mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
120 lines
5.4 KiB
C#
120 lines
5.4 KiB
C#
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2024, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software or
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* otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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//#define CHANGE_BOUNDS_ON_ANIMATION_CHANGE
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using UnityEditor;
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using UnityEditor.UIElements;
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using UnityEngine;
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using UnityEngine.UIElements;
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namespace Spine.Unity.Editor {
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[CustomPropertyDrawer(typeof(BoundsFromAnimationAttribute))]
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public class BoundsFromAnimationAttributeDrawer : PropertyDrawer {
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protected BoundsFromAnimationAttribute TargetAttribute { get { return (BoundsFromAnimationAttribute)attribute; } }
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public override VisualElement CreatePropertyGUI (SerializedProperty boundsProperty) {
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var container = new VisualElement();
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PropertyField referenceMeshBounds = new PropertyField();
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referenceMeshBounds.BindProperty(boundsProperty);
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var parentPropertyPath = boundsProperty.propertyPath.Substring(0, boundsProperty.propertyPath.LastIndexOf('.'));
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var parent = boundsProperty.serializedObject.FindProperty(parentPropertyPath);
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SerializedProperty animationProperty = parent.FindPropertyRelative(TargetAttribute.animationField);
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SerializedProperty skeletonDataProperty = parent.FindPropertyRelative(TargetAttribute.dataField);
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SerializedProperty skinProperty = parent.FindPropertyRelative(TargetAttribute.skinField);
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#if !CHANGE_BOUNDS_ON_ANIMATION_CHANGE
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Button updateBoundsButton = new Button(() => {
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UpdateMeshBounds(boundsProperty, animationProperty.stringValue,
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(SkeletonDataAsset)skeletonDataProperty.objectReferenceValue, skinProperty.stringValue);
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});
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updateBoundsButton.text = "Update Bounds";
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container.Add(updateBoundsButton);
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#else
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referenceMeshBounds.TrackPropertyValue(animationProperty, prop => {
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UpdateMeshBounds(boundsProperty, animationProperty.stringValue,
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(SkeletonDataAsset)skeletonDataProperty.objectReferenceValue, skinProperty.stringValue);
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});
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#endif
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container.Add(referenceMeshBounds);
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container.Bind(boundsProperty.serializedObject);
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return container;
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}
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protected void UpdateMeshBounds (SerializedProperty boundsProperty, string boundsAnimation,
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SkeletonDataAsset skeletonDataAsset, string skin) {
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if (!skeletonDataAsset)
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return;
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Bounds bounds = CalculateMeshBounds(boundsAnimation, skeletonDataAsset, skin);
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if (bounds.extents.x == 0 || bounds.extents.y == 0) {
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Debug.LogWarning("Please select different Initial Skin and Bounds Animation. Not setting reference " +
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"bounds as current combination (likely no attachments visible) leads to zero Mesh bounds.");
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bounds.center = Vector3.zero;
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bounds.extents = Vector3.one * 2f;
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}
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boundsProperty.boundsValue = bounds;
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boundsProperty.serializedObject.ApplyModifiedProperties();
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}
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protected Bounds CalculateMeshBounds (string animationName, SkeletonDataAsset skeletonDataAsset, string skin) {
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SkeletonData skeletonData = skeletonDataAsset.GetSkeletonData(false);
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Skeleton skeleton = new Skeleton(skeletonData);
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if (!string.IsNullOrEmpty(skin) && !string.Equals(skin, "default", System.StringComparison.Ordinal))
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skeleton.SetSkin(skin);
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skeleton.SetSlotsToSetupPose();
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Spine.Animation animation = skeletonData.FindAnimation(animationName);
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if (animation != null)
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animation.Apply(skeleton, -1, 0, false, null, 1.0f, MixBlend.First, MixDirection.In);
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skeleton.Update(0f);
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skeleton.UpdateWorldTransform(Skeleton.Physics.Update);
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float x, y, width, height;
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SkeletonClipping clipper = new SkeletonClipping();
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float[] vertexBuffer = null;
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skeleton.GetBounds(out x, out y, out width, out height, ref vertexBuffer, clipper);
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if (x == int.MaxValue) {
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return new Bounds();
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}
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Bounds bounds = new Bounds();
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Vector2 halfSize = new Vector2(width * 0.5f, height * 0.5f);
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bounds.center = new Vector3(x + halfSize.x, -y - halfSize.y, 0.0f);
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bounds.extents = new Vector3(halfSize.x, halfSize.y, 0.0f);
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return bounds;
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}
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}
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}
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