2040 Commits

Author SHA1 Message Date
NathanSweet
0a90565ba1 AnimationState#apply has no side effects. 2016-08-23 09:55:06 +02:00
NathanSweet
285aead074 Draw order timeline. 2016-08-22 22:54:58 +02:00
NathanSweet
4c2d2b0c0a Moved track changes to update, so AnimationState can be applied to multiple skeletons without side effects.
Also:
- Moved queue drains outside of update loop.
- Better naming.
- Dirty flag after animations have been changed to avoid computing timelinesFirst more times than needed.
- Don't use timelinesFirst when mix == 1.
2016-08-22 21:39:42 +02:00
NathanSweet
ef2a440655 Always mix, even when mix duration is 0, to give the old animation a chance to reset its changes. 2016-08-22 19:39:48 +02:00
NathanSweet
42e3b95e33 Better timelines. 2016-08-22 16:51:45 +02:00
NathanSweet
280024a685 Added mixingOut parameter to Timeline#apply so timelines know which direction mixing is happening.
See ScaleTimeline which uses this to know which scale sign to use.
2016-08-22 14:43:33 +02:00
NathanSweet
b4924b0a49 Experimental WIP for mixing unkeyed bones to setup pose.
#621
2016-08-21 20:58:40 +02:00
NathanSweet
c59a58ae5b Comment 2016-08-21 08:23:55 +02:00
NathanSweet
8f4ad90a17 AnimationState, allow delay to postpone the current track entry.
#621
2016-08-20 18:52:13 +02:00
NathanSweet
23f16c016c AnimationState, don't mix from an animation that was never applied. 2016-08-20 17:59:55 +02:00
NathanSweet
a39c970a6a AnimationState, javadoc, cleanup, tests.
#621
2016-08-20 15:47:13 +02:00
NathanSweet
0a8896a3e2 More AnimationState refactoring.
- Added `animationStart` so a portion of an animation can be looped.
- Changed timing fields to: trackTime, trackLast, trackEnd, animationStart, animationEnd, animationLast
- Removed default *Threshold fields. People can just set it on the track entry if they don't like the defaults.
- Removed `loopCount` from complete event. People can calculate it based on track time.

#621
closes #535
closes #593
2016-08-20 11:51:56 +02:00
NathanSweet
966c03e68f AnimationState refactoring.
- Renamed `previous` to `mixingFrom` for clarity.
- Added `trackEntry` method to fully initialize TrackEntry.
- Moved `mixDuration` initialization to happen when TrackEntry is initialized. This allows mix times to be specified (or changed) through the TrackEntry, without using AnimationStateData.
- Made EventQueue static to ease porting.
- Javadocs.

#621
2016-08-19 19:14:17 +02:00
NathanSweet
4912ea8975 Fixed start event not being triggered when addAnimation is used on an empty track.
closes #634
2016-08-19 11:32:29 +02:00
NathanSweet
6aca4bd141 Updated AnimationState tests. 2016-08-19 11:21:56 +02:00
NathanSweet
b454d69b45 Fixed lastTime being > time for non-looping animations. 2016-08-19 11:21:44 +02:00
NathanSweet
5191cf4f5f Wait until end of current loop when queuing an animation.
closes #626
2016-08-19 11:20:32 +02:00
NathanSweet
296d019bac Formatting. 2016-08-19 08:47:43 +02:00
NathanSweet
e4e312626b Better scale sign computation. 2016-08-18 21:59:30 +02:00
NathanSweet
5edeeb6035 When mixing scale, the sign of the last applied scale is used to avoid mixing across zero.
#621
2016-08-18 16:51:50 +02:00
NathanSweet
127c0fbbf5 AnimationState, added draw order threshold. 2016-08-18 15:17:13 +02:00
NathanSweet
c278cf77fb Added event toasts to Skeleton Viewer. 2016-08-18 15:16:59 +02:00
NathanSweet
cc4f19da98 AnimationState, added attachment threshold. Defaults changed to NOT apply attachment timelines or fire events for an animation being mixed out.
#621
2016-08-18 14:46:15 +02:00
NathanSweet
b020bc0d44 Added event threshold setting to AnimationState.
#621
2016-08-18 14:05:24 +02:00
NathanSweet
6cc91d579c Fixed world scale. 2016-08-18 11:01:57 +02:00
NathanSweet
c5d3d84f71 Better disable inherit rotation.
But not good, flips with negative scale.
2016-08-15 16:19:33 +02:00
NathanSweet
3160077207 Fixed Skeleton copy constructor.
It wasn't copying each bone's children.
2016-08-14 08:09:58 +02:00
NathanSweet
5a7cbf0a41 Removed world sign.
Doesn't make sense to compute a value that the runtime no longer uses and is unlikely for application code to need. If application code does need it, it's trivial to walk up the bone hierarchy and calculate it.
2016-08-13 20:08:07 +02:00
NathanSweet
5a45d3df30 Fixed IK constraint child bone using uninitialized world transform to calculate applied transform. 2016-08-13 19:57:23 +02:00
NathanSweet
217aa60c4f Finished "applied transform" for arbitrary constraint order. 2016-08-13 08:38:41 +02:00
NathanSweet
438f0028b2 Experimental disable inherit rotation. 2016-08-12 07:40:59 +02:00
NathanSweet
1459abcb06 Constraint order WIP. 2016-08-09 21:24:54 +02:00
NathanSweet
2dee5d6103 [libgdx] New math for disable inherit scale.
More stable (fixes rotation with negative scale) but slightly different behavior: scaling parent bones can cause the rotation to change on a bone with disable inherit scale. This seems like sane behavior though, so likely worth the change. More here:
http://esotericsoftware.com/forum/Disabling-inherit-scale-breaks-rotation-v3-4-0-1-6757
2016-08-05 01:42:24 +02:00
NathanSweet
81a4e3ea1d [libgdx] SkeletonRendererDebug draws direction for zero length bones. 2016-08-05 01:35:52 +02:00
NathanSweet
bc629cec11 [libgdx] Removed Slot#attachmentName.
Decided lazy attachment look up was premature optimization.
2016-08-05 01:35:18 +02:00
NathanSweet
be01e0aae3 Merge branch 'master' into dev
# Conflicts:
#	spine-libgdx/spine-libgdx-tests/assets/spineboy/spineboy.json
#	spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/Animation.java
2016-08-05 01:22:08 +02:00
badlogic
d5ba507ebb [starling] Closes #662, had outdated .swcs used by user. Works as intended 2016-08-04 10:45:23 +02:00
Mario Zechner
9299e44323 Merge pull request #660 from samael65535/patch-1
fix Wrong URL
2016-08-03 14:36:28 +02:00
samael
6241a19839 fix Wrong URL 2016-08-03 12:32:23 +08:00
John
edc8f6e908 [unity] Fix SkeletonDataAssetInspector GUILayout 2016-08-02 21:37:10 +08:00
badlogic
c8b72e382f [cocos2d-x] Closes #580, temporary storage of color was wrong in SkeletonRenderer 2016-08-02 10:42:55 +02:00
pharan
18d7229b5d [Unity] Fix SkeletonGraphic incompatible version fallback. 2016-08-02 16:30:21 +08:00
badlogic
2a32c3e113 [cocos2d-x] Closes #612, added SkeletonBatch::destroyInstance for testing purposes 2016-08-01 12:16:43 +02:00
badlogic
82adb733cb [cocos2d-x] Closes #657, update to latest Cocos2d-X 3.12 2016-08-01 12:05:29 +02:00
badlogic
e3e122b3fc [cocos2d-x] Reverted takeBuffer PR so we are compatible with both 3.12 and < 3.12 cocos2d-x. 2016-08-01 11:43:22 +02:00
Mario Zechner
0983d42c3d Merge pull request #656 from mogemimi/fix-variable-shadowing
[spine-c] Prevent variable shadowing warnings
2016-08-01 11:05:36 +02:00
pharan
0434398b36 [unity] Drag n drop now uses RectTransform plane if selected (for UI) + minor fixes. 2016-08-01 09:12:40 +08:00
mogemimi
281576a84b [spine-c] Prevent variable shadowing warnings 2016-08-01 01:30:27 +09:00
pharan
bd7ad96bc6 [unity] Don't import atlas textures as Unity Sprites by default. 2016-07-31 22:26:40 +08:00
pharan
395dc5b345 [unity] Drag n drop to Scene View context menu for all types. 2016-07-31 22:09:28 +08:00