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https://github.com/EsotericSoftware/spine-runtimes.git
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[csharp] Ported AnimationState and Animation changes of commit bd306d4. See #1303.
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37b759fc17
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@ -987,7 +987,7 @@ namespace Spine {
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}
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}
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/// <summary>Changes a slot's <see cref="Slot.AttachmentVertices"/> to deform a <see cref="VertexAttachment"/>.</summary>
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/// <summary>Changes a slot's <see cref="Slot.Deform"/> to deform a <see cref="VertexAttachment"/>.</summary>
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public class DeformTimeline : CurveTimeline, ISlotTimeline {
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internal int slotIndex;
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internal VertexAttachment attachment;
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@ -1037,41 +1037,41 @@ namespace Spine {
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VertexAttachment vertexAttachment = slot.attachment as VertexAttachment;
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if (vertexAttachment == null || !vertexAttachment.ApplyDeform(attachment)) return;
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var verticesArray = slot.attachmentVertices;
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if (verticesArray.Count == 0) blend = MixBlend.Setup;
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var deformArray = slot.Deform;
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if (deformArray.Count == 0) blend = MixBlend.Setup;
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float[][] frameVertices = this.frameVertices;
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int vertexCount = frameVertices[0].Length;
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float[] frames = this.frames;
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float[] vertices;
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float[] deform;
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if (time < frames[0]) { // Time is before first frame.
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switch (blend) {
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case MixBlend.Setup:
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verticesArray.Clear();
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deformArray.Clear();
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return;
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case MixBlend.Replace:
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if (alpha == 1) {
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verticesArray.Clear();
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deformArray.Clear();
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return;
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}
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// verticesArray.SetSize(vertexCount) // Ensure size and preemptively set count.
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if (verticesArray.Capacity < vertexCount) verticesArray.Capacity = vertexCount;
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verticesArray.Count = vertexCount;
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vertices = verticesArray.Items;
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// deformArray.SetSize(vertexCount) // Ensure size and preemptively set count.
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if (deformArray.Capacity < vertexCount) deformArray.Capacity = vertexCount;
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deformArray.Count = vertexCount;
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deform = deformArray.Items;
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if (vertexAttachment.bones == null) {
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// Unweighted vertex positions.
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float[] setupVertices = vertexAttachment.vertices;
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for (int i = 0; i < vertexCount; i++)
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vertices[i] += (setupVertices[i] - vertices[i]) * alpha;
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deform[i] += (setupVertices[i] - deform[i]) * alpha;
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} else {
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// Weighted deform offsets.
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alpha = 1 - alpha;
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for (int i = 0; i < vertexCount; i++)
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vertices[i] *= alpha;
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deform[i] *= alpha;
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}
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return;
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default:
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@ -1080,10 +1080,10 @@ namespace Spine {
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}
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// verticesArray.SetSize(vertexCount) // Ensure size and preemptively set count.
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if (verticesArray.Capacity < vertexCount) verticesArray.Capacity = vertexCount;
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verticesArray.Count = vertexCount;
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vertices = verticesArray.Items;
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// deformArray.SetSize(vertexCount) // Ensure size and preemptively set count.
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if (deformArray.Capacity < vertexCount) deformArray.Capacity = vertexCount;
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deformArray.Count = vertexCount;
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deform = deformArray.Items;
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if (time >= frames[frames.Length - 1]) { // Time is after last frame.
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@ -1094,15 +1094,15 @@ namespace Spine {
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// Unweighted vertex positions, no alpha.
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float[] setupVertices = vertexAttachment.vertices;
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for (int i = 0; i < vertexCount; i++)
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vertices[i] += lastVertices[i] - setupVertices[i];
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deform[i] += lastVertices[i] - setupVertices[i];
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} else {
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// Weighted deform offsets, no alpha.
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for (int i = 0; i < vertexCount; i++)
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vertices[i] += lastVertices[i];
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deform[i] += lastVertices[i];
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}
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} else {
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// Vertex positions or deform offsets, no alpha.
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Array.Copy(lastVertices, 0, vertices, 0, vertexCount);
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Array.Copy(lastVertices, 0, deform, 0, vertexCount);
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}
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} else {
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switch (blend) {
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@ -1112,12 +1112,12 @@ namespace Spine {
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float[] setupVertices = vertexAttachment.vertices;
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for (int i = 0; i < vertexCount; i++) {
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float setup = setupVertices[i];
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vertices[i] = setup + (lastVertices[i] - setup) * alpha;
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deform[i] = setup + (lastVertices[i] - setup) * alpha;
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}
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} else {
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// Weighted deform offsets, with alpha.
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for (int i = 0; i < vertexCount; i++)
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vertices[i] = lastVertices[i] * alpha;
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deform[i] = lastVertices[i] * alpha;
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}
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break;
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}
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@ -1125,18 +1125,18 @@ namespace Spine {
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case MixBlend.Replace:
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// Vertex positions or deform offsets, with alpha.
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for (int i = 0; i < vertexCount; i++)
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vertices[i] += (lastVertices[i] - vertices[i]) * alpha;
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deform[i] += (lastVertices[i] - deform[i]) * alpha;
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break;
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case MixBlend.Add:
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if (vertexAttachment.bones == null) {
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// Unweighted vertex positions, no alpha.
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float[] setupVertices = vertexAttachment.vertices;
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for (int i = 0; i < vertexCount; i++)
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vertices[i] += (lastVertices[i] - setupVertices[i]) * alpha;
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deform[i] += (lastVertices[i] - setupVertices[i]) * alpha;
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} else {
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// Weighted deform offsets, alpha.
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for (int i = 0; i < vertexCount; i++)
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vertices[i] += lastVertices[i] * alpha;
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deform[i] += lastVertices[i] * alpha;
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}
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break;
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}
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@ -1158,20 +1158,20 @@ namespace Spine {
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float[] setupVertices = vertexAttachment.vertices;
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for (int i = 0; i < vertexCount; i++) {
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float prev = prevVertices[i];
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vertices[i] += prev + (nextVertices[i] - prev) * percent - setupVertices[i];
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deform[i] += prev + (nextVertices[i] - prev) * percent - setupVertices[i];
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}
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} else {
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// Weighted deform offsets, no alpha.
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for (int i = 0; i < vertexCount; i++) {
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float prev = prevVertices[i];
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vertices[i] += prev + (nextVertices[i] - prev) * percent;
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deform[i] += prev + (nextVertices[i] - prev) * percent;
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}
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}
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} else {
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// Vertex positions or deform offsets, no alpha.
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for (int i = 0; i < vertexCount; i++) {
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float prev = prevVertices[i];
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vertices[i] = prev + (nextVertices[i] - prev) * percent;
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deform[i] = prev + (nextVertices[i] - prev) * percent;
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}
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}
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} else {
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@ -1182,13 +1182,13 @@ namespace Spine {
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float[] setupVertices = vertexAttachment.vertices;
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for (int i = 0; i < vertexCount; i++) {
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float prev = prevVertices[i], setup = setupVertices[i];
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vertices[i] = setup + (prev + (nextVertices[i] - prev) * percent - setup) * alpha;
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deform[i] = setup + (prev + (nextVertices[i] - prev) * percent - setup) * alpha;
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}
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} else {
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// Weighted deform offsets, with alpha.
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for (int i = 0; i < vertexCount; i++) {
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float prev = prevVertices[i];
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vertices[i] = (prev + (nextVertices[i] - prev) * percent) * alpha;
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deform[i] = (prev + (nextVertices[i] - prev) * percent) * alpha;
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}
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}
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break;
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@ -1198,7 +1198,7 @@ namespace Spine {
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// Vertex positions or deform offsets, with alpha.
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for (int i = 0; i < vertexCount; i++) {
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float prev = prevVertices[i];
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vertices[i] += (prev + (nextVertices[i] - prev) * percent - vertices[i]) * alpha;
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deform[i] += (prev + (nextVertices[i] - prev) * percent - deform[i]) * alpha;
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}
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break;
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}
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@ -1208,13 +1208,13 @@ namespace Spine {
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float[] setupVertices = vertexAttachment.vertices;
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for (int i = 0; i < vertexCount; i++) {
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float prev = prevVertices[i];
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vertices[i] += (prev + (nextVertices[i] - prev) * percent - setupVertices[i]) * alpha;
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deform[i] += (prev + (nextVertices[i] - prev) * percent - setupVertices[i]) * alpha;
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}
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} else {
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// Weighted deform offsets, with alpha.
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for (int i = 0; i < vertexCount; i++) {
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float prev = prevVertices[i];
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vertices[i] += (prev + (nextVertices[i] - prev) * percent) * alpha;
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deform[i] += (prev + (nextVertices[i] - prev) * percent) * alpha;
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}
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}
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break;
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@ -31,7 +31,8 @@
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using System;
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namespace Spine {
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/// <summary>>An attachment with vertices that are transformed by one or more bones and can be deformed by a slot's vertices.</summary>
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/// <summary>>An attachment with vertices that are transformed by one or more bones and can be deformed by a slot's
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/// <see cref="Slot.Deform"/>.</summary>
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public class VertexAttachment : Attachment {
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static int nextID = 0;
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static readonly Object nextIdLock = new Object();
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@ -59,7 +60,13 @@ namespace Spine {
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ComputeWorldVertices(slot, 0, worldVerticesLength, worldVertices, 0);
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}
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/// <summary>Transforms local vertices to world coordinates.</summary>
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/// <summary>
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/// Transforms the attachment's local <see cref="Vertices"/> to world coordinates. If the slot has <see cref="Slot.Deform"/>,
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/// they are used to deform the vertices.
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/// <para />
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/// See <a href="http://esotericsoftware.com/spine-runtime-skeletons#World-transforms">World transforms</a> in the Spine
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/// Runtimes Guide.
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/// </summary>
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/// <param name="start">The index of the first <see cref="Vertices"/> value to transform. Each vertex has 2 values, x and y.</param>
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/// <param name="count">The number of world vertex values to output. Must be less than or equal to <see cref="WorldVerticesLength"/> - start.</param>
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/// <param name="worldVertices">The output world vertices. Must have a length greater than or equal to <paramref name="offset"/> + <paramref name="count"/>.</param>
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@ -68,7 +75,7 @@ namespace Spine {
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public void ComputeWorldVertices (Slot slot, int start, int count, float[] worldVertices, int offset, int stride = 2) {
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count = offset + (count >> 1) * stride;
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Skeleton skeleton = slot.bone.skeleton;
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var deformArray = slot.attachmentVertices;
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var deformArray = slot.deform;
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float[] vertices = this.vertices;
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int[] bones = this.bones;
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if (bones == null) {
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@ -45,7 +45,7 @@ namespace Spine {
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internal bool hasSecondColor;
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internal Attachment attachment;
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internal float attachmentTime;
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internal ExposedList<float> attachmentVertices = new ExposedList<float>();
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internal ExposedList<float> deform = new ExposedList<float>();
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public Slot (SlotData data, Bone bone) {
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if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
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@ -84,6 +84,7 @@ namespace Spine {
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attachment = slot.attachment;
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attachmentTime = slot.attachmentTime;
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deform.AddRange(slot.deform);
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}
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/// <summary>The slot's setup pose data.</summary>
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@ -128,7 +129,7 @@ namespace Spine {
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if (attachment == value) return;
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attachment = value;
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attachmentTime = bone.skeleton.time;
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attachmentVertices .Clear(false);
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deform.Clear(false);
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}
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}
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@ -139,17 +140,17 @@ namespace Spine {
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set { attachmentTime = bone.skeleton.time - value; }
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}
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/// <summary> Vertices to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a
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/// <summary> Values to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a
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/// weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions.
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/// <para />
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/// See <see cref="VertexAttachment.ComputeWorldVertices(Slot, int, int, float[], int, int)"/> and <see cref="DeformTimeline"/>.</summary>
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public ExposedList<float> AttachmentVertices {
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public ExposedList<float> Deform {
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get {
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return attachmentVertices ;
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return deform;
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}
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set {
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if (attachmentVertices == null) throw new ArgumentNullException("attachmentVertices", "attachmentVertices cannot be null.");
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attachmentVertices = value;
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if (deform == null) throw new ArgumentNullException("deform", "deform cannot be null.");
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deform = value;
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}
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}
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