[unity] SkeletonRagdoll components now support bone scale at any bone in the skeleton hierarchy, including negative scale and root bone scale. Closes #1879.

This commit is contained in:
Harald Csaszar 2021-04-20 18:18:20 +02:00
parent 6d7f29718b
commit d146a81d21
3 changed files with 132 additions and 72 deletions

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@ -95,6 +95,9 @@
* All Spine shaders (also including URP and LWRP shaders) now support `PMA Vertex Colors` in combination with `Linear` color space. Thus when using Spine shaders, you should always enable `PMA Vertex Colors` at the `SkeletonRenderer` component. This allows using single pass `Additive` Slots rendering. Note that textures shall still be exported as `Straight alpha` when using `Linear` color space, so combine `PMA Vertex Colors` with `Straight Texture`. All `Sprite` shaders now provide an additional blend mode for this, named `PMA Vertex, Straight Texture` which shall be the preferred Sprite shader blend mode in `Linear` color space.
* Additive Slots have always been lit before they were written to the target buffer. Now all lit shaders provide an additional parameter `Light Affects Additive` which defaults to `false`, as it is the more intuitive default value. You can enable the old behaviour by setting this parameter to `true`.
* `SkeletonRootMotion` and `SkeletonMecanimRootMotion` components now support arbitrary bones in the hierarchy as `Root Motion Bone`. Previously there were problems when selecting a non-root bone as `Root Motion Bone`. `Skeleton.ScaleX` and `.ScaleY` and parent bone scale is now respected as well.
* URP and LWRP `Sprite` and `SkeletonLit` shaders no longer require `Advanced - Add Normals` enabled to properly cast and receive shadows. It is recommended to disable `Add Normals` if normals are otherwise not needed.
* Added an example component `RootMotionDeltaCompensation` located in `Spine Examples/Scripts/Sample Components` which can be used for applying simple delta compensation. You can enable and disable the component to toggle delta compensation of the currently playing animation on and off.
* `SkeletonRagdoll` and `SkeletonRagdoll2D` now support bone scale at any bone in the skeleton hierarchy. This includes negative scale and root bone scale.
* **Changes of default values**

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@ -68,12 +68,22 @@ namespace Spine.Unity.Examples {
public int colliderLayer = 0;
[Range(0, 1)]
public float mix = 1;
public bool oldRagdollBehaviour = true;
public bool oldRagdollBehaviour = false;
#endregion
ISkeletonAnimation targetSkeletonComponent;
Skeleton skeleton;
struct BoneFlipEntry {
public BoneFlipEntry (bool flipX, bool flipY) {
this.flipX = flipX;
this.flipY = flipY;
}
public bool flipX;
public bool flipY;
}
Dictionary<Bone, Transform> boneTable = new Dictionary<Bone, Transform>();
Dictionary<Bone, BoneFlipEntry> boneFlipTable = new Dictionary<Bone, BoneFlipEntry>();
Transform ragdollRoot;
public Rigidbody RootRigidbody { get; private set; }
public Bone StartingBone { get; private set; }
@ -139,12 +149,12 @@ namespace Spine.Unity.Examples {
if (b == StartingBone) {
ragdollRoot = new GameObject("RagdollRoot").transform;
ragdollRoot.SetParent(transform, false);
if (b == skeleton.RootBone) { // RagdollRoot is skeleton root.
ragdollRoot.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b));
if (b == skeleton.RootBone) { // RagdollRoot is skeleton root's parent, thus the skeleton's scale and position.
ragdollRoot.localPosition = new Vector3(skeleton.X, skeleton.Y, 0);
ragdollRoot.localRotation = (skeleton.ScaleX < 0) ? Quaternion.Euler(0, 0, 180.0f) : Quaternion.identity;
} else {
ragdollRoot.localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b.Parent));
ragdollRoot.localRotation = Quaternion.Euler(0, 0, b.Parent.WorldRotationX - b.Parent.ShearX);
}
parentTransform = ragdollRoot;
rootOffset = t.position - transform.position;
@ -295,7 +305,6 @@ namespace Spine.Unity.Examples {
t.localRotation = Quaternion.Euler(0, 0, b.WorldRotationX - b.ShearX);
t.localScale = new Vector3(b.WorldScaleX, b.WorldScaleY, 1);
// MITCH: You left "todo: proper ragdoll branching"
var colliders = AttachBoundingBoxRagdollColliders(b);
if (colliders.Count == 0) {
float length = b.Data.Length;
@ -316,20 +325,38 @@ namespace Spine.Unity.Examples {
}
void UpdateSpineSkeleton (ISkeletonAnimation skeletonRenderer) {
bool flipX = skeleton.ScaleX < 0;
bool flipY = skeleton.ScaleY < 0;
bool flipXOR = flipX ^ flipY;
bool flipOR = flipX || flipY;
bool parentFlipX;
bool parentFlipY;
GetStartBoneParentFlipState(out parentFlipX, out parentFlipY);
foreach (var pair in boneTable) {
var b = pair.Key;
var t = pair.Value;
bool isStartingBone = b == StartingBone;
Transform parentTransform = isStartingBone ? ragdollRoot : boneTable[b.Parent];
var parentBone = b.Parent;
Transform parentTransform = isStartingBone ? ragdollRoot : boneTable[parentBone];
if (!isStartingBone) {
var parentBoneFlip = boneFlipTable[parentBone];
parentFlipX = parentBoneFlip.flipX;
parentFlipY = parentBoneFlip.flipY;
}
bool flipX = parentFlipX ^ (b.ScaleX < 0);
bool flipY = parentFlipY ^ (b.ScaleY < 0);
BoneFlipEntry boneFlip;
boneFlipTable.TryGetValue(b, out boneFlip);
boneFlip.flipX = flipX;
boneFlip.flipY = flipY;
boneFlipTable[b] = boneFlip;
bool flipXOR = flipX ^ flipY;
bool parentFlipXOR = parentFlipX ^ parentFlipY;
if (!oldRagdollBehaviour && isStartingBone) {
if (b != skeleton.RootBone) { // RagdollRoot is not skeleton root.
ragdollRoot.localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b.Parent));
ragdollRoot.localPosition = new Vector3(parentBone.WorldX, parentBone.WorldY, 0);
ragdollRoot.localRotation = Quaternion.Euler(0, 0, parentBone.WorldRotationX - parentBone.ShearX);
ragdollRoot.localScale = new Vector3(parentBone.WorldScaleX, parentBone.WorldScaleY, 1);
}
}
Vector3 parentTransformWorldPosition = parentTransform.position;
@ -339,26 +366,26 @@ namespace Spine.Unity.Examples {
parentSpaceHelper.rotation = parentTransformWorldRotation;
parentSpaceHelper.localScale = parentTransform.lossyScale;
if (oldRagdollBehaviour) {
if (isStartingBone && b != skeleton.RootBone) {
Vector3 localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
parentSpaceHelper.position = ragdollRoot.TransformPoint(localPosition);
parentSpaceHelper.localRotation = Quaternion.Euler(0, 0, parentBone.WorldRotationX - parentBone.ShearX);
parentSpaceHelper.localScale = new Vector3(parentBone.WorldScaleX, parentBone.WorldScaleY, 1);
}
}
Vector3 boneWorldPosition = t.position;
Vector3 right = parentSpaceHelper.InverseTransformDirection(t.right);
Vector3 boneLocalPosition = parentSpaceHelper.InverseTransformPoint(boneWorldPosition);
float boneLocalRotation = Mathf.Atan2(right.y, right.x) * Mathf.Rad2Deg;
if (flipOR) {
if (isStartingBone) {
if (flipX) boneLocalPosition.x *= -1f;
if (flipY) boneLocalPosition.y *= -1f;
if (flipXOR) boneLocalPosition.y *= -1f;
if (parentFlipXOR != flipXOR) boneLocalPosition.y *= -1f;
boneLocalRotation = boneLocalRotation * (flipXOR ? -1f : 1f);
if (flipX) boneLocalRotation += 180;
} else {
if (flipXOR) {
boneLocalRotation *= -1f;
boneLocalPosition.y *= -1f; // wtf??
}
}
}
if (parentFlipXOR) boneLocalRotation *= -1f;
if (parentFlipX != flipX) boneLocalRotation += 180;
b.X = Mathf.Lerp(b.X, boneLocalPosition.x, mix);
b.Y = Mathf.Lerp(b.Y, boneLocalPosition.y, mix);
@ -367,6 +394,17 @@ namespace Spine.Unity.Examples {
}
}
void GetStartBoneParentFlipState (out bool parentFlipX, out bool parentFlipY) {
parentFlipX = skeleton.ScaleX < 0;
parentFlipY = skeleton.ScaleY < 0;
var parent = this.StartingBone == null ? null : this.StartingBone.Parent;
while (parent != null) {
parentFlipX ^= parent.ScaleX < 0;
parentFlipY ^= parent.ScaleY < 0;
parent = parent.Parent;
}
}
List<Collider> AttachBoundingBoxRagdollColliders (Bone b) {
const string AttachmentNameMarker = "ragdoll";
var colliders = new List<Collider>();
@ -399,16 +437,6 @@ namespace Spine.Unity.Examples {
return colliders;
}
static float GetPropagatedRotation (Bone b) {
Bone parent = b.Parent;
float a = b.AppliedRotation;
while (parent != null) {
a += parent.AppliedRotation;
parent = parent.Parent;
}
return a;
}
public class LayerFieldAttribute : PropertyAttribute {}
}

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@ -71,12 +71,22 @@ namespace Spine.Unity.Examples {
public int colliderLayer = 0;
[Range(0, 1)]
public float mix = 1;
public bool oldRagdollBehaviour = true;
public bool oldRagdollBehaviour = false;
#endregion
ISkeletonAnimation targetSkeletonComponent;
Skeleton skeleton;
struct BoneFlipEntry {
public BoneFlipEntry (bool flipX, bool flipY) {
this.flipX = flipX;
this.flipY = flipY;
}
public bool flipX;
public bool flipY;
}
Dictionary<Bone, Transform> boneTable = new Dictionary<Bone, Transform>();
Dictionary<Bone, BoneFlipEntry> boneFlipTable = new Dictionary<Bone, BoneFlipEntry>();
Transform ragdollRoot;
public Rigidbody2D RootRigidbody { get; private set; }
public Bone StartingBone { get; private set; }
@ -141,12 +151,12 @@ namespace Spine.Unity.Examples {
if (b == startingBone) {
ragdollRoot = new GameObject("RagdollRoot").transform;
ragdollRoot.SetParent(transform, false);
if (b == skeleton.RootBone) { // RagdollRoot is skeleton root.
ragdollRoot.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b));
if (b == skeleton.RootBone) { // RagdollRoot is skeleton root's parent, thus the skeleton's scale and position.
ragdollRoot.localPosition = new Vector3(skeleton.X, skeleton.Y, 0);
ragdollRoot.localRotation = (skeleton.ScaleX < 0) ? Quaternion.Euler(0, 0, 180.0f) : Quaternion.identity;
} else {
ragdollRoot.localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b.Parent));
ragdollRoot.localRotation = Quaternion.Euler(0, 0, b.Parent.WorldRotationX - b.Parent.ShearX);
}
parentTransform = ragdollRoot;
rootOffset = t.position - transform.position;
@ -307,7 +317,6 @@ namespace Spine.Unity.Examples {
t.localRotation = Quaternion.Euler(0, 0, b.WorldRotationX - b.ShearX);
t.localScale = new Vector3(b.WorldScaleX, b.WorldScaleY, 1);
// MITCH: You left "todo: proper ragdoll branching"
var colliders = AttachBoundingBoxRagdollColliders(b, boneGameObject, skeleton, this.gravityScale);
if (colliders.Count == 0) {
float length = b.Data.Length;
@ -331,21 +340,39 @@ namespace Spine.Unity.Examples {
/// <summary>Performed every skeleton animation update to translate Unity Transforms positions into Spine bone transforms.</summary>
void UpdateSpineSkeleton (ISkeletonAnimation animatedSkeleton) {
bool flipX = skeleton.ScaleX < 0;
bool flipY = skeleton.ScaleY < 0;
bool flipXOR = flipX ^ flipY;
bool flipOR = flipX || flipY;
bool parentFlipX;
bool parentFlipY;
var startingBone = this.StartingBone;
GetStartBoneParentFlipState(out parentFlipX, out parentFlipY);
foreach (var pair in boneTable) {
var b = pair.Key;
var t = pair.Value;
bool isStartingBone = (b == startingBone);
Transform parentTransform = isStartingBone ? ragdollRoot : boneTable[b.Parent];
var parentBone = b.Parent;
Transform parentTransform = isStartingBone ? ragdollRoot : boneTable[parentBone];
if (!isStartingBone) {
var parentBoneFlip = boneFlipTable[parentBone];
parentFlipX = parentBoneFlip.flipX;
parentFlipY = parentBoneFlip.flipY;
}
bool flipX = parentFlipX ^ (b.ScaleX < 0);
bool flipY = parentFlipY ^ (b.ScaleY < 0);
BoneFlipEntry boneFlip;
boneFlipTable.TryGetValue(b, out boneFlip);
boneFlip.flipX = flipX;
boneFlip.flipY = flipY;
boneFlipTable[b] = boneFlip;
bool flipXOR = flipX ^ flipY;
bool parentFlipXOR = parentFlipX ^ parentFlipY;
if (!oldRagdollBehaviour && isStartingBone) {
if (b != skeleton.RootBone) { // RagdollRoot is not skeleton root.
ragdollRoot.localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b.Parent));
ragdollRoot.localPosition = new Vector3(parentBone.WorldX, parentBone.WorldY, 0);
ragdollRoot.localRotation = Quaternion.Euler(0, 0, parentBone.WorldRotationX - parentBone.ShearX);
ragdollRoot.localScale = new Vector3(parentBone.WorldScaleX, parentBone.WorldScaleY, 1);
}
}
@ -356,25 +383,26 @@ namespace Spine.Unity.Examples {
parentSpaceHelper.rotation = parentTransformWorldRotation;
parentSpaceHelper.localScale = parentTransform.lossyScale;
if (oldRagdollBehaviour) {
if (isStartingBone && b != skeleton.RootBone) {
Vector3 localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
parentSpaceHelper.position = ragdollRoot.TransformPoint(localPosition);
parentSpaceHelper.localRotation = Quaternion.Euler(0, 0, parentBone.WorldRotationX - parentBone.ShearX);
parentSpaceHelper.localScale = new Vector3(parentBone.WorldScaleX, parentBone.WorldScaleY, 1);
}
}
Vector3 boneWorldPosition = t.position;
Vector3 right = parentSpaceHelper.InverseTransformDirection(t.right);
Vector3 boneLocalPosition = parentSpaceHelper.InverseTransformPoint(boneWorldPosition);
float boneLocalRotation = Mathf.Atan2(right.y, right.x) * Mathf.Rad2Deg;
if (flipOR) {
if (isStartingBone) {
if (flipX) boneLocalPosition.x *= -1f;
if (flipY) boneLocalPosition.y *= -1f;
boneLocalRotation = boneLocalRotation * (flipXOR ? -1f : 1f);
if (flipX) boneLocalRotation += 180;
} else {
if (flipXOR) {
boneLocalRotation *= -1f;
boneLocalPosition.y *= -1f; // wtf??
}
}
}
if (flipXOR) boneLocalPosition.y *= -1f;
if (parentFlipXOR != flipXOR) boneLocalPosition.y *= -1f;
if (parentFlipXOR) boneLocalRotation *= -1f;
if (parentFlipX != flipX) boneLocalRotation += 180;
b.X = Mathf.Lerp(b.X, boneLocalPosition.x, mix);
b.Y = Mathf.Lerp(b.Y, boneLocalPosition.y, mix);
@ -383,6 +411,17 @@ namespace Spine.Unity.Examples {
}
}
void GetStartBoneParentFlipState (out bool parentFlipX, out bool parentFlipY) {
parentFlipX = skeleton.ScaleX < 0;
parentFlipY = skeleton.ScaleY < 0;
var parent = this.StartingBone == null ? null : this.StartingBone.Parent;
while (parent != null) {
parentFlipX ^= parent.ScaleX < 0;
parentFlipY ^= parent.ScaleY < 0;
parent = parent.Parent;
}
}
static List<Collider2D> AttachBoundingBoxRagdollColliders (Bone b, GameObject go, Skeleton skeleton, float gravityScale) {
const string AttachmentNameMarker = "ragdoll";
var colliders = new List<Collider2D>();
@ -414,16 +453,6 @@ namespace Spine.Unity.Examples {
return colliders;
}
static float GetPropagatedRotation (Bone b) {
Bone parent = b.Parent;
float a = b.AppliedRotation;
while (parent != null) {
a += parent.AppliedRotation;
parent = parent.Parent;
}
return a;
}
static Vector3 FlipScale (bool flipX, bool flipY) {
return new Vector3(flipX ? -1f : 1f, flipY ? -1f : 1f, 1f);
}