John 1c19365325 [csharp][monogame][unity][xna] Updated to 3.3.x (#623)
* [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.
2016-06-30 04:29:33 +08:00

316 lines
11 KiB
C#

/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to use, install, execute and perform the Spine
* Runtimes Software (the "Software") and derivative works solely for personal
* or internal use. Without the written permission of Esoteric Software (see
* Section 2 of the Spine Software License Agreement), 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 SOFTWARE 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;
namespace Spine {
public class Bone : IUpdatable {
static public bool yDown;
internal BoneData data;
internal Skeleton skeleton;
internal Bone parent;
internal ExposedList<Bone> children = new ExposedList<Bone>();
internal float x, y, rotation, scaleX, scaleY, shearX, shearY;
internal float appliedRotation;
internal float a, b, worldX;
internal float c, d, worldY;
internal float worldSignX, worldSignY;
internal bool sorted;
public BoneData Data { get { return data; } }
public Skeleton Skeleton { get { return skeleton; } }
public Bone Parent { get { return parent; } }
public ExposedList<Bone> Children { get { return children; } }
public float X { get { return x; } set { x = value; } }
public float Y { get { return y; } set { y = value; } }
public float Rotation { get { return rotation; } set { rotation = value; } }
/// <summary>The rotation, as calculated by any constraints.</summary>
public float AppliedRotation { get { return appliedRotation; } set { appliedRotation = value; } }
public float ScaleX { get { return scaleX; } set { scaleX = value; } }
public float ScaleY { get { return scaleY; } set { scaleY = value; } }
public float ShearX { get { return shearX; } set { shearX = value; } }
public float ShearY { get { return shearY; } set { shearY = value; } }
public float A { get { return a; } }
public float B { get { return b; } }
public float C { get { return c; } }
public float D { get { return d; } }
public float WorldX { get { return worldX; } }
public float WorldY { get { return worldY; } }
public float WorldSignX { get { return worldSignX; } }
public float WorldSignY { get { return worldSignY; } }
public float WorldRotationX { get { return MathUtils.Atan2(c, a) * MathUtils.radDeg; } }
public float WorldRotationY { get { return MathUtils.Atan2(d, b) * MathUtils.radDeg; } }
public float WorldScaleX { get { return (float)Math.Sqrt(a * a + b * b) * worldSignX; } }
public float WorldScaleY { get { return (float)Math.Sqrt(c * c + d * d) * worldSignY; } }
/// <param name="parent">May be null.</param>
public Bone (BoneData data, Skeleton skeleton, Bone parent) {
if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
this.data = data;
this.skeleton = skeleton;
this.parent = parent;
SetToSetupPose();
}
/// <summary>Same as <see cref="UpdateWorldTransform"/>. This method exists for Bone to implement <see cref="Spine.IUpdatable"/>.</summary>
public void Update () {
UpdateWorldTransform(x, y, rotation, scaleX, scaleY, shearX, shearY);
}
/// <summary>Computes the world transform using the parent bone and this bone's local transform.</summary>
public void UpdateWorldTransform () {
UpdateWorldTransform(x, y, rotation, scaleX, scaleY, shearX, shearY);
}
/// <summary>Computes the world transform using the parent bone and the specified local transform.</summary>
public void UpdateWorldTransform (float x, float y, float rotation, float scaleX, float scaleY, float shearX, float shearY) {
appliedRotation = rotation;
float rotationY = rotation + 90 + shearY;
float la = MathUtils.CosDeg(rotation + shearX) * scaleX, lb = MathUtils.CosDeg(rotationY) * scaleY;
float lc = MathUtils.SinDeg(rotation + shearX) * scaleX, ld = MathUtils.SinDeg(rotationY) * scaleY;
Bone parent = this.parent;
if (parent == null) { // Root bone.
Skeleton skeleton = this.skeleton;
if (skeleton.flipX) {
x = -x;
la = -la;
lb = -lb;
}
if (skeleton.flipY != yDown) {
y = -y;
lc = -lc;
ld = -ld;
}
a = la;
b = lb;
c = lc;
d = ld;
worldX = x;
worldY = y;
worldSignX = Math.Sign(scaleX);
worldSignY = Math.Sign(scaleY);
return;
}
float pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
worldX = pa * x + pb * y + parent.worldX;
worldY = pc * x + pd * y + parent.worldY;
worldSignX = parent.worldSignX * Math.Sign(scaleX);
worldSignY = parent.worldSignY * Math.Sign(scaleY);
if (data.inheritRotation && data.inheritScale) {
a = pa * la + pb * lc;
b = pa * lb + pb * ld;
c = pc * la + pd * lc;
d = pc * lb + pd * ld;
} else {
if (data.inheritRotation) { // No scale inheritance.
pa = 1;
pb = 0;
pc = 0;
pd = 1;
do {
float cos = MathUtils.CosDeg(parent.appliedRotation), sin = MathUtils.SinDeg(parent.appliedRotation);
float temp = pa * cos + pb * sin;
pb = pb * cos - pa * sin;
pa = temp;
temp = pc * cos + pd * sin;
pd = pd * cos - pc * sin;
pc = temp;
if (!parent.data.inheritRotation) break;
parent = parent.parent;
} while (parent != null);
a = pa * la + pb * lc;
b = pa * lb + pb * ld;
c = pc * la + pd * lc;
d = pc * lb + pd * ld;
} else if (data.inheritScale) { // No rotation inheritance.
pa = 1;
pb = 0;
pc = 0;
pd = 1;
do {
float cos = MathUtils.CosDeg(parent.appliedRotation), sin = MathUtils.SinDeg(parent.appliedRotation);
float psx = parent.scaleX, psy = parent.scaleY;
float za = cos * psx, zb = sin * psy, zc = sin * psx, zd = cos * psy;
float temp = pa * za + pb * zc;
pb = pb * zd - pa * zb;
pa = temp;
temp = pc * za + pd * zc;
pd = pd * zd - pc * zb;
pc = temp;
if (psx >= 0) sin = -sin;
temp = pa * cos + pb * sin;
pb = pb * cos - pa * sin;
pa = temp;
temp = pc * cos + pd * sin;
pd = pd * cos - pc * sin;
pc = temp;
if (!parent.data.inheritScale) break;
parent = parent.parent;
} while (parent != null);
a = pa * la + pb * lc;
b = pa * lb + pb * ld;
c = pc * la + pd * lc;
d = pc * lb + pd * ld;
} else {
a = la;
b = lb;
c = lc;
d = ld;
}
if (skeleton.flipX) {
a = -a;
b = -b;
}
if (skeleton.flipY != yDown) {
c = -c;
d = -d;
}
}
}
public void SetToSetupPose () {
BoneData data = this.data;
x = data.x;
y = data.y;
rotation = data.rotation;
scaleX = data.scaleX;
scaleY = data.scaleY;
shearX = data.shearX;
shearY = data.shearY;
}
public float WorldToLocalRotationX {
get {
Bone parent = this.parent;
if (parent == null) return rotation;
float pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d, a = this.a, c = this.c;
return MathUtils.Atan2(pa * c - pc * a, pd * a - pb * c) * MathUtils.radDeg;
}
}
public float WorldToLocalRotationY {
get {
Bone parent = this.parent;
if (parent == null) return rotation;
float pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d, b = this.b, d = this.d;
return MathUtils.Atan2(pa * d - pc * b, pd * b - pb * d) * MathUtils.radDeg;
}
}
public void RotateWorld (float degrees) {
float a = this.a, b = this.b, c = this.c, d = this.d;
float cos = MathUtils.CosDeg(degrees), sin = MathUtils.SinDeg(degrees);
this.a = cos * a - sin * c;
this.b = cos * b - sin * d;
this.c = sin * a + cos * c;
this.d = sin * b + cos * d;
}
/// <summary>
/// Computes the local transform from the world transform. This can be useful to perform processing on the local transform
/// after the world transform has been modified directly (eg, by a constraint).
///
/// Some redundant information is lost by the world transform, such as -1,-1 scale versus 180 rotation. The computed local
/// transform values may differ from the original values but are functionally the same.
/// </summary>
public void UpdateLocalTransform () {
Bone parent = this.parent;
if (parent == null) {
x = worldX;
y = worldY;
rotation = MathUtils.Atan2(c, a) * MathUtils.radDeg;
scaleX = (float)Math.Sqrt(a * a + c * c);
scaleY = (float)Math.Sqrt(b * b + d * d);
float det = a * d - b * c;
shearX = 0;
shearY = MathUtils.Atan2(a * b + c * d, det) * MathUtils.radDeg;
return;
}
float pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
float pid = 1 / (pa * pd - pb * pc);
float dx = worldX - parent.worldX, dy = worldY - parent.worldY;
x = (dx * pd * pid - dy * pb * pid);
y = (dy * pa * pid - dx * pc * pid);
float ia = pid * pd;
float id = pid * pa;
float ib = pid * pb;
float ic = pid * pc;
float ra = ia * a - ib * c;
float rb = ia * b - ib * d;
float rc = id * c - ic * a;
float rd = id * d - ic * b;
shearX = 0;
scaleX = (float)Math.Sqrt(ra * ra + rc * rc);
if (scaleX > 0.0001f) {
float det = ra * rd - rb * rc;
scaleY = det / scaleX;
shearY = MathUtils.Atan2(ra * rb + rc * rd, det) * MathUtils.radDeg;
rotation = MathUtils.Atan2(rc, ra) * MathUtils.radDeg;
} else {
scaleX = 0;
scaleY = (float)Math.Sqrt(rb * rb + rd * rd);
shearY = 0;
rotation = 90 - MathUtils.Atan2(rd, rb) * MathUtils.radDeg;
}
appliedRotation = rotation;
}
public void WorldToLocal (float worldX, float worldY, out float localX, out float localY) {
float a = this.a, b = this.b, c = this.c, d = this.d;
float invDet = 1 / (a * d - b * c);
float x = worldX - this.worldX, y = worldY - this.worldY;
localX = (x * d * invDet - y * b * invDet);
localY = (y * a * invDet - x * c * invDet);
}
public void LocalToWorld (float localX, float localY, out float worldX, out float worldY) {
worldX = localX * a + localY * b + this.worldX;
worldY = localX * c + localY * d + this.worldY;
}
override public String ToString () {
return data.name;
}
}
}