mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 22:34:53 +08:00
Merge remote-tracking branch 'origin/3.6' into 3.6
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commit
90ba0f6f78
@ -457,7 +457,7 @@ namespace Spine.Unity.Editor {
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static Bone extractionBone;
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static Slot extractionSlot;
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static Bone GetExtractionBone () {
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internal static Bone GetExtractionBone () {
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if (extractionBone != null)
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return extractionBone;
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@ -479,7 +479,7 @@ namespace Spine.Unity.Editor {
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return extractionBone;
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}
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static Slot GetExtractionSlot () {
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internal static Slot GetExtractionSlot () {
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if (extractionSlot != null)
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return extractionSlot;
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@ -491,11 +491,14 @@ namespace Spine.Unity.Editor {
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return extractionSlot;
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}
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static Mesh ExtractRegionAttachment (string name, RegionAttachment attachment, Mesh mesh = null) {
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internal static Mesh ExtractRegionAttachment (string name, RegionAttachment attachment, Mesh mesh = null, bool centered = true) {
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var bone = GetExtractionBone();
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bone.X = -attachment.X;
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bone.Y = -attachment.Y;
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if (centered) {
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bone.X = -attachment.X;
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bone.Y = -attachment.Y;
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}
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bone.UpdateWorldTransform();
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Vector2[] uvs = ExtractUV(attachment.UVs);
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@ -504,12 +507,13 @@ namespace Spine.Unity.Editor {
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Vector3[] verts = ExtractVerts(floatVerts);
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//unrotate verts now that they're centered
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for (int i = 0; i < verts.Length; i++) {
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verts[i] = Quaternion.Euler(0, 0, -attachment.Rotation) * verts[i];
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if (centered) {
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for (int i = 0; i < verts.Length; i++)
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verts[i] = Quaternion.Euler(0, 0, -attachment.Rotation) * verts[i];
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}
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int[] triangles = new int[6] { 1, 3, 0, 2, 3, 1 };
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Color color = new Color(attachment.R, attachment.G, attachment.B, attachment.A);
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int[] triangles = { 1, 3, 0, 2, 3, 1 };
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Color color = attachment.GetColor();
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if (mesh == null)
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mesh = new Mesh();
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@ -519,7 +523,7 @@ namespace Spine.Unity.Editor {
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mesh.vertices = verts;
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mesh.uv = uvs;
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mesh.triangles = triangles;
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mesh.colors = new Color[] { color, color, color, color };
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mesh.colors = new [] { color, color, color, color };
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mesh.RecalculateBounds();
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mesh.RecalculateNormals();
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mesh.name = name;
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@ -527,7 +531,7 @@ namespace Spine.Unity.Editor {
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return mesh;
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}
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static Mesh ExtractMeshAttachment (string name, MeshAttachment attachment, Mesh mesh = null) {
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internal static Mesh ExtractMeshAttachment (string name, MeshAttachment attachment, Mesh mesh = null) {
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var slot = GetExtractionSlot();
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slot.Bone.X = 0;
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@ -592,7 +596,7 @@ namespace Spine.Unity.Editor {
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}
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}
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static Mesh ExtractWeightedMeshAttachment (string name, MeshAttachment attachment, int slotIndex, SkeletonData skeletonData, List<Transform> boneList, Mesh mesh = null) {
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internal static Mesh ExtractWeightedMeshAttachment (string name, MeshAttachment attachment, int slotIndex, SkeletonData skeletonData, List<Transform> boneList, Mesh mesh = null) {
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if (attachment.Bones == null)
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throw new System.ArgumentException("Mesh is not weighted.", "attachment");
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@ -708,7 +712,7 @@ namespace Spine.Unity.Editor {
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return mesh;
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}
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static Vector2[] ExtractUV (float[] floats) {
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internal static Vector2[] ExtractUV (float[] floats) {
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Vector2[] arr = new Vector2[floats.Length / 2];
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for (int i = 0; i < floats.Length; i += 2) {
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@ -718,7 +722,7 @@ namespace Spine.Unity.Editor {
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return arr;
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}
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static Vector3[] ExtractVerts (float[] floats) {
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internal static Vector3[] ExtractVerts (float[] floats) {
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Vector3[] arr = new Vector3[floats.Length / 2];
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for (int i = 0; i < floats.Length; i += 2) {
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@ -52,7 +52,7 @@ Shader "Spine/Skeleton Tint" {
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float4 frag (VertexOutput i) : COLOR {
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float4 texColor = tex2D(_MainTex, i.uv);
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return (texColor * i.vertexColor) + float4(((1-texColor.rgb) * texColor.a * _Black.rgb), 0);
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return (texColor * i.vertexColor) + float4(((1-texColor.rgb) * _Black.rgb * texColor.a*_Color.a*i.vertexColor.a), 0);
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}
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ENDCG
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}
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@ -110,7 +110,7 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
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clip (texColor.a - 0.001);
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#endif
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return (texColor * IN.color) + float4(((1-texColor.rgb) * texColor.a * (_Black.rgb + float3(IN.uv1.r, IN.uv1.g, IN.uv2.r))), 0);
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return (texColor * IN.color) + float4(((1-texColor.rgb) * (_Black.rgb + float3(IN.uv1.r, IN.uv1.g, IN.uv2.r)) * texColor.a*_Color.a*i.vertexColor.a), 0);
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}
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ENDCG
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}
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@ -61,7 +61,7 @@ Shader "Spine/Skeleton Tint Black" {
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float4 frag (VertexOutput i) : COLOR {
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float4 texColor = tex2D(_MainTex, i.uv);
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return (texColor * i.vertexColor) + float4(((1-texColor.rgb) * texColor.a * (_Black.rgb + float3(i.uv1.r, i.uv1.g, i.uv2.r))), 0);
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return (texColor * i.vertexColor) + float4(((1-texColor.rgb) * (_Black.rgb + float3(i.uv1.r, i.uv1.g, i.uv2.r)) * texColor.a*_Color.a*i.vertexColor.a), 0);
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}
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ENDCG
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}
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@ -144,6 +144,12 @@ namespace Spine.Unity {
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return new Quaternion(0, 0, Mathf.Sin(halfRotation), Mathf.Cos(halfRotation));
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}
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/// <summary>Gets a bone-local space UnityEngine.Quaternion representation of bone.rotation.</summary>
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public static Quaternion GetLocalQuaternion (this Bone bone) {
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var halfRotation = bone.rotation * Mathf.Deg2Rad * 0.5f;
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return new Quaternion(0, 0, Mathf.Sin(halfRotation), Mathf.Cos(halfRotation));
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}
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/// <summary>Gets the PointAttachment's Unity World position using its Spine GameObject Transform.</summary>
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public static Vector3 GetWorldPosition (this PointAttachment attachment, Slot slot, Transform spineGameObjectTransform) {
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Vector3 skeletonSpacePosition;
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@ -288,6 +294,10 @@ namespace Spine {
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return va.bones != null && va.bones.Length > 0;
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}
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public static bool IsRenderable (this Attachment a) {
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return a is RegionAttachment || a is MeshAttachment;
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}
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#region Transform Modes
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public static bool InheritsRotation (this TransformMode mode) {
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const int RotationBit = 0;
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@ -213,7 +213,7 @@ namespace Spine.Unity {
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for (int i = 0; i < separatorSlotNames.Length; i++)
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separatorSlots.Add(skeleton.FindSlot(separatorSlotNames[i]));
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LateUpdate();
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LateUpdate(); // Generate mesh for the first frame it exists.
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if (OnRebuild != null)
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OnRebuild(this);
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