Merge remote-tracking branch 'origin/3.6' into 3.6

This commit is contained in:
Nathan Sweet 2017-09-30 14:40:25 +02:00
commit 90ba0f6f78
6 changed files with 32 additions and 18 deletions

View File

@ -457,7 +457,7 @@ namespace Spine.Unity.Editor {
static Bone extractionBone;
static Slot extractionSlot;
static Bone GetExtractionBone () {
internal static Bone GetExtractionBone () {
if (extractionBone != null)
return extractionBone;
@ -479,7 +479,7 @@ namespace Spine.Unity.Editor {
return extractionBone;
}
static Slot GetExtractionSlot () {
internal static Slot GetExtractionSlot () {
if (extractionSlot != null)
return extractionSlot;
@ -491,11 +491,14 @@ namespace Spine.Unity.Editor {
return extractionSlot;
}
static Mesh ExtractRegionAttachment (string name, RegionAttachment attachment, Mesh mesh = null) {
internal static Mesh ExtractRegionAttachment (string name, RegionAttachment attachment, Mesh mesh = null, bool centered = true) {
var bone = GetExtractionBone();
bone.X = -attachment.X;
bone.Y = -attachment.Y;
if (centered) {
bone.X = -attachment.X;
bone.Y = -attachment.Y;
}
bone.UpdateWorldTransform();
Vector2[] uvs = ExtractUV(attachment.UVs);
@ -504,12 +507,13 @@ namespace Spine.Unity.Editor {
Vector3[] verts = ExtractVerts(floatVerts);
//unrotate verts now that they're centered
for (int i = 0; i < verts.Length; i++) {
verts[i] = Quaternion.Euler(0, 0, -attachment.Rotation) * verts[i];
if (centered) {
for (int i = 0; i < verts.Length; i++)
verts[i] = Quaternion.Euler(0, 0, -attachment.Rotation) * verts[i];
}
int[] triangles = new int[6] { 1, 3, 0, 2, 3, 1 };
Color color = new Color(attachment.R, attachment.G, attachment.B, attachment.A);
int[] triangles = { 1, 3, 0, 2, 3, 1 };
Color color = attachment.GetColor();
if (mesh == null)
mesh = new Mesh();
@ -519,7 +523,7 @@ namespace Spine.Unity.Editor {
mesh.vertices = verts;
mesh.uv = uvs;
mesh.triangles = triangles;
mesh.colors = new Color[] { color, color, color, color };
mesh.colors = new [] { color, color, color, color };
mesh.RecalculateBounds();
mesh.RecalculateNormals();
mesh.name = name;
@ -527,7 +531,7 @@ namespace Spine.Unity.Editor {
return mesh;
}
static Mesh ExtractMeshAttachment (string name, MeshAttachment attachment, Mesh mesh = null) {
internal static Mesh ExtractMeshAttachment (string name, MeshAttachment attachment, Mesh mesh = null) {
var slot = GetExtractionSlot();
slot.Bone.X = 0;
@ -592,7 +596,7 @@ namespace Spine.Unity.Editor {
}
}
static Mesh ExtractWeightedMeshAttachment (string name, MeshAttachment attachment, int slotIndex, SkeletonData skeletonData, List<Transform> boneList, Mesh mesh = null) {
internal static Mesh ExtractWeightedMeshAttachment (string name, MeshAttachment attachment, int slotIndex, SkeletonData skeletonData, List<Transform> boneList, Mesh mesh = null) {
if (attachment.Bones == null)
throw new System.ArgumentException("Mesh is not weighted.", "attachment");
@ -708,7 +712,7 @@ namespace Spine.Unity.Editor {
return mesh;
}
static Vector2[] ExtractUV (float[] floats) {
internal static Vector2[] ExtractUV (float[] floats) {
Vector2[] arr = new Vector2[floats.Length / 2];
for (int i = 0; i < floats.Length; i += 2) {
@ -718,7 +722,7 @@ namespace Spine.Unity.Editor {
return arr;
}
static Vector3[] ExtractVerts (float[] floats) {
internal static Vector3[] ExtractVerts (float[] floats) {
Vector3[] arr = new Vector3[floats.Length / 2];
for (int i = 0; i < floats.Length; i += 2) {

View File

@ -52,7 +52,7 @@ Shader "Spine/Skeleton Tint" {
float4 frag (VertexOutput i) : COLOR {
float4 texColor = tex2D(_MainTex, i.uv);
return (texColor * i.vertexColor) + float4(((1-texColor.rgb) * texColor.a * _Black.rgb), 0);
return (texColor * i.vertexColor) + float4(((1-texColor.rgb) * _Black.rgb * texColor.a*_Color.a*i.vertexColor.a), 0);
}
ENDCG
}

View File

@ -110,7 +110,7 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
clip (texColor.a - 0.001);
#endif
return (texColor * IN.color) + float4(((1-texColor.rgb) * texColor.a * (_Black.rgb + float3(IN.uv1.r, IN.uv1.g, IN.uv2.r))), 0);
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);
}
ENDCG
}

View File

@ -61,7 +61,7 @@ Shader "Spine/Skeleton Tint Black" {
float4 frag (VertexOutput i) : COLOR {
float4 texColor = tex2D(_MainTex, i.uv);
return (texColor * i.vertexColor) + float4(((1-texColor.rgb) * texColor.a * (_Black.rgb + float3(i.uv1.r, i.uv1.g, i.uv2.r))), 0);
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);
}
ENDCG
}

View File

@ -144,6 +144,12 @@ namespace Spine.Unity {
return new Quaternion(0, 0, Mathf.Sin(halfRotation), Mathf.Cos(halfRotation));
}
/// <summary>Gets a bone-local space UnityEngine.Quaternion representation of bone.rotation.</summary>
public static Quaternion GetLocalQuaternion (this Bone bone) {
var halfRotation = bone.rotation * Mathf.Deg2Rad * 0.5f;
return new Quaternion(0, 0, Mathf.Sin(halfRotation), Mathf.Cos(halfRotation));
}
/// <summary>Gets the PointAttachment's Unity World position using its Spine GameObject Transform.</summary>
public static Vector3 GetWorldPosition (this PointAttachment attachment, Slot slot, Transform spineGameObjectTransform) {
Vector3 skeletonSpacePosition;
@ -288,6 +294,10 @@ namespace Spine {
return va.bones != null && va.bones.Length > 0;
}
public static bool IsRenderable (this Attachment a) {
return a is RegionAttachment || a is MeshAttachment;
}
#region Transform Modes
public static bool InheritsRotation (this TransformMode mode) {
const int RotationBit = 0;

View File

@ -213,7 +213,7 @@ namespace Spine.Unity {
for (int i = 0; i < separatorSlotNames.Length; i++)
separatorSlots.Add(skeleton.FindSlot(separatorSlotNames[i]));
LateUpdate();
LateUpdate(); // Generate mesh for the first frame it exists.
if (OnRebuild != null)
OnRebuild(this);