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https://github.com/EsotericSoftware/spine-runtimes.git
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[libgdx] Skip bones in update cache when a slider mix is 0.
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@ -65,4 +65,11 @@ public class Bone extends PosedActive<BoneData, BoneLocal, BonePose> {
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public Array<Bone> getChildren () {
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return children;
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}
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void resetUpdate () {
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applied.update = 0;
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Bone[] children = this.children.items;
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for (int i = 0, n = this.children.size; i < n; i++)
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children[i].resetUpdate();
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}
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}
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@ -15,24 +15,23 @@ public class BonePose extends BoneLocal implements Update {
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Bone bone;
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float a, b, worldX;
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float c, d, worldY;
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int update;
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BonePose () {
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}
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/** Computes the world transform using the parent bone and this bone's local applied transform. */
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public void updateWorldTransform (Skeleton skeleton) {
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update(skeleton, null);
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/** Called by {@link Skeleton#updateCache()} to compute the world transform, if needed. */
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public void update (Skeleton skeleton, Physics physics) {
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if (update != skeleton.update) updateWorldTransform(skeleton);
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}
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/** Computes the world transform using the parent bone and this bone's local transform.
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* <p>
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* See {@link #updateWorldTransform(float, float, float, float, float, float, float)}. */
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/** Computes the world transform using the parent bone and the specified local transform. The applied transform is set to the
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* specified local transform. Child bones are not updated.
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/** Computes the world transform using the parent bone's applied pose and this pose. Child bones are not updated.
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* <p>
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* See <a href="https://esotericsoftware.com/spine-runtime-skeletons#World-transforms">World transforms</a> in the Spine
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* Runtimes Guide. */
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public void update (Skeleton skeleton, Physics physics) {
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public void updateWorldTransform (Skeleton skeleton) {
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update = skeleton.update;
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if (bone.parent == null) { // Root bone.
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float sx = skeleton.scaleX, sy = skeleton.scaleY;
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float rx = (rotation + shearX) * degRad;
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@ -140,6 +139,8 @@ public class BonePose extends BoneLocal implements Update {
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* Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation. The local transform after
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* calling this method is equivalent to the local transform used to compute the world transform, but may not be identical. */
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public void updateLocalTransform (Skeleton skeleton) {
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update = skeleton.update;
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if (bone.parent == null) {
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x = worldX - skeleton.x;
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y = worldY - skeleton.y;
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@ -353,8 +354,8 @@ public class BonePose extends BoneLocal implements Update {
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/** Rotates the world transform the specified amount.
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* <p>
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* After changes are made to the world transform, {@link #updateLocalTransform(Skeleton)} should be called and
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* {@link #update(Skeleton, Physics)} will need to be called on any child bones, recursively. */
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* After changes are made to the world transform, {@link #updateLocalTransform(Skeleton)} should be called on this bone and any
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* child bones, recursively. */
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public void rotateWorld (float degrees) {
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degrees *= degRad;
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float sin = sin(degrees), cos = cos(degrees);
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@ -61,6 +61,7 @@ public class Skeleton {
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@Null Skin skin;
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final Color color;
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float x, y, scaleX = 1, scaleY = 1, time;
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int update;
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public Skeleton (SkeletonData data) {
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if (data == null) throw new IllegalArgumentException("data cannot be null.");
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@ -224,6 +225,8 @@ public class Skeleton {
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* See <a href="https://esotericsoftware.com/spine-runtime-skeletons#World-transforms">World transforms</a> in the Spine
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* Runtimes Guide. */
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public void updateWorldTransform (Physics physics) {
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update++;
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Posed[] resetCache = this.resetCache.items;
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for (int i = 0, n = this.resetCache.size; i < n; i++)
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resetCache[i].resetAppliedPose();
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@ -241,6 +244,8 @@ public class Skeleton {
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public void updateWorldTransform (Physics physics, BonePose parent) {
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if (parent == null) throw new IllegalArgumentException("parent cannot be null.");
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update++;
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Posed[] resetCache = this.resetCache.items;
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for (int i = 0, n = this.resetCache.size; i < n; i++)
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resetCache[i].resetAppliedPose();
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@ -55,12 +55,17 @@ public class Slider extends Constraint<Slider, SliderData, SliderPose> {
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if (pose.mix == 0) return;
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SliderPose pose = applied;
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data.animation.apply(skeleton, pose.time, pose.time, false, null, pose.mix, MixBlend.replace, MixDirection.in, true);
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Timeline[] timelines = data.animation.timelines.items;
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int timelineCount = data.animation.timelines.size;
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Bone[] bones = skeleton.bones.items;
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for (int i = 0; i < timelineCount; i++)
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if (timelines[i] instanceof BoneTimeline boneTimeline) bones[boneTimeline.getBoneIndex()].resetUpdate();
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}
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void sort (Skeleton skeleton) {
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Timeline[] timelines = data.animation.timelines.items;
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int timelineCount = data.animation.timelines.size;
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Bone[] bones = skeleton.bones.items;
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for (int i = 0; i < timelineCount; i++)
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if (timelines[i] instanceof BoneTimeline boneTimeline) skeleton.sortBone(bones[boneTimeline.getBoneIndex()]);
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@ -72,6 +77,7 @@ public class Slider extends Constraint<Slider, SliderData, SliderPose> {
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Timeline t = timelines[i];
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if (t instanceof BoneTimeline timeline) {
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Bone bone = bones[timeline.getBoneIndex()];
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skeleton.resetCache(bone);
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skeleton.sortReset(bone.children);
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bone.sorted = false;
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} else if (t instanceof SlotTimeline timeline)
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@ -94,7 +94,7 @@ public class TransformConstraint extends Constraint<TransformConstraint, Transfo
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}
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}
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if (localTarget)
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bone.update(skeleton, null);
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bone.updateWorldTransform(skeleton);
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else
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bone.updateLocalTransform(skeleton);
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}
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