IK constraints for spine-csharp.

This commit is contained in:
NathanSweet 2014-08-30 17:04:02 +02:00
parent e81806bb08
commit e6e7f0bd5d
14 changed files with 697 additions and 139 deletions

View File

@ -105,6 +105,8 @@
<Compile Include="src\Attachments\RegionAttachment.cs" />
<Compile Include="src\Bone.cs" />
<Compile Include="src\BoneData.cs" />
<Compile Include="src\IkConstraint.cs" />
<Compile Include="src\IkConstraintData.cs" />
<Compile Include="src\Event.cs" />
<Compile Include="src\EventData.cs" />
<Compile Include="src\Json.cs" />

View File

@ -98,6 +98,22 @@ namespace Spine {
}
}
/// <param name="target">After the first and before the last entry.</param>
internal static int binarySearch (float[] values, float target) {
int low = 0;
int high = values.Length - 2;
if (high == 0) return 1;
int current = (int)((uint)high >> 1);
while (true) {
if (values[(current + 1)] <= target)
low = current + 1;
else
high = current;
if (low == high) return (low + 1);
current = (int)((uint)(low + high) >> 1);
}
}
internal static int linearSearch (float[] values, float target, int step) {
for (int i = 0, last = values.Length - step; i <= last; i += step)
if (values[i] > target) return i;
@ -107,78 +123,51 @@ namespace Spine {
public interface Timeline {
/// <summary>Sets the value(s) for the specified time.</summary>
void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha);
/// <param name="events">May be null to not collect fired events.</param>
void Apply (Skeleton skeleton, float lastTime, float time, List<Event> events, float alpha);
}
/// <summary>Base class for frames that use an interpolation bezier curve.</summary>
abstract public class CurveTimeline : Timeline {
static protected float LINEAR = 0;
static protected float STEPPED = -1;
static protected int BEZIER_SEGMENTS = 10;
protected const float LINEAR = 0, STEPPED = 1, BEZIER = 2;
protected const int BEZIER_SEGMENTS = 10, BEZIER_SIZE = BEZIER_SEGMENTS * 2 - 1;
private float[] curves; // dfx, dfy, ddfx, ddfy, dddfx, dddfy, ...
public int FrameCount { get { return curves.Length / 6 + 1; } }
private float[] curves; // type, x, y, ...
public int FrameCount { get { return curves.Length / BEZIER_SIZE + 1; } }
public CurveTimeline (int frameCount) {
curves = new float[(frameCount - 1) * 6];
curves = new float[(frameCount - 1) * BEZIER_SIZE];
}
abstract public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha);
public void SetLinear (int frameIndex) {
curves[frameIndex * 6] = LINEAR;
curves[frameIndex * BEZIER_SIZE] = LINEAR;
}
public void SetStepped (int frameIndex) {
curves[frameIndex * 6] = STEPPED;
curves[frameIndex * BEZIER_SIZE] = STEPPED;
}
/// <summary>Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next.
/// cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of
/// the difference between the keyframe's values.</summary>
public void SetCurve (int frameIndex, float cx1, float cy1, float cx2, float cy2) {
float subdiv_step = 1f / BEZIER_SEGMENTS;
float subdiv_step2 = subdiv_step * subdiv_step;
float subdiv_step3 = subdiv_step2 * subdiv_step;
float pre1 = 3 * subdiv_step;
float pre2 = 3 * subdiv_step2;
float pre4 = 6 * subdiv_step2;
float pre5 = 6 * subdiv_step3;
float tmp1x = -cx1 * 2 + cx2;
float tmp1y = -cy1 * 2 + cy2;
float tmp2x = (cx1 - cx2) * 3 + 1;
float tmp2y = (cy1 - cy2) * 3 + 1;
int i = frameIndex * 6;
float[] curves = this.curves;
curves[i] = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3;
curves[i + 1] = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3;
curves[i + 2] = tmp1x * pre4 + tmp2x * pre5;
curves[i + 3] = tmp1y * pre4 + tmp2y * pre5;
curves[i + 4] = tmp2x * pre5;
curves[i + 5] = tmp2y * pre5;
}
float subdiv1 = 1f / BEZIER_SEGMENTS, subdiv2 = subdiv1 * subdiv1, subdiv3 = subdiv2 * subdiv1;
float pre1 = 3 * subdiv1, pre2 = 3 * subdiv2, pre4 = 6 * subdiv2, pre5 = 6 * subdiv3;
float tmp1x = -cx1 * 2 + cx2, tmp1y = -cy1 * 2 + cy2, tmp2x = (cx1 - cx2) * 3 + 1, tmp2y = (cy1 - cy2) * 3 + 1;
float dfx = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv3, dfy = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv3;
float ddfx = tmp1x * pre4 + tmp2x * pre5, ddfy = tmp1y * pre4 + tmp2y * pre5;
float dddfx = tmp2x * pre5, dddfy = tmp2y * pre5;
public float GetCurvePercent (int frameIndex, float percent) {
int curveIndex = frameIndex * 6;
int i = frameIndex * BEZIER_SIZE;
float[] curves = this.curves;
float dfx = curves[curveIndex];
if (dfx == LINEAR) return percent;
if (dfx == STEPPED) return 0;
float dfy = curves[curveIndex + 1];
float ddfx = curves[curveIndex + 2];
float ddfy = curves[curveIndex + 3];
float dddfx = curves[curveIndex + 4];
float dddfy = curves[curveIndex + 5];
curves[i++] = BEZIER;
float x = dfx, y = dfy;
int i = BEZIER_SEGMENTS - 2;
while (true) {
if (x >= percent) {
float lastX = x - dfx;
float lastY = y - dfy;
return lastY + (y - lastY) * (percent - lastX) / (x - lastX);
}
if (i == 0) break;
i--;
for (int n = i + BEZIER_SIZE - 1; i < n; i += 2) {
curves[i] = x;
curves[i + 1] = y;
dfx += ddfx;
dfy += ddfy;
ddfx += dddfx;
@ -186,13 +175,38 @@ namespace Spine {
x += dfx;
y += dfy;
}
}
public float GetCurvePercent (int frameIndex, float percent) {
float[] curves = this.curves;
int i = frameIndex * BEZIER_SIZE;
float type = curves[i];
if (type == LINEAR) return percent;
if (type == STEPPED) return 0;
i++;
float x = 0;
for (int start = i, n = i + BEZIER_SIZE - 1; i < n; i += 2) {
x = curves[i];
if (x >= percent) {
float prevX, prevY;
if (i == start) {
prevX = 0;
prevY = 0;
} else {
prevX = curves[i - 2];
prevY = curves[i - 1];
}
return prevY + (curves[i + 1] - prevY) * (percent - prevX) / (x - prevX);
}
}
float y = curves[i - 1];
return y + (1 - y) * (percent - x) / (1 - x); // Last point is 1,1.
}
}
public class RotateTimeline : CurveTimeline {
static protected int LAST_FRAME_TIME = -2;
static protected int FRAME_VALUE = 1;
protected const int LAST_FRAME_TIME = -2;
protected const int FRAME_VALUE = 1;
internal int boneIndex;
internal float[] frames;
@ -235,7 +249,7 @@ namespace Spine {
float lastFrameValue = frames[frameIndex - 1];
float frameTime = frames[frameIndex];
float percent = 1 - (time - frameTime) / (frames[frameIndex + LAST_FRAME_TIME] - frameTime);
percent = GetCurvePercent(frameIndex / 2 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
percent = GetCurvePercent((frameIndex >> 1) - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
amount = frames[frameIndex + FRAME_VALUE] - lastFrameValue;
while (amount > 180)
@ -252,9 +266,9 @@ namespace Spine {
}
public class TranslateTimeline : CurveTimeline {
static protected int LAST_FRAME_TIME = -3;
static protected int FRAME_X = 1;
static protected int FRAME_Y = 2;
protected const int LAST_FRAME_TIME = -3;
protected const int FRAME_X = 1;
protected const int FRAME_Y = 2;
internal int boneIndex;
internal float[] frames;
@ -330,11 +344,11 @@ namespace Spine {
}
public class ColorTimeline : CurveTimeline {
static protected int LAST_FRAME_TIME = -5;
static protected int FRAME_R = 1;
static protected int FRAME_G = 2;
static protected int FRAME_B = 3;
static protected int FRAME_A = 4;
protected const int LAST_FRAME_TIME = -5;
protected const int FRAME_R = 1;
protected const int FRAME_G = 2;
protected const int FRAME_B = 3;
protected const int FRAME_A = 4;
internal int slotIndex;
internal float[] frames;
@ -423,13 +437,14 @@ namespace Spine {
public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha) {
float[] frames = this.frames;
if (time < frames[0]) return; // Time is before first frame.
if (time < frames[0]) {
if (lastTime > time) Apply(skeleton, lastTime, int.MaxValue, null, 0);
return;
} else if (lastTime > time) //
lastTime = -1;
int frameIndex;
if (time >= frames[frames.Length - 1]) // Time is after last frame.
frameIndex = frames.Length - 1;
else
frameIndex = Animation.binarySearch(frames, time, 1) - 1;
int frameIndex = time >= frames[frames.Length - 1] ? frames.Length - 1 : Animation.binarySearch(frames, time) - 1;
if (frames[frameIndex] <= lastTime) return;
String attachmentName = attachmentNames[frameIndex];
skeleton.slots[slotIndex].Attachment =
@ -473,7 +488,7 @@ namespace Spine {
if (lastTime < frames[0])
frameIndex = 0;
else {
frameIndex = Animation.binarySearch(frames, lastTime, 1);
frameIndex = Animation.binarySearch(frames, lastTime);
float frame = frames[frameIndex];
while (frameIndex > 0) { // Fire multiple events with the same frame.
if (frames[frameIndex - 1] != frame) break;
@ -513,7 +528,7 @@ namespace Spine {
if (time >= frames[frames.Length - 1]) // Time is after last frame.
frameIndex = frames.Length - 1;
else
frameIndex = Animation.binarySearch(frames, time, 1) - 1;
frameIndex = Animation.binarySearch(frames, time) - 1;
List<Slot> drawOrder = skeleton.drawOrder;
List<Slot> slots = skeleton.slots;
@ -583,7 +598,7 @@ namespace Spine {
}
// Interpolate between the previous frame and the current frame.
int frameIndex = Animation.binarySearch(frames, time, 1);
int frameIndex = Animation.binarySearch(frames, time);
float frameTime = frames[frameIndex];
float percent = 1 - (time - frameTime) / (frames[frameIndex - 1] - frameTime);
percent = GetCurvePercent(frameIndex - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
@ -604,4 +619,57 @@ namespace Spine {
}
}
}
public class IkConstraintTimeline : CurveTimeline {
private const int PREV_FRAME_TIME = -3;
private const int FRAME_MIX = 1;
private const int FRAME_BEND_DIRECTION = 2;
internal int ikConstraintIndex;
internal float[] frames;
public int IkConstraintIndex { get { return ikConstraintIndex; } set { ikConstraintIndex = value; } }
public float[] Frames { get { return frames; } set { frames = value; } } // time, mix, bendDirection, ...
public IkConstraintTimeline (int frameCount)
: base(frameCount) {
frames = new float[frameCount * 3];
}
public float[] getFrames () {
return frames;
}
/** Sets the time, mix and bend direction of the specified keyframe. */
public void setFrame (int frameIndex, float time, float mix, int bendDirection) {
frameIndex *= 3;
frames[frameIndex] = time;
frames[frameIndex + 1] = mix;
frames[frameIndex + 2] = bendDirection;
}
override public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha) {
float[] frames = this.frames;
if (time < frames[0]) return; // Time is before first frame.
IkConstraint ikConstraint = skeleton.ikConstraints[ikConstraintIndex];
if (time >= frames[frames.Length - 3]) { // Time is after last frame.
ikConstraint.mix += (frames[frames.Length - 2] - ikConstraint.mix) * alpha;
ikConstraint.bendDirection = (int)frames[frames.Length - 1];
return;
}
// Interpolate between the previous frame and the current frame.
int frameIndex = Animation.binarySearch(frames, time, 3);
float prevFrameMix = frames[frameIndex - 2];
float frameTime = frames[frameIndex];
float percent = 1 - (time - frameTime) / (frames[frameIndex + PREV_FRAME_TIME] - frameTime);
percent = GetCurvePercent(frameIndex / 3 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
float mix = prevFrameMix + (frames[frameIndex + FRAME_MIX] - prevFrameMix) * percent;
ikConstraint.mix += (mix - ikConstraint.mix) * alpha;
ikConstraint.bendDirection = (int)frames[frameIndex + FRAME_BEND_DIRECTION];
}
}
}

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@ -36,15 +36,19 @@ namespace Spine {
internal BoneData data;
internal Bone parent;
internal float x, y, rotation, scaleX, scaleY;
internal float x, y, rotation, rotationIK, scaleX, scaleY;
internal float m00, m01, m10, m11;
internal float worldX, worldY, worldRotation, worldScaleX, worldScaleY;
internal bool flipX, flipY;
public BoneData Data { get { return data; } }
public Bone Parent { get { return parent; } }
public float X { get { return x; } set { x = value; } }
public float Y { get { return y; } set { y = value; } }
/// <summary>The forward kinetics rotation.</summary>
public float Rotation { get { return rotation; } set { rotation = value; } }
/// <summary>The inverse kinetics rotation, as calculated by any IK constraints.</summary>
public float RotationIK { get { return rotationIK; } set { rotationIK = value; } }
public float ScaleX { get { return scaleX; } set { scaleX = value; } }
public float ScaleY { get { return scaleY; } set { scaleY = value; } }
@ -67,8 +71,9 @@ namespace Spine {
}
/// <summary>Computes the world SRT using the parent bone and the local SRT.</summary>
public void UpdateWorldTransform (bool flipX, bool flipY) {
public void UpdateWorldTransform () {
Bone parent = this.parent;
float x = this.x, y = this.y;
if (parent != null) {
worldX = x * parent.m00 + y * parent.m01 + parent.worldX;
worldY = x * parent.m10 + y * parent.m11 + parent.worldY;
@ -79,28 +84,30 @@ namespace Spine {
worldScaleX = scaleX;
worldScaleY = scaleY;
}
worldRotation = data.inheritRotation ? parent.worldRotation + rotation : rotation;
worldRotation = data.inheritRotation ? parent.worldRotation + rotationIK : rotationIK;
} else {
worldX = flipX ? -x : x;
worldY = flipY != yDown ? -y : y;
worldScaleX = scaleX;
worldScaleY = scaleY;
worldRotation = rotation;
worldRotation = rotationIK;
}
float radians = worldRotation * (float)Math.PI / 180;
float cos = (float)Math.Cos(radians);
float sin = (float)Math.Sin(radians);
m00 = cos * worldScaleX;
m10 = sin * worldScaleX;
m01 = -sin * worldScaleY;
m11 = cos * worldScaleY;
if (flipX) {
m00 = -m00;
m01 = -m01;
m00 = -cos * worldScaleX;
m01 = sin * worldScaleY;
} else {
m00 = cos * worldScaleX;
m01 = -sin * worldScaleY;
}
if (flipY != yDown) {
m10 = -m10;
m11 = -m11;
m10 = -sin * worldScaleX;
m11 = -cos * worldScaleY;
} else {
m10 = sin * worldScaleX;
m11 = cos * worldScaleY;
}
}
@ -109,10 +116,28 @@ namespace Spine {
x = data.x;
y = data.y;
rotation = data.rotation;
rotationIK = rotation;
scaleX = data.scaleX;
scaleY = data.scaleY;
}
public void worldToLocal (float worldX, float worldY, out float localX, out float localY) {
float dx = worldX - this.worldX, dy = worldY - this.worldY;
float m00 = this.m00, m10 = this.m10, m01 = this.m01, m11 = this.m11;
if (flipX != (flipY != yDown)) {
m00 *= -1;
m11 *= -1;
}
float invDet = 1 / (m00 * m11 - m01 * m10);
localX = (dx * m00 * invDet - dy * m01 * invDet);
localY = (dy * m11 * invDet - dx * m10 * invDet);
}
public void localToWorld (float localX, float localY, out float worldX, out float worldY) {
worldX = localX * m00 + localY * m01 + this.worldX;
worldY = localX * m10 + localY * m11 + this.worldY;
}
override public String ToString () {
return data.name;
}

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@ -32,14 +32,16 @@ using System;
namespace Spine {
public class EventData {
public String Name { get; private set; }
internal String name;
public String Name { get { return name; } }
public int Int { get; set; }
public float Float { get; set; }
public String String { get; set; }
public EventData (String name) {
if (name == null) throw new ArgumentNullException("name cannot be null.");
Name = name;
this.name = name;
}
override public String ToString () {

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@ -0,0 +1,148 @@
/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using System.Collections.Generic;
namespace Spine {
public class IkConstraint {
private const float radDeg = 180 / (float)Math.PI;
internal IkConstraintData data;
internal List<Bone> bones = new List<Bone>();
internal Bone target;
internal int bendDirection = 1;
internal float mix = 1;
public IkConstraintData Data { get { return data; } }
public List<Bone> Bones { get { return bones; } }
public Bone Target { get { return target; } set { target = value; } }
public int BendDirection { get { return bendDirection; } set { bendDirection = value; } }
public float Mix { get { return mix; } set { mix = value; } }
public IkConstraint (IkConstraintData data, Skeleton skeleton) {
this.data = data;
mix = data.mix;
bendDirection = data.bendDirection;
bones = new List<Bone>(data.bones.Count);
if (skeleton != null) {
foreach (BoneData boneData in data.bones)
bones.Add(skeleton.FindBone(boneData.name));
target = skeleton.FindBone(data.target.name);
}
}
public void apply () {
Bone target = this.target;
List<Bone> bones = this.bones;
switch (bones.Count) {
case 1:
apply(bones[0], target.worldX, target.worldY, mix);
break;
case 2:
apply(bones[0], bones[1], target.worldX, target.worldY, bendDirection, mix);
break;
}
}
override public String ToString () {
return data.name;
}
/// <summary>Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified
/// in the world coordinate system.</summary>
static public void apply (Bone bone, float targetX, float targetY, float alpha) {
float parentRotation = (!bone.data.inheritRotation || bone.parent == null) ? 0 : bone.parent.worldRotation;
float rotation = bone.rotation;
float rotationIK = (float)Math.Atan2(targetY - bone.worldY, targetX - bone.worldX) * radDeg - parentRotation;
bone.rotationIK = rotation + (rotationIK - rotation) * alpha;
}
/// <summary>Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as
/// possible. The target is specified in the world coordinate system.</summary>
/// <param name="child">Any descendant bone of the parent.</param>
static public void apply (Bone parent, Bone child, float targetX, float targetY, int bendDirection, float alpha) {
float childRotation = child.rotation, parentRotation = parent.rotation;
if (alpha == 0) {
child.rotationIK = childRotation;
parent.rotationIK = parentRotation;
return;
}
float positionX, positionY;
Bone parentParent = parent.parent;
if (parentParent != null) {
parentParent.worldToLocal(targetX, targetY, out positionX, out positionY);
targetX = (positionX - parent.x) * parentParent.worldScaleX;
targetY = (positionY - parent.y) * parentParent.worldScaleY;
} else {
targetX -= parent.x;
targetY -= parent.y;
}
if (child.parent == parent) {
positionX = child.x;
positionY = child.y;
} else {
child.parent.localToWorld(child.x, child.y, out positionX, out positionY);
parent.worldToLocal(positionX, positionY, out positionX, out positionY);
}
float childX = positionX * parent.worldScaleX, childY = positionY * parent.worldScaleY;
float offset = (float)Math.Atan2(childY, childX);
float len1 = (float)Math.Sqrt(childX * childX + childY * childY), len2 = child.data.length * child.worldScaleX;
// Based on code by Ryan Juckett with permission: Copyright (c) 2008-2009 Ryan Juckett, http://www.ryanjuckett.com/
float cosDenom = 2 * len1 * len2;
if (cosDenom < 0.0001f) {
child.rotationIK = childRotation + ((float)Math.Atan2(targetY, targetX) * radDeg - parentRotation - childRotation)
* alpha;
return;
}
float cos = (targetX * targetX + targetY * targetY - len1 * len1 - len2 * len2) / cosDenom;
if (cos < -1)
cos = -1;
else if (cos > 1)
cos = 1;
float childAngle = (float)Math.Acos(cos) * bendDirection;
float adjacent = len1 + len2 * cos, opposite = len2 * (float)Math.Sin(childAngle);
float parentAngle = (float)Math.Atan2(targetY * adjacent - targetX * opposite, targetX * adjacent + targetY * opposite);
float rotation = (parentAngle - offset) * radDeg - parentRotation;
if (rotation > 180)
rotation -= 360;
else if (rotation < -180) //
rotation += 360;
parent.rotationIK = parentRotation + rotation * alpha;
rotation = (childAngle + offset) * radDeg - childRotation;
if (rotation > 180)
rotation -= 360;
else if (rotation < -180) //
rotation += 360;
child.rotationIK = childRotation + (rotation + parent.worldRotation - child.parent.worldRotation) * alpha;
}
}
}

View File

@ -0,0 +1,57 @@
/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using System.Collections.Generic;
namespace Spine {
public class IkConstraintData {
internal String name;
internal List<BoneData> bones = new List<BoneData>();
internal BoneData target;
internal int bendDirection = 1;
internal float mix = 1;
public String Name { get { return name; } }
public List<BoneData> Bones { get { return bones; } }
public BoneData Target { get { return target; } set { target = value; } }
public int BendDirection { get { return bendDirection; } set { bendDirection = value; } }
public float Mix { get { return mix; } set { mix = value; } }
public IkConstraintData (String name) {
if (name == null) throw new ArgumentNullException("name cannot be null.");
this.name = name;
}
override public String ToString () {
return name;
}
}
}

View File

@ -37,6 +37,8 @@ namespace Spine {
internal List<Bone> bones;
internal List<Slot> slots;
internal List<Slot> drawOrder;
internal List<IkConstraint> ikConstraints = new List<IkConstraint>();
private List<List<Bone>> updateBonesCache = new List<List<Bone>>();
internal Skin skin;
internal float r = 1, g = 1, b = 1, a = 1;
internal float time;
@ -47,17 +49,38 @@ namespace Spine {
public List<Bone> Bones { get { return bones; } }
public List<Slot> Slots { get { return slots; } }
public List<Slot> DrawOrder { get { return drawOrder; } }
public List<IkConstraint> IkConstraints { get { return ikConstraints; } set { ikConstraints = value; } }
public Skin Skin { get { return skin; } set { skin = value; } }
public float R { get { return r; } set { r = value; } }
public float G { get { return g; } set { g = value; } }
public float B { get { return b; } set { b = value; } }
public float A { get { return a; } set { a = value; } }
public float Time { get { return time; } set { time = value; } }
public bool FlipX { get { return flipX; } set { flipX = value; } }
public bool FlipY { get { return flipY; } set { flipY = value; } }
public float X { get { return x; } set { x = value; } }
public float Y { get { return y; } set { y = value; } }
public bool FlipX {
get { return flipX; }
set {
if (flipX == value) return;
flipX = value;
List<Bone> bones = this.bones;
for (int i = 0, n = bones.Count; i < n; i++)
bones[i].flipX = value;
}
}
public bool FlipY {
get { return flipY; }
set {
if (flipY == value) return;
flipY = value;
List<Bone> bones = this.bones;
for (int i = 0, n = bones.Count; i < n; i++)
bones[i].flipY = value;
}
}
public Bone RootBone {
get {
return bones.Count == 0 ? null : bones[0];
@ -82,15 +105,73 @@ namespace Spine {
slots.Add(slot);
drawOrder.Add(slot);
}
ikConstraints = new List<IkConstraint>(data.ikConstraints.Count);
foreach (IkConstraintData ikConstraintData in data.ikConstraints)
ikConstraints.Add(new IkConstraint(ikConstraintData, this));
UpdateCache();
}
/// <summary>Updates the world transform for each bone.</summary>
/// <summary>Caches information about bones and IK constraints. Must be called if bones or IK constraints are added or
/// removed.</summary>
public void UpdateCache () {
List<List<Bone>> updateBonesCache = this.updateBonesCache;
List<IkConstraint> ikConstraints = this.ikConstraints;
int ikConstraintsCount = ikConstraints.Count;
int arrayCount = ikConstraintsCount + 1;
if (updateBonesCache.Count > arrayCount) updateBonesCache.RemoveRange(arrayCount, updateBonesCache.Count - arrayCount);
for (int i = 0, n = updateBonesCache.Count; i < n; i++)
updateBonesCache[i].Clear();
while (updateBonesCache.Count < arrayCount)
updateBonesCache.Add(new List<Bone>());
List<Bone> nonIkBones = updateBonesCache[0];
for (int i = 0, n = bones.Count; i < n; i++) {
Bone bone = bones[i];
Bone current = bone;
do {
for (int ii = 0; ii < ikConstraintsCount; ii++) {
IkConstraint ikConstraint = ikConstraints[ii];
Bone parent = ikConstraint.bones[0];
Bone child = ikConstraint.bones[ikConstraint.bones.Count - 1];
while (true) {
if (current == child) {
updateBonesCache[ii].Add(bone);
updateBonesCache[ii + 1].Add(bone);
goto outer;
}
if (child == parent) break;
child = child.parent;
}
}
current = current.parent;
} while (current != null);
nonIkBones.Add(bone);
outer: {}
}
}
/// <summary>Updates the world transform for each bone and applies IK constraints.</summary>
public void UpdateWorldTransform () {
bool flipX = this.flipX;
bool flipY = this.flipY;
List<Bone> bones = this.bones;
for (int i = 0, n = bones.Count; i < n; i++)
bones[i].UpdateWorldTransform(flipX, flipY);
for (int ii = 0, nn = bones.Count; ii < nn; ii++) {
Bone bone = bones[ii];
bone.rotationIK = bone.rotation;
}
List<List<Bone>> updateBonesCache = this.updateBonesCache;
List<IkConstraint> ikConstraints = this.ikConstraints;
int i = 0, last = updateBonesCache.Count - 1;
while (true) {
List<Bone> updateBones = updateBonesCache[i];
for (int ii = 0, nn = updateBones.Count; ii < nn; ii++)
updateBones[ii].UpdateWorldTransform();
if (i == last) break;
ikConstraints[i].apply();
i++;
}
}
/// <summary>Sets the bones and slots to their setup pose values.</summary>
@ -103,6 +184,13 @@ namespace Spine {
List<Bone> bones = this.bones;
for (int i = 0, n = bones.Count; i < n; i++)
bones[i].SetToSetupPose();
List<IkConstraint> ikConstraints = this.ikConstraints;
for (int i = 0, n = ikConstraints.Count; i < n; i++) {
IkConstraint ikConstraint = ikConstraints[i];
ikConstraint.bendDirection = ikConstraint.data.bendDirection;
ikConstraint.mix = ikConstraint.data.mix;
}
}
public void SetSlotsToSetupPose () {
@ -218,6 +306,17 @@ namespace Spine {
throw new Exception("Slot not found: " + slotName);
}
/** @return May be null. */
public IkConstraint FindIkConstraint (String ikConstraintName) {
if (ikConstraintName == null) throw new ArgumentNullException("ikConstraintName cannot be null.");
List<IkConstraint> ikConstraints = this.ikConstraints;
for (int i = 0, n = ikConstraints.Count; i < n; i++) {
IkConstraint ikConstraint = ikConstraints[i];
if (ikConstraint.data.name == ikConstraintName) return ikConstraint;
}
return null;
}
public void Update (float delta) {
time += delta;
}

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@ -40,6 +40,9 @@ namespace Spine {
internal Skin defaultSkin;
internal List<EventData> events = new List<EventData>();
internal List<Animation> animations = new List<Animation>();
internal List<IkConstraintData> ikConstraints = new List<IkConstraintData>();
internal float width, height;
internal String version, hash;
public String Name { get { return name; } set { name = value; } }
public List<BoneData> Bones { get { return bones; } } // Ordered parents first.
@ -49,15 +52,15 @@ namespace Spine {
public Skin DefaultSkin { get { return defaultSkin; } set { defaultSkin = value; } }
public List<EventData> Events { get { return events; } set { events = value; } }
public List<Animation> Animations { get { return animations; } set { animations = value; } }
public List<IkConstraintData> IkConstraints { get { return ikConstraints; } set { ikConstraints = value; } }
public float Width { get { return width; } set { width = value; } }
public float Height { get { return height; } set { height = value; } }
/// <summary>The Spine version used to export this data.</summary>
public String Version { get { return version; } set { version = value; } }
public String Hash { get { return hash; } set { hash = value; } }
// --- Bones.
public void AddBone (BoneData bone) {
if (bone == null) throw new ArgumentNullException("bone cannot be null.");
bones.Add(bone);
}
/// <returns>May be null.</returns>
public BoneData FindBone (String boneName) {
if (boneName == null) throw new ArgumentNullException("boneName cannot be null.");
@ -80,11 +83,6 @@ namespace Spine {
// --- Slots.
public void AddSlot (SlotData slot) {
if (slot == null) throw new ArgumentNullException("slot cannot be null.");
slots.Add(slot);
}
/// <returns>May be null.</returns>
public SlotData FindSlot (String slotName) {
if (slotName == null) throw new ArgumentNullException("slotName cannot be null.");
@ -107,11 +105,6 @@ namespace Spine {
// --- Skins.
public void AddSkin (Skin skin) {
if (skin == null) throw new ArgumentNullException("skin cannot be null.");
skins.Add(skin);
}
/// <returns>May be null.</returns>
public Skin FindSkin (String skinName) {
if (skinName == null) throw new ArgumentNullException("skinName cannot be null.");
@ -122,33 +115,36 @@ namespace Spine {
// --- Events.
public void AddEvent (EventData eventData) {
if (eventData == null) throw new ArgumentNullException("eventData cannot be null.");
events.Add(eventData);
}
/// <returns>May be null.</returns>
public EventData FindEvent (String eventDataName) {
if (eventDataName == null) throw new ArgumentNullException("eventDataName cannot be null.");
foreach (EventData eventData in events)
if (eventData.Name == eventDataName) return eventData;
if (eventData.name == eventDataName) return eventData;
return null;
}
// --- Animations.
public void AddAnimation (Animation animation) {
if (animation == null) throw new ArgumentNullException("animation cannot be null.");
animations.Add(animation);
}
/// <returns>May be null.</returns>
public Animation FindAnimation (String animationName) {
if (animationName == null) throw new ArgumentNullException("animationName cannot be null.");
List<Animation> animations = this.animations;
for (int i = 0, n = animations.Count; i < n; i++) {
Animation animation = animations[i];
if (animation.Name == animationName) return animation;
if (animation.name == animationName) return animation;
}
return null;
}
// --- IK
/// <returns>May be null.</returns>
public IkConstraintData FindIkConstraint (String ikConstraintName) {
if (ikConstraintName == null) throw new ArgumentNullException("ikConstraintName cannot be null.");
List<IkConstraintData> ikConstraints = this.ikConstraints;
for (int i = 0, n = ikConstraints.Count; i < n; i++) {
IkConstraintData ikConstraint = ikConstraints[i];
if (ikConstraint.name == ikConstraintName) return ikConstraint;
}
return null;
}

View File

@ -90,6 +90,15 @@ namespace Spine {
var root = Json.Deserialize(reader) as Dictionary<String, Object>;
if (root == null) throw new Exception("Invalid JSON.");
// Skeleton.
var skeletonMap = (Dictionary<String, Object>)root["skeleton"];
if (skeletonMap != null) {
skeletonData.version = (String)skeletonMap["spine"];
skeletonData.hash = (String)skeletonMap["hash"];
skeletonData.width = GetFloat(skeletonMap, "width", 0);
skeletonData.height = GetFloat(skeletonMap, "width", 1);
}
// Bones.
foreach (Dictionary<String, Object> boneMap in (List<Object>)root["bones"]) {
BoneData parent = null;
@ -107,7 +116,27 @@ namespace Spine {
boneData.scaleY = GetFloat(boneMap, "scaleY", 1);
boneData.inheritScale = GetBoolean(boneMap, "inheritScale", true);
boneData.inheritRotation = GetBoolean(boneMap, "inheritRotation", true);
skeletonData.AddBone(boneData);
skeletonData.bones.Add(boneData);
}
// IK constraints.
foreach (Dictionary<String, Object> ikMap in (List<Object>)root["ik"]) {
IkConstraintData ikConstraintData = new IkConstraintData((String)ikMap["name"]);
foreach (String boneName in (List<Object>)ikMap["bones"]) {
BoneData bone = skeletonData.FindBone(boneName);
if (bone == null) throw new Exception("IK bone not found: " + boneName);
ikConstraintData.bones.Add(bone);
}
String targetName = (String)ikMap["target"];
ikConstraintData.target = skeletonData.FindBone(targetName);
if (ikConstraintData.target == null) throw new Exception("Target bone not found: " + targetName);
ikConstraintData.bendDirection = GetBoolean(ikMap, "bendPositive", true) ? 1 : -1;
ikConstraintData.mix = GetFloat(ikMap, "mix", 1);
skeletonData.ikConstraints.Add(ikConstraintData);
}
// Slots.
@ -134,7 +163,7 @@ namespace Spine {
if (slotMap.ContainsKey("additive"))
slotData.additiveBlending = (bool)slotMap["additive"];
skeletonData.AddSlot(slotData);
skeletonData.slots.Add(slotData);
}
}
@ -149,7 +178,7 @@ namespace Spine {
if (attachment != null) skin.AddAttachment(slotIndex, attachmentEntry.Key, attachment);
}
}
skeletonData.AddSkin(skin);
skeletonData.skins.Add(skin);
if (skin.name == "default")
skeletonData.defaultSkin = skin;
}
@ -163,7 +192,7 @@ namespace Spine {
eventData.Int = GetInt(entryMap, "int", 0);
eventData.Float = GetFloat(entryMap, "float", 0);
eventData.String = GetString(entryMap, "string", null);
skeletonData.AddEvent(eventData);
skeletonData.events.Add(eventData);
}
}
@ -443,6 +472,26 @@ namespace Spine {
}
}
if (map.ContainsKey("ik")) {
foreach (KeyValuePair<String, Object> ikMap in (Dictionary<String, Object>)map["ik"]) {
IkConstraintData ikConstraint = skeletonData.FindIkConstraint(ikMap.Key);
var values = (List<Object>)ikMap.Value;
var timeline = new IkConstraintTimeline(values.Count);
timeline.ikConstraintIndex = skeletonData.ikConstraints.IndexOf(ikConstraint);
int frameIndex = 0;
foreach (Dictionary<String, Object> valueMap in values) {
float time = (float)valueMap["time"];
float mix = valueMap.ContainsKey("mix") ? (float)valueMap["mix"] : 1;
bool bendPositive = valueMap.ContainsKey("bendPositive") ? (bool)valueMap["bendPositive"] : true;
timeline.setFrame(frameIndex, time, mix, bendPositive ? 1 : -1);
ReadCurve(timeline, frameIndex, valueMap);
frameIndex++;
}
timelines.Add(timeline);
duration = Math.Max(duration, timeline.frames[timeline.FrameCount * 3 - 3]);
}
}
if (map.ContainsKey("ffd")) {
foreach (KeyValuePair<String, Object> ffdMap in (Dictionary<String, Object>)map["ffd"]) {
Skin skin = skeletonData.FindSkin(ffdMap.Key);
@ -553,7 +602,7 @@ namespace Spine {
}
timelines.TrimExcess();
skeletonData.AddAnimation(new Animation(name, timelines, duration));
skeletonData.animations.Add(new Animation(name, timelines, duration));
}
private void ReadCurve (CurveTimeline timeline, int frameIndex, Dictionary<String, Object> valueMap) {

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@ -0,0 +1,104 @@
raptor.png
size: 1014,480
format: RGBA8888
filter: Linear,Linear
repeat: none
stirrup
rotate: false
xy: 657, 57
size: 50, 45
orig: 50, 45
offset: 0, 0
index: -1
velo_arm_back
rotate: false
xy: 881, 204
size: 82, 86
orig: 82, 86
offset: 0, 0
index: -1
velo_body
rotate: false
xy: 2, 195
size: 610, 285
orig: 610, 285
offset: 0, 0
index: -1
velo_front_arm
rotate: false
xy: 798, 188
size: 81, 102
orig: 81, 102
offset: 0, 0
index: -1
velo_front_leg
rotate: true
xy: 2, 2
size: 191, 257
orig: 191, 257
offset: 0, 0
index: -1
velo_hindleg_back
rotate: false
xy: 614, 265
size: 169, 215
orig: 169, 215
offset: 0, 0
index: -1
velo_horn
rotate: false
xy: 614, 183
size: 182, 80
orig: 182, 80
offset: 0, 0
index: -1
velo_horn_back
rotate: false
xy: 581, 104
size: 176, 77
orig: 176, 77
offset: 0, 0
index: -1
velo_jaw
rotate: false
xy: 426, 50
size: 153, 143
orig: 153, 143
offset: 0, 0
index: -1
velo_saddle_noshadow
rotate: false
xy: 261, 5
size: 163, 188
orig: 163, 188
offset: 0, 0
index: -1
velo_saddle_strap_front
rotate: false
xy: 950, 385
size: 57, 95
orig: 57, 95
offset: 0, 0
index: -1
velo_saddle_strap_rear
rotate: true
xy: 581, 48
size: 54, 74
orig: 54, 74
offset: 0, 0
index: -1
velo_saddle_w_shadow
rotate: false
xy: 785, 292
size: 163, 188
orig: 163, 188
offset: 0, 0
index: -1
velo_tongue
rotate: true
xy: 950, 297
size: 86, 64
orig: 86, 64
offset: 0, 0
index: -1

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@ -117,6 +117,7 @@
</ItemGroup>
<ItemGroup>
<Content Include="data\goblins-ffd.png" />
<Content Include="data\raptor.png" />
<Content Include="data\spineboy.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
@ -163,6 +164,8 @@
<ItemGroup>
<None Include="data\goblins-ffd.atlas" />
<None Include="data\goblins-ffd.json" />
<None Include="data\raptor.atlas" />
<None Include="data\raptor.json" />
<None Include="data\spineboy.atlas">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>

View File

@ -50,9 +50,9 @@ namespace Spine {
SkeletonBounds bounds = new SkeletonBounds();
#if WINDOWS_STOREAPP
private string assetsFolder = @"Assets\";
private string assetsFolder = @"Assets\";
#else
private string assetsFolder = "data/";
private string assetsFolder = "data/";
#endif
public Example () {
@ -75,11 +75,13 @@ namespace Spine {
skeletonRenderer.PremultipliedAlpha = true;
// String name = "spineboy";
String name = "goblins-ffd";
// String name = "goblins-ffd";
String name = "raptor";
Atlas atlas = new Atlas(assetsFolder + name + ".atlas", new XnaTextureLoader(GraphicsDevice));
Atlas atlas = new Atlas(assetsFolder + name + ".atlas", new XnaTextureLoader(GraphicsDevice));
SkeletonJson json = new SkeletonJson(atlas);
if (name == "spineboy") json.Scale = 0.6f;
if (name == "raptor") json.Scale = 0.5f;
skeleton = new Skeleton(json.ReadSkeletonData(assetsFolder + name + ".json"));
if (name == "goblins-ffd") skeleton.SetSkin("goblin");
@ -138,13 +140,15 @@ namespace Spine {
bounds.Update(skeleton, true);
MouseState mouse = Mouse.GetState();
headSlot.G = 1;
headSlot.B = 1;
if (bounds.AabbContainsPoint(mouse.X, mouse.Y)) {
BoundingBoxAttachment hit = bounds.ContainsPoint(mouse.X, mouse.Y);
if (hit != null) {
headSlot.G = 0;
headSlot.B = 0;
if (headSlot != null) {
headSlot.G = 1;
headSlot.B = 1;
if (bounds.AabbContainsPoint(mouse.X, mouse.Y)) {
BoundingBoxAttachment hit = bounds.ContainsPoint(mouse.X, mouse.Y);
if (hit != null) {
headSlot.G = 0;
headSlot.B = 0;
}
}
}