } set { strength = value; } }
public float Damping { get { return damping; } set { damping = value; } } public float Damping { get { return damping; } set { damping = value; } }

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@ -242,14 +242,14 @@ namespace Spine {
for (int ii = 0; ii < nn; ii++) for (int ii = 0; ii < nn; ii++)
constraintBones[ii] = bones[input.ReadInt(true)]; constraintBones[ii] = bones[input.ReadInt(true)];
data.target = bones[input.ReadInt(true)]; data.target = bones[input.ReadInt(true)];
data.mix = input.ReadFloat();
data.softness = input.ReadFloat() * scale;
int flags = input.Read(); int flags = input.Read();
data.skinRequired = (flags & 1) != 0; data.skinRequired = (flags & 1) != 0;
data.bendDirection = (flags & 2) != 0 ? 1 : -1; data.bendDirection = (flags & 2) != 0 ? 1 : -1;
data.compress = (flags & 4) != 0; data.compress = (flags & 4) != 0;
data.stretch = (flags & 8) != 0; data.stretch = (flags & 8) != 0;
data.uniform = (flags & 16) != 0; data.uniform = (flags & 16) != 0;
if ((flags & 32) != 0) data.mix = (flags & 64) != 0 ? input.ReadFloat() : 1;
if ((flags & 128) != 0) data.softness = input.ReadFloat() * scale;
o[i] = data; o[i] = data;
} }
@ -266,18 +266,19 @@ namespace Spine {
data.skinRequired = (flags & 1) != 0; data.skinRequired = (flags & 1) != 0;
data.local = (flags & 2) != 0; data.local = (flags & 2) != 0;
data.relative = (flags & 4) != 0; data.relative = (flags & 4) != 0;
data.offsetRotation = input.ReadFloat(); if ((flags & 8) != 0) data.offsetRotation = input.ReadFloat();
data.offsetX = input.ReadFloat() * scale; if ((flags & 16) != 0) data.offsetX = input.ReadFloat() * scale;
data.offsetY = input.ReadFloat() * scale; if ((flags & 32) != 0) data.offsetY = input.ReadFloat() * scale;
data.offsetScaleX = input.ReadFloat(); if ((flags & 64) != 0) data.offsetScaleX = input.ReadFloat();
data.offsetScaleY = input.ReadFloat(); if ((flags & 128) != 0) data.offsetScaleY = input.ReadFloat();
data.offsetShearY = input.ReadFloat(); flags = input.Read();
data.mixRotate = input.ReadFloat(); if ((flags & 1) != 0) data.offsetShearY = input.ReadFloat();
data.mixX = input.ReadFloat(); if ((flags & 2) != 0) data.mixRotate = input.ReadFloat();
data.mixY = input.ReadFloat(); if ((flags & 4) != 0) data.mixX = input.ReadFloat();
data.mixScaleX = input.ReadFloat(); if ((flags & 8) != 0) data.mixY = input.ReadFloat();
data.mixScaleY = input.ReadFloat(); if ((flags & 16) != 0) data.mixScaleX = input.ReadFloat();
data.mixShearY = input.ReadFloat(); if ((flags & 32) != 0) data.mixScaleY = input.ReadFloat();
if ((flags & 64) != 0) data.mixShearY = input.ReadFloat();
o[i] = data; o[i] = data;
} }
@ -291,10 +292,12 @@ namespace Spine {
for (int ii = 0; ii < nn; ii++) for (int ii = 0; ii < nn; ii++)
constraintBones[ii] = bones[input.ReadInt(true)]; constraintBones[ii] = bones[input.ReadInt(true)];
data.target = slots[input.ReadInt(true)]; data.target = slots[input.ReadInt(true)];
data.positionMode = (PositionMode)Enum.GetValues(typeof(PositionMode)).GetValue(input.ReadInt(true)); int flags = input.Read();
data.spacingMode = (SpacingMode)Enum.GetValues(typeof(SpacingMode)).GetValue(input.ReadInt(true)); data.positionMode = (PositionMode)Enum.GetValues(typeof(PositionMode)).GetValue(flags & 1);
data.rotateMode = (RotateMode)Enum.GetValues(typeof(RotateMode)).GetValue(input.ReadInt(true)); data.spacingMode = (SpacingMode)Enum.GetValues(typeof(SpacingMode)).GetValue((flags >> 1) & 3);
data.offsetRotation = input.ReadFloat(); data.rotateMode = (RotateMode)Enum.GetValues(typeof(RotateMode)).GetValue((flags >> 3) & 3);
if ((flags & 128) != 0) data.offsetRotation = input.ReadFloat();
data.position = input.ReadFloat(); data.position = input.ReadFloat();
if (data.positionMode == PositionMode.Fixed) data.position *= scale; if (data.positionMode == PositionMode.Fixed) data.position *= scale;
data.spacing = input.ReadFloat(); data.spacing = input.ReadFloat();
@ -318,14 +321,14 @@ namespace Spine {
if ((flags & 8) != 0) data.rotate = input.ReadFloat(); if ((flags & 8) != 0) data.rotate = input.ReadFloat();
if ((flags & 16) != 0) data.scaleX = input.ReadFloat(); if ((flags & 16) != 0) data.scaleX = input.ReadFloat();
if ((flags & 32) != 0) data.shearX = input.ReadFloat(); if ((flags & 32) != 0) data.shearX = input.ReadFloat();
data.limit = ((flags & 64) != 0 ? input.ReadFloat() : 500) * scale;
data.step = 1f / input.ReadUByte(); data.step = 1f / input.ReadUByte();
data.inertia = input.ReadFloat(); data.inertia = input.ReadFloat();
data.strength = input.ReadFloat(); data.strength = input.ReadFloat();
data.damping = input.ReadFloat(); data.damping = input.ReadFloat();
data.massInverse = input.ReadFloat(); data.massInverse = (flags & 128) != 0 ? input.ReadFloat() : 1;
data.wind = input.ReadFloat(); data.wind = input.ReadFloat();
data.gravity = input.ReadFloat(); data.gravity = input.ReadFloat();
data.mix = input.ReadFloat();
flags = input.Read(); flags = input.Read();
if ((flags & 1) != 0) data.inertiaGlobal = true; if ((flags & 1) != 0) data.inertiaGlobal = true;
if ((flags & 2) != 0) data.strengthGlobal = true; if ((flags & 2) != 0) data.strengthGlobal = true;
@ -334,6 +337,7 @@ namespace Spine {
if ((flags & 16) != 0) data.windGlobal = true; if ((flags & 16) != 0) data.windGlobal = true;
if ((flags & 32) != 0) data.gravityGlobal = true; if ((flags & 32) != 0) data.gravityGlobal = true;
if ((flags & 64) != 0) data.mixGlobal = true; if ((flags & 64) != 0) data.mixGlobal = true;
data.mix = (flags & 128) != 0 ? input.ReadFloat() : 1;
o[i] = data; o[i] = data;
} }
@ -447,7 +451,7 @@ namespace Spine {
string path = (flags & 16) != 0 ? input.ReadStringRef() : null; string path = (flags & 16) != 0 ? input.ReadStringRef() : null;
uint color = (flags & 32) != 0 ? (uint)input.ReadInt() : 0xffffffff; uint color = (flags & 32) != 0 ? (uint)input.ReadInt() : 0xffffffff;
Sequence sequence = (flags & 64) != 0 ? ReadSequence(input) : null; Sequence sequence = (flags & 64) != 0 ? ReadSequence(input) : null;
float rotation = input.ReadFloat(); float rotation = (flags & 128) != 0 ? input.ReadFloat() : 0;
float x = input.ReadFloat(); float x = input.ReadFloat();
float y = input.ReadFloat(); float y = input.ReadFloat();
float scaleX = input.ReadFloat(); float scaleX = input.ReadFloat();
@ -880,17 +884,20 @@ namespace Spine {
for (int i = 0, n = input.ReadInt(true); i < n; i++) { for (int i = 0, n = input.ReadInt(true); i < n; i++) {
int index = input.ReadInt(true), frameCount = input.ReadInt(true), frameLast = frameCount - 1; int index = input.ReadInt(true), frameCount = input.ReadInt(true), frameLast = frameCount - 1;
IkConstraintTimeline timeline = new IkConstraintTimeline(frameCount, input.ReadInt(true), index); IkConstraintTimeline timeline = new IkConstraintTimeline(frameCount, input.ReadInt(true), index);
float time = input.ReadFloat(), mix = input.ReadFloat(), softness = input.ReadFloat() * scale; int flags = input.Read();
float time = input.ReadFloat(), mix = (flags & 1) != 0 ? ((flags & 2) != 0 ? input.ReadFloat() : 1) : 0;
float softness = (flags & 4) != 0 ? input.ReadFloat() * scale : 0;
for (int frame = 0, bezier = 0; ; frame++) { for (int frame = 0, bezier = 0; ; frame++) {
int flags = input.Read(); timeline.SetFrame(frame, time, mix, softness, (flags & 8) != 0 ? 1 : -1, (flags & 16) != 0, (flags & 32) != 0);
timeline.SetFrame(frame, time, mix, softness, input.ReadSByte(), (flags & 1) != 0, (flags & 2) != 0);
if (frame == frameLast) break; if (frame == frameLast) break;
float time2 = input.ReadFloat(), mix2 = input.ReadFloat(), softness2 = input.ReadFloat() * scale; //float time2 = input.ReadFloat(), mix2 = input.ReadFloat(), softness2 = input.ReadFloat() * scale;
switch (input.ReadUByte()) { flags = input.Read();
case CURVE_STEPPED: float time2 = input.ReadFloat(), mix2 = (flags & 1) != 0 ? ((flags & 2) != 0 ? input.ReadFloat() : 1) : 0;
float softness2 = (flags & 4) != 0 ? input.ReadFloat() * scale : 0;
if ((flags & 64) != 0)
timeline.SetStepped(frame); timeline.SetStepped(frame);
break; else if ((flags & 128) != 0) {
case CURVE_BEZIER:
SetBezier(input, timeline, bezier++, frame, 0, time, time2, mix, mix2, 1); SetBezier(input, timeline, bezier++, frame, 0, time, time2, mix, mix2, 1);
SetBezier(input, timeline, bezier++, frame, 1, time, time2, softness, softness2, scale); SetBezier(input, timeline, bezier++, frame, 1, time, time2, softness, softness2, scale);
break; break;

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@ -303,6 +303,7 @@ namespace Spine {
data.rotate = GetFloat(constraintMap, "rotate", 0); data.rotate = GetFloat(constraintMap, "rotate", 0);
data.scaleX = GetFloat(constraintMap, "scaleX", 0); data.scaleX = GetFloat(constraintMap, "scaleX", 0);
data.shearX = GetFloat(constraintMap, "shearX", 0); data.shearX = GetFloat(constraintMap, "shearX", 0);
data.limit = GetFloat(constraintMap, "limit", 500) * scale;
data.step = 1f / GetInt(constraintMap, "fps", 60); data.step = 1f / GetInt(constraintMap, "fps", 60);
data.inertia = GetFloat(constraintMap, "inertia", 1); data.inertia = GetFloat(constraintMap, "inertia", 1);
data.strength = GetFloat(constraintMap, "strength", 100); data.strength = GetFloat(constraintMap, "strength", 100);

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@ -2,7 +2,7 @@
"name": "com.esotericsoftware.spine.spine-csharp", "name": "com.esotericsoftware.spine.spine-csharp",
"displayName": "spine-csharp Runtime", "displayName": "spine-csharp Runtime",
"description": "This plugin provides the spine-csharp core runtime.", "description": "This plugin provides the spine-csharp core runtime.",
"version": "4.2.13", "version": "4.2.14",
"unity": "2018.3", "unity": "2018.3",
"author": { "author": {
"name": "Esoteric Software", "name": "Esoteric Software",