mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 15:24:55 +08:00
Merge branch '3.6' into 3.7-beta
This commit is contained in:
commit
bd987963dc
@ -156,6 +156,8 @@
|
||||
* Added `stride` parameter to `VertexAttachment.computeWorldVertices`.
|
||||
* Removed `RegionAttachment.vertices` field. The vertices array is provided to `RegionAttachment.computeWorldVertices` by the API user now.
|
||||
* Removed `RegionAttachment.updateWorldVertices`, added `RegionAttachment.computeWorldVertices`. The new method now computes the x/y positions of the 4 vertices of the corner and places them in the provided `worldVertices` array, starting at `offset`, then moving by `stride` array elements when advancing to the next vertex. This allows to directly compose the vertex buffer and avoids a copy. The computation of the full vertices, including vertex colors and texture coordinates, is now done by the backend's respective renderer.
|
||||
* Skeleton attachments: Moved update of attached skeleton out of libGDX `SkeletonRenderer`, added overloaded method `Skeleton#updateWorldTransform(Bone), used for `SkeletonAttachment`. You now MUST call this new method
|
||||
with the bone of the parent skeleton to which the child skeleton is attached. See `SkeletonAttachmentTest` for and example.
|
||||
* **Additions**
|
||||
* Added support for local and relative transform constraint calculation, including additional fields in `TransformConstraintData`
|
||||
* Added `Bone.localToWorldRotation`(rotation given relative to x-axis, counter-clockwise, in degrees).
|
||||
@ -164,7 +166,7 @@
|
||||
* Added `ClippingAttachment`, additional method `newClippingAttachment` in `AttachmentLoader` interface.
|
||||
* Added `SkeletonClipper` and `Triangulator`, used to implement software clipping of attachments.
|
||||
* `AnimationState#apply` returns boolean indicating if any timeline was applied or not.
|
||||
* `Animation#apply` and `Timeline#apply`` now take enums `MixPose` and `MixDirection` instead of booleans
|
||||
* `Animation#apply` and `Timeline#apply`` now take enums `MixPose` and `MixDirection` instead of booleans
|
||||
|
||||
### libGDX
|
||||
* Fixed renderer to work with 3.6 changes
|
||||
|
||||
@ -160,7 +160,7 @@ void spIkConstraint_apply2 (spBone* parent, spBone* child, float targetX, float
|
||||
y = SQRT(dd - r * r) * bendDir;
|
||||
a1 = ta - ATAN2(y, r);
|
||||
a2 = ATAN2(y / psy, (r - l1) / psx);
|
||||
goto outer;
|
||||
goto break_outer;
|
||||
}
|
||||
}
|
||||
{
|
||||
@ -194,7 +194,7 @@ void spIkConstraint_apply2 (spBone* parent, spBone* child, float targetX, float
|
||||
}
|
||||
}
|
||||
}
|
||||
outer: {
|
||||
break_outer: {
|
||||
float os = ATAN2(cy, cx) * s2;
|
||||
a1 = (a1 - os) * RAD_DEG + o1 - parent->arotation;
|
||||
if (a1 > 180) a1 -= 360;
|
||||
|
||||
@ -351,14 +351,14 @@ void spSkeleton_updateCache (spSkeleton* self) {
|
||||
constraintCount = ikCount + transformCount + pathCount;
|
||||
|
||||
i = 0;
|
||||
outer:
|
||||
continue_outer:
|
||||
for (; i < constraintCount; i++) {
|
||||
for (ii = 0; ii < ikCount; ii++) {
|
||||
spIkConstraint* ikConstraint = ikConstraints[ii];
|
||||
if (ikConstraint->data->order == i) {
|
||||
_sortIkConstraint(internal, ikConstraint);
|
||||
i++;
|
||||
goto outer;
|
||||
goto continue_outer;
|
||||
}
|
||||
}
|
||||
|
||||
@ -367,7 +367,7 @@ void spSkeleton_updateCache (spSkeleton* self) {
|
||||
if (transformConstraint->data->order == i) {
|
||||
_sortTransformConstraint(internal, transformConstraint);
|
||||
i++;
|
||||
goto outer;
|
||||
goto continue_outer;
|
||||
}
|
||||
}
|
||||
|
||||
@ -376,7 +376,7 @@ void spSkeleton_updateCache (spSkeleton* self) {
|
||||
if (pathConstraint->data->order == i) {
|
||||
_sortPathConstraint(internal, pathConstraint);
|
||||
i++;
|
||||
goto outer;
|
||||
goto continue_outer;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -220,7 +220,7 @@ void spSkeletonClipping_clipTriangles(spSkeletonClipping* self, float* vertices,
|
||||
spFloatArray_clear(clippedUVs);
|
||||
spUnsignedShortArray_clear(clippedTriangles);
|
||||
i = 0;
|
||||
outer:
|
||||
continue_outer:
|
||||
for (; i < trianglesLength; i += 3) {
|
||||
int p;
|
||||
int vertexOffset = triangles[i] * stride;
|
||||
@ -306,7 +306,7 @@ void spSkeletonClipping_clipTriangles(spSkeletonClipping* self, float* vertices,
|
||||
clippedTrianglesItems[s + 2] = (unsigned short)(index + 2);
|
||||
index += 3;
|
||||
i += 3;
|
||||
goto outer;
|
||||
goto continue_outer;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -168,13 +168,13 @@ spShortArray* spTriangulator_triangulate(spTriangulator* self, spFloatArray* ver
|
||||
vx = vertices[v]; vy = vertices[v + 1];
|
||||
if (_positiveArea(p3x, p3y, p1x, p1y, vx, vy)) {
|
||||
if (_positiveArea(p1x, p1y, p2x, p2y, vx, vy)) {
|
||||
if (_positiveArea(p2x, p2y, p3x, p3y, vx, vy)) goto outer;
|
||||
if (_positiveArea(p2x, p2y, p3x, p3y, vx, vy)) goto break_outer;
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
outer:
|
||||
break_outer:
|
||||
|
||||
if (next == 0) {
|
||||
do {
|
||||
|
||||
@ -712,14 +712,14 @@ namespace Spine {
|
||||
if (entry.mixDuration > 0) {
|
||||
timelineDataItems[i] = AnimationState.DipMix;
|
||||
timelineDipMixItems[i] = entry;
|
||||
goto outer; // continue outer;
|
||||
goto continue_outer; // continue outer;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
timelineDataItems[i] = AnimationState.Dip;
|
||||
}
|
||||
outer: {}
|
||||
continue_outer: {}
|
||||
}
|
||||
return lastEntry;
|
||||
}
|
||||
|
||||
@ -176,7 +176,7 @@ namespace Spine {
|
||||
y = (float)Math.Sqrt(dd - r * r) * bendDir;
|
||||
a1 = ta - (float)Math.Atan2(y, r);
|
||||
a2 = (float)Math.Atan2(y / psy, (r - l1) / psx);
|
||||
goto outer; // break outer;
|
||||
goto break_outer; // break outer;
|
||||
}
|
||||
}
|
||||
float minAngle = MathUtils.PI, minX = l1 - a, minDist = minX * minX, minY = 0;
|
||||
@ -208,7 +208,7 @@ namespace Spine {
|
||||
a2 = maxAngle * bendDir;
|
||||
}
|
||||
}
|
||||
outer:
|
||||
break_outer:
|
||||
float os = (float)Math.Atan2(cy, cx) * s2;
|
||||
float rotation = parent.arotation;
|
||||
a1 = (a1 - os) * MathUtils.RadDeg + os1 - rotation;
|
||||
|
||||
@ -135,24 +135,24 @@ namespace Spine {
|
||||
IkConstraint constraint = ikConstraints.Items[ii];
|
||||
if (constraint.data.order == i) {
|
||||
SortIkConstraint(constraint);
|
||||
goto outer; //continue outer;
|
||||
goto continue_outer; //continue outer;
|
||||
}
|
||||
}
|
||||
for (int ii = 0; ii < transformCount; ii++) {
|
||||
TransformConstraint constraint = transformConstraints.Items[ii];
|
||||
if (constraint.data.order == i) {
|
||||
SortTransformConstraint(constraint);
|
||||
goto outer; //continue outer;
|
||||
goto continue_outer; //continue outer;
|
||||
}
|
||||
}
|
||||
for (int ii = 0; ii < pathCount; ii++) {
|
||||
PathConstraint constraint = pathConstraints.Items[ii];
|
||||
if (constraint.data.order == i) {
|
||||
SortPathConstraint(constraint);
|
||||
goto outer; //continue outer;
|
||||
goto continue_outer; //continue outer;
|
||||
}
|
||||
}
|
||||
outer: {}
|
||||
continue_outer: {}
|
||||
}
|
||||
|
||||
for (int i = 0, n = bones.Count; i < n; i++)
|
||||
|
||||
@ -78,13 +78,13 @@ namespace Spine {
|
||||
float vx = vertices[v], vy = vertices[v + 1];
|
||||
if (PositiveArea(p3x, p3y, p1x, p1y, vx, vy)) {
|
||||
if (PositiveArea(p1x, p1y, p2x, p2y, vx, vy)) {
|
||||
if (PositiveArea(p2x, p2y, p3x, p3y, vx, vy)) goto outer; // break outer;
|
||||
if (PositiveArea(p2x, p2y, p3x, p3y, vx, vy)) goto break_outer; // break outer;
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
outer:
|
||||
break_outer:
|
||||
|
||||
if (next == 0) {
|
||||
do {
|
||||
|
||||
@ -46,6 +46,7 @@ public class SkeletonAttachmentTest extends ApplicationAdapter {
|
||||
|
||||
Skeleton spineboy, goblin;
|
||||
AnimationState spineboyState, goblinState;
|
||||
Bone attachmentBone;
|
||||
|
||||
public void create () {
|
||||
camera = new OrthographicCamera();
|
||||
@ -82,7 +83,9 @@ public class SkeletonAttachmentTest extends ApplicationAdapter {
|
||||
// Instead of a right shoulder, spineboy will have a goblin!
|
||||
SkeletonAttachment skeletonAttachment = new SkeletonAttachment("goblin");
|
||||
skeletonAttachment.setSkeleton(goblin);
|
||||
spineboy.findSlot("front-upper-arm").setAttachment(skeletonAttachment);
|
||||
Slot slot = spineboy.findSlot("front-upper-arm");
|
||||
slot.setAttachment(skeletonAttachment);
|
||||
attachmentBone = slot.getBone();
|
||||
}
|
||||
}
|
||||
|
||||
@ -93,7 +96,7 @@ public class SkeletonAttachmentTest extends ApplicationAdapter {
|
||||
|
||||
goblinState.update(Gdx.graphics.getDeltaTime());
|
||||
goblinState.apply(goblin);
|
||||
goblin.updateWorldTransform();
|
||||
goblin.updateWorldTransform(attachmentBone);
|
||||
|
||||
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
|
||||
|
||||
|
||||
@ -30,6 +30,9 @@
|
||||
|
||||
package com.esotericsoftware.spine;
|
||||
|
||||
import static com.esotericsoftware.spine.utils.SpineUtils.cosDeg;
|
||||
import static com.esotericsoftware.spine.utils.SpineUtils.sinDeg;
|
||||
|
||||
import com.badlogic.gdx.graphics.Color;
|
||||
import com.badlogic.gdx.math.Vector2;
|
||||
import com.badlogic.gdx.utils.Array;
|
||||
@ -328,6 +331,62 @@ public class Skeleton {
|
||||
for (int i = 0, n = updateCache.size; i < n; i++)
|
||||
updateCache.get(i).update();
|
||||
}
|
||||
|
||||
/** Updates the world transform for each bone and applies all constraints. The
|
||||
* root bone will be temporarily parented to the specified bone.
|
||||
* <p>
|
||||
* See <a href="http://esotericsoftware.com/spine-runtime-skeletons#World-transforms">World transforms</a> in the Spine
|
||||
* Runtimes Guide. */
|
||||
public void updateWorldTransform (Bone parent) {
|
||||
// This partial update avoids computing the world transform for constrained bones when 1) the bone is not updated
|
||||
// before the constraint, 2) the constraint only needs to access the applied local transform, and 3) the constraint calls
|
||||
// updateWorldTransform.
|
||||
Array<Bone> updateCacheReset = this.updateCacheReset;
|
||||
for (int i = 0, n = updateCacheReset.size; i < n; i++) {
|
||||
Bone bone = updateCacheReset.get(i);
|
||||
bone.ax = bone.x;
|
||||
bone.ay = bone.y;
|
||||
bone.arotation = bone.rotation;
|
||||
bone.ascaleX = bone.scaleX;
|
||||
bone.ascaleY = bone.scaleY;
|
||||
bone.ashearX = bone.shearX;
|
||||
bone.ashearY = bone.shearY;
|
||||
bone.appliedValid = true;
|
||||
}
|
||||
|
||||
// Apply the parent bone transform to the root bone. The root bone
|
||||
// always inherits scale, rotation and reflection.
|
||||
Bone rootBone = getRootBone();
|
||||
float pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
|
||||
rootBone.worldX = pa * x + pb * y + parent.worldX;
|
||||
rootBone.worldY = pc * x + pd * y + parent.worldY;
|
||||
|
||||
float rotationY = rootBone.rotation + 90 + rootBone.shearY;
|
||||
float la = cosDeg(rootBone.rotation + rootBone.shearX) * rootBone.scaleX;
|
||||
float lb = cosDeg(rotationY) * rootBone.scaleY;
|
||||
float lc = sinDeg(rootBone.rotation + rootBone.shearX) * rootBone.scaleX;
|
||||
float ld = sinDeg(rotationY) * rootBone.scaleY;
|
||||
rootBone.a = pa * la + pb * lc;
|
||||
rootBone.b = pa * lb + pb * ld;
|
||||
rootBone.c = pc * la + pd * lc;
|
||||
rootBone.d = pc * lb + pd * ld;
|
||||
|
||||
if (flipY) {
|
||||
rootBone.a = -rootBone.a;
|
||||
rootBone.b = -rootBone.b;
|
||||
}
|
||||
if (flipX) {
|
||||
rootBone.c = -rootBone.c;
|
||||
rootBone.d = -rootBone.d;
|
||||
}
|
||||
|
||||
// Update everything except root bone.
|
||||
Array<Updatable> updateCache = this.updateCache;
|
||||
for (int i = 0, n = updateCache.size; i < n; i++) {
|
||||
Updatable updatable = updateCache.get(i);
|
||||
if (updatable != rootBone) updatable.update();
|
||||
}
|
||||
}
|
||||
|
||||
/** Sets the bones, constraints, slots, and draw order to their setup pose values. */
|
||||
public void setToSetupPose () {
|
||||
|
||||
@ -106,29 +106,7 @@ public class SkeletonRenderer {
|
||||
|
||||
} else if (attachment instanceof SkeletonAttachment) {
|
||||
Skeleton attachmentSkeleton = ((SkeletonAttachment)attachment).getSkeleton();
|
||||
if (attachmentSkeleton != null) {
|
||||
Bone bone = slot.getBone();
|
||||
Bone rootBone = attachmentSkeleton.getRootBone();
|
||||
float oldScaleX = rootBone.getScaleX();
|
||||
float oldScaleY = rootBone.getScaleY();
|
||||
float oldRotation = rootBone.getRotation();
|
||||
attachmentSkeleton.setPosition(bone.getWorldX(), bone.getWorldY());
|
||||
// rootBone.setScaleX(1 + bone.getWorldScaleX() -
|
||||
// oldScaleX);
|
||||
// rootBone.setScaleY(1 + bone.getWorldScaleY() -
|
||||
// oldScaleY);
|
||||
// Set shear.
|
||||
rootBone.setRotation(oldRotation + bone.getWorldRotationX());
|
||||
attachmentSkeleton.updateWorldTransform();
|
||||
|
||||
draw(batch, attachmentSkeleton);
|
||||
|
||||
attachmentSkeleton.setX(0);
|
||||
attachmentSkeleton.setY(0);
|
||||
rootBone.setScaleX(oldScaleX);
|
||||
rootBone.setScaleY(oldScaleY);
|
||||
rootBone.setRotation(oldRotation);
|
||||
}
|
||||
if (attachmentSkeleton != null) draw(batch, attachmentSkeleton);
|
||||
}
|
||||
|
||||
clipper.clipEnd(slot);
|
||||
@ -189,28 +167,7 @@ public class SkeletonRenderer {
|
||||
|
||||
} else if (attachment instanceof SkeletonAttachment) {
|
||||
Skeleton attachmentSkeleton = ((SkeletonAttachment)attachment).getSkeleton();
|
||||
if (attachmentSkeleton != null) {
|
||||
Bone bone = slot.getBone();
|
||||
Bone rootBone = attachmentSkeleton.getRootBone();
|
||||
float oldScaleX = rootBone.getScaleX();
|
||||
float oldScaleY = rootBone.getScaleY();
|
||||
float oldRotation = rootBone.getRotation();
|
||||
attachmentSkeleton.setPosition(bone.getWorldX(), bone.getWorldY());
|
||||
// rootBone.setScaleX(1 + bone.getWorldScaleX() -
|
||||
// oldScaleX);
|
||||
// rootBone.setScaleY(1 + bone.getWorldScaleY() -
|
||||
// oldScaleY);
|
||||
// Also set shear.
|
||||
rootBone.setRotation(oldRotation + bone.getWorldRotationX());
|
||||
attachmentSkeleton.updateWorldTransform();
|
||||
|
||||
draw(batch, attachmentSkeleton);
|
||||
|
||||
attachmentSkeleton.setPosition(0, 0);
|
||||
rootBone.setScaleX(oldScaleX);
|
||||
rootBone.setScaleY(oldScaleY);
|
||||
rootBone.setRotation(oldRotation);
|
||||
}
|
||||
if (attachmentSkeleton != null) draw(batch, attachmentSkeleton);
|
||||
}
|
||||
|
||||
if (texture != null) {
|
||||
@ -321,26 +278,7 @@ public class SkeletonRenderer {
|
||||
|
||||
} else if (attachment instanceof SkeletonAttachment) {
|
||||
Skeleton attachmentSkeleton = ((SkeletonAttachment)attachment).getSkeleton();
|
||||
if (attachmentSkeleton != null) {
|
||||
Bone bone = slot.getBone();
|
||||
Bone rootBone = attachmentSkeleton.getRootBone();
|
||||
float oldScaleX = rootBone.getScaleX();
|
||||
float oldScaleY = rootBone.getScaleY();
|
||||
float oldRotation = rootBone.getRotation();
|
||||
attachmentSkeleton.setPosition(bone.getWorldX(), bone.getWorldY());
|
||||
// rootBone.setScaleX(1 + bone.getWorldScaleX() - oldScaleX);
|
||||
// rootBone.setScaleY(1 + bone.getWorldScaleY() - oldScaleY);
|
||||
// Also set shear.
|
||||
rootBone.setRotation(oldRotation + bone.getWorldRotationX());
|
||||
attachmentSkeleton.updateWorldTransform();
|
||||
|
||||
draw(batch, attachmentSkeleton);
|
||||
|
||||
attachmentSkeleton.setPosition(0, 0);
|
||||
rootBone.setScaleX(oldScaleX);
|
||||
rootBone.setScaleY(oldScaleY);
|
||||
rootBone.setRotation(oldRotation);
|
||||
}
|
||||
if (attachmentSkeleton != null) draw(batch, attachmentSkeleton);
|
||||
}
|
||||
|
||||
if (texture != null) {
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user