mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-05 06:44:56 +08:00
* [spine-csharp] Ported 3.3 changes of Animation and inner classes. Added MathUtils.Clamp
* [spine-csharp] Ported 3.3 changes of AnimationStateData. Updated .gitignore to exclude .meta files from spine-csharp
* [spine-csharp] Ported 3.3 changes of Bone
* [spine-csharp] Ported 3.3 changes of BoneData
* [spine-csharp] Ported 3.3 changes of Event
* [spine-csharp] Ported 3.3 changes to IKConstraint. Also got rid of the hideous labeled break. Replaced with while and sprinkled continues and break :D
* [spine-csharp] Mario is not good with labeled breaks. Fixed with goto
* [spine-csharp] Ported more 3.3 changes, only SkeletonJson and SkeletonBinary left. Unity runtime also needs updating with new changes
* [spine-csharp] fixed compilation errors initially not reported by Mono CS
* Minor clean up.
Every space has its place.™
* Match csharp 3.3 refactorings.
* [Unity] Minor cleanup in SkeletonBaker.
* Better exception messages.
* Removed extra usings. Matched whitespace style.
* Fixed Bone.cs method PascalCase and xml documentation.
* Fixed Exception ctor arguments.
* Fixed single bone IK mixing.
Matched libgdx commit:
e0ee18a088
* [spine-csharp] Port of 3.3 changes to SkeletonJson, incomplete
* [Unity] Ragdoll: account for shear and new constraints.
* [spine-csharp] Ported 3.3 changes to SkeletonJson
* [spine-csharp] Ported 3.3 changes to SkeletonBinary. Time for testing and debugging
* [spine-csharp] Fixed up XNA runtime
* Added simple example data in new exports/ folder
* [spine-csharp] Fixed bug in Slot construtor, wasn't assigning index. Fixed bug in CurveTimeline, argument guard was wrong. Fixed bugs in SkeletonJson, indexing to get duration of a timeline was wrong. Added simple example to spine-xna for easier debugging
* [spine-csharp] Fixed porting bug in ColorTimeline#apply, indexing was wrong
* [spine-csharp] Fixed SkeletonJson#ReadVertices, calling resize on temp lists was wrong. Updated goblin sample in spine-xna, fixed mesh attachment rendering in spine-xna.
* [spine-xna] Added binary exports, modified XNA game
* [spine-xna] Added tank example
* Some cleanup. Relabeled generic todos.
* Prevent SpineEditorUtilities from orphaning failed instantiations.
* Ignore PathAttachment when checking for required atlas regions.
* [spine-csharp] the great spaces to tabs battle
* [spine-csharp] Fixed inherit deform.
* [spine-csharp] Match Skeleton.java properties and stuff.
* [spine-csharp] Fixed enums, all upper cased now, using Enum.ParseType in case-insensitive mode
* [csharp] Ported 206e7f983c4df4d27fee6cac05d152eb2295c8b0 to csharp runtime. Fixes attachment keys on different tracks
* [csharp] Updated README.md
* [xna] [monogame] [unity] Updated README.md
* Revert "[csharp] Ported 206e7f983c4df4d27fee6cac05d152eb2295c8b0 to csharp runtime. Fixes attachment keys on different tracks"
This reverts commit 175216868dd00b4ae31cc717022242308c150f6a.
* [csharp] Fix to AttachmentTimeline#apply, fix for the fix for the fix for the revert for the fix
* [csharp] Matched and fixed more comments, summaries, exception messages and formatting.
* [csharp] Fix deformed weighted vertices condition + match libgdx closer.
* [csharp] Use internal ExposedList array for critical methods.
* [csharp] SkeletonJson and SkeletonBinary minor formatting and fixes.
* [unity] Match changes and fixes in spine-csharp 3.3 + better editor messages.
* [unity] Updated sample scenes and files.
* [csharp] Some formatting got left behind.
* [unity] New readme links + Removed redundant info.
* [exports] Remove dummy project.
131 lines
5.4 KiB
C#
131 lines
5.4 KiB
C#
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.3
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*
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* Copyright (c) 2013-2015, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to use, install, execute and perform the Spine
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* Runtimes Software (the "Software") and derivative works solely for personal
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* or internal use. Without the written permission of Esoteric Software (see
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* Section 2 of the Spine Software License Agreement), you may not (a) modify,
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* translate, adapt or otherwise create derivative works, improvements of the
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* Software or develop new applications using the Software or (b) remove,
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* delete, alter or obscure any trademarks or any copyright, trademark, patent
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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namespace Spine {
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public class TransformConstraint : IUpdatable {
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internal TransformConstraintData data;
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internal ExposedList<Bone> bones;
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internal Bone target;
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internal float rotateMix, translateMix, scaleMix, shearMix;
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public TransformConstraintData Data { get { return data; } }
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public ExposedList<Bone> Bones { get { return bones; } }
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public Bone Target { get { return target; } set { target = value; } }
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public float RotateMix { get { return rotateMix; } set { rotateMix = value; } }
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public float TranslateMix { get { return translateMix; } set { translateMix = value; } }
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public float ScaleMix { get { return scaleMix; } set { scaleMix = value; } }
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public float ShearMix { get { return shearMix; } set { shearMix = value; } }
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public TransformConstraint (TransformConstraintData data, Skeleton skeleton) {
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if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
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if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
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this.data = data;
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rotateMix = data.rotateMix;
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translateMix = data.translateMix;
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scaleMix = data.scaleMix;
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shearMix = data.shearMix;
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bones = new ExposedList<Bone>();
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foreach (BoneData boneData in data.bones)
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bones.Add (skeleton.FindBone (boneData.name));
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target = skeleton.FindBone(data.target.name);
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}
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public void Apply () {
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Update();
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}
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public void Update () {
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float rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
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Bone target = this.target;
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float ta = target.a, tb = target.b, tc = target.c, td = target.d;
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ExposedList<Bone> bones = this.bones;
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for (int i = 0, n = bones.Count; i < n; i++) {
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Bone bone = bones.Items[i];
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if (rotateMix > 0) {
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float a = bone.a, b = bone.b, c = bone.c, d = bone.d;
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float r = (float)Math.Atan2(tc, ta) - (float)Math.Atan2(c, a) + data.offsetRotation * MathUtils.degRad;
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if (r > MathUtils.PI)
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r -= MathUtils.PI2;
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else if (r < -MathUtils.PI) r += MathUtils.PI2;
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r *= rotateMix;
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float cos = MathUtils.Cos(r), sin = MathUtils.Sin(r);
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bone.a = cos * a - sin * c;
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bone.b = cos * b - sin * d;
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bone.c = sin * a + cos * c;
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bone.d = sin * b + cos * d;
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}
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if (translateMix > 0) {
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float tempx, tempy;
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target.LocalToWorld(data.offsetX, data.offsetY, out tempx, out tempy);
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bone.worldX += (tempx - bone.worldX) * translateMix;
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bone.worldY += (tempy - bone.worldY) * translateMix;
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}
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if (scaleMix > 0) {
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float bs = (float)Math.Sqrt(bone.a * bone.a + bone.c * bone.c);
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float ts = (float)Math.Sqrt(ta * ta + tc * tc);
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float s = bs > 0.00001f ? (bs + (ts - bs + data.offsetScaleX) * scaleMix) / bs : 0;
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bone.a *= s;
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bone.c *= s;
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bs = (float)Math.Sqrt(bone.b * bone.b + bone.d * bone.d);
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ts = (float)Math.Sqrt(tb * tb + td * td);
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s = bs > 0.00001f ? (bs + (ts - bs + data.offsetScaleY) * scaleMix) / bs : 0;
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bone.b *= s;
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bone.d *= s;
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}
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if (shearMix > 0) {
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float b = bone.b, d = bone.d;
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float by = MathUtils.Atan2(d, b);
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float r = MathUtils.Atan2(td, tb) - MathUtils.Atan2(tc, ta) - (by - MathUtils.Atan2(bone.c, bone.a));
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if (r > MathUtils.PI)
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r -= MathUtils.PI2;
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else if (r < -MathUtils.PI) r += MathUtils.PI2;
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r = by + (r + data.offsetShearY * MathUtils.degRad) * shearMix;
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float s = (float)Math.Sqrt(b * b + d * d);
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bone.b = MathUtils.Cos(r) * s;
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bone.d = MathUtils.Sin(r) * s;
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}
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}
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}
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override public String ToString () {
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return data.name;
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}
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}
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}
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